Here is where the Starships assumptions wander off from the setting. Also where you might need Fuel Tanks after all. But the only kind of chemical power plant it lists here is a fuel cell, which isn't most likely to go offworld in Stargate.
One nuclear fission reactor can fit in the same space as a cabin and provides one power point. Systems that require power so far are factory, mining, and refinery. Each of those need one power point. so you need as many cabins of nuclear fission reactors as you have of mining, refinery, or factory.
It does solve the mining container thing: Control room, mining, mining, nuclear reactor, nuclear reactor. *blinks*
... that seems... unusual.
Each reactor will last 25 years on internal fuel, or at TL9, 50 years.
It costs $500K
... but where do you shop for them?
A $500K 5 ton fission reactor in the Stargate setting seems VASTLY less likely than buying naquada reactors. But there's no stats for those. They are man portable, or possibly 2 man at most, and they give enough power for a Stargate.
Try figuring from the rules for a Jump Gate; Jump Gates are only available on SM+9 vessels because they need a whole 150 ton space, so that naquada reactor is at least equivalent to 150 tons of uranium fission reactor.
So a naquada reactor weighs... call it 200lbs, or 0.1 tons, and makes the equivalent of at least 150/5 SM+6 power points. 0.1 tons, 30 power points.
If you can get the power from the naquada reactor to the mines, factories, and refineries, that seems likely to cover the needs of the colony.
Total Conversion, the super science ultra powerful most best generator, gives 5 SM+6 power points per 5 tons; naquada gives 30 in 0.1. That's... wildly more power. Examine assumptions.
A Jump Gate in an SM+9 ship weighs 150 tons and can let 100 tons (SM+6) pass through it. A Stargate weighs about 30 tons (there are two kinds of tons is it 29 or 32 GURPS Starship tons and where did the wiki page get its numbers argh) and for purposes of this imaginary colony can let 30 tons (SM+5) pass through it. So it's at least a whole size modifier smaller.
SM+8 power generators would weigh 50 tons. That's 10 of the SM+6 uranium generators, 10 SM+6 points. Naquada gives 10 power points, that's not so wild any more. Still twice as good as the exotic superscience and weighing 1/50th the amount, but, an improvement.
Okay, the superscience reactor last effectively forever at 5 tons. Naquada doesn't, they need to mine more, and often. So what if the part we've seen, the part they can carry, doesn't last very long? Is it ever stated? Internal fuel last anything from 2 years to 200 for an antimatter reactor, 25 for nuclear fission, wild ranges for all the rest. They end up weighing the standard amount, it's the endurance that changes. Then the rest of the tonnage would be fuel.
So they've either got a portable reactor that doesn't last very long, but has all the power they could need, or a 5 ton compartment filled with naquada that lasts... however long the plot wants.
... if they have 5 tons of naquada, why do they need to mine for naquada? I'm just saying, that seems like a lot of naquada.
If we just figure that a Jump Gate, seeing as it needs 1 power point for 1 gate section and the necessary fission reactor weighs as much as the gate, needs 1 ton of nuclear power for each ton of gate, then we need 30 tons of uranium reactor for a 30 ton Stargate. 30/5 = 6 power points. One naquada reactor, 6 power points. It's still more than a Total Conversion drive, but much closer to it. And there's still the fuel issue, to tweak the points per ton to wherever seems useful.
Some numbers would have to be invented.
Also, what are the hazards of naquada power? How does it do its thing?
Same with arc reactor power. The arc reactor has more numbers attached, even if they are made up numbers. It can provide a little power for a long time, or a lot of power for a short time. There's nothing in the Reactors rules that allows you to change the power available by as much as he does; reactors can be adjusted for longer life and less power, but the change is like 25% longer, not lifetimes vs weeks. GURPS rules in this book can't model arc reactors.
GURPS rules in this book can't model many sorts of power.
BUT!
Solar panel array: $500K
5 tons gives you one SM+6 power point. ... in space, where you don't have to worry about clouds and weather; though since I'm thinking the mining planet is desert, solar should still work very well. And it seems more likely than getting hold of enough nuclear reactors to power their mining operation. However it has an obvious drawback for mining, in that you have to leave it in the actual sunlight. So I'd have to figure out the relation between power making structures and mines, and how they stick them together. Cables would add up, in terms of weight. Maybe the factories are for making cables from stuff they mine so the cables can reach further into the mines...
Solar panels are exposed systems not protected by armour. So if any got hit you'd have to repair them. If you brought the right factories, and mined the right materials, to even try it. But it's much preferable to what happens if there's a hit on a nuclear power supply...
Power!
One nuclear fission reactor can fit in the same space as a cabin and provides one power point. Systems that require power so far are factory, mining, and refinery. Each of those need one power point. so you need as many cabins of nuclear fission reactors as you have of mining, refinery, or factory.
It does solve the mining container thing: Control room, mining, mining, nuclear reactor, nuclear reactor.
*blinks*
... that seems... unusual.
Each reactor will last 25 years on internal fuel, or at TL9, 50 years.
It costs $500K
... but where do you shop for them?
A $500K 5 ton fission reactor in the Stargate setting seems VASTLY less likely than buying naquada reactors. But there's no stats for those. They are man portable, or possibly 2 man at most, and they give enough power for a Stargate.
Try figuring from the rules for a Jump Gate; Jump Gates are only available on SM+9 vessels because they need a whole 150 ton space, so that naquada reactor is at least equivalent to 150 tons of uranium fission reactor.
So a naquada reactor weighs... call it 200lbs, or 0.1 tons, and makes the equivalent of at least 150/5 SM+6 power points. 0.1 tons, 30 power points.
If you can get the power from the naquada reactor to the mines, factories, and refineries, that seems likely to cover the needs of the colony.
Total Conversion, the super science ultra powerful most best generator, gives 5 SM+6 power points per 5 tons; naquada gives 30 in 0.1. That's... wildly more power. Examine assumptions.
A Jump Gate in an SM+9 ship weighs 150 tons and can let 100 tons (SM+6) pass through it.
A Stargate weighs about 30 tons (there are two kinds of tons is it 29 or 32 GURPS Starship tons and where did the wiki page get its numbers argh) and for purposes of this imaginary colony can let 30 tons (SM+5) pass through it. So it's at least a whole size modifier smaller.
SM+8 power generators would weigh 50 tons. That's 10 of the SM+6 uranium generators, 10 SM+6 points. Naquada gives 10 power points, that's not so wild any more. Still twice as good as the exotic superscience and weighing 1/50th the amount, but, an improvement.
Okay, the superscience reactor last effectively forever at 5 tons. Naquada doesn't, they need to mine more, and often. So what if the part we've seen, the part they can carry, doesn't last very long? Is it ever stated?
Internal fuel last anything from 2 years to 200 for an antimatter reactor, 25 for nuclear fission, wild ranges for all the rest. They end up weighing the standard amount, it's the endurance that changes.
Then the rest of the tonnage would be fuel.
So they've either got a portable reactor that doesn't last very long, but has all the power they could need, or a 5 ton compartment filled with naquada that lasts... however long the plot wants.
... if they have 5 tons of naquada, why do they need to mine for naquada?
I'm just saying, that seems like a lot of naquada.
If we just figure that a Jump Gate, seeing as it needs 1 power point for 1 gate section and the necessary fission reactor weighs as much as the gate, needs 1 ton of nuclear power for each ton of gate, then we need 30 tons of uranium reactor for a 30 ton Stargate. 30/5 = 6 power points. One naquada reactor, 6 power points. It's still more than a Total Conversion drive, but much closer to it. And there's still the fuel issue, to tweak the points per ton to wherever seems useful.
Some numbers would have to be invented.
Also, what are the hazards of naquada power? How does it do its thing?
Same with arc reactor power. The arc reactor has more numbers attached, even if they are made up numbers. It can provide a little power for a long time, or a lot of power for a short time. There's nothing in the Reactors rules that allows you to change the power available by as much as he does; reactors can be adjusted for longer life and less power, but the change is like 25% longer, not lifetimes vs weeks. GURPS rules in this book can't model arc reactors.
GURPS rules in this book can't model many sorts of power.
BUT!
Solar panel array: $500K
5 tons gives you one SM+6 power point. ... in space, where you don't have to worry about clouds and weather; though since I'm thinking the mining planet is desert, solar should still work very well. And it seems more likely than getting hold of enough nuclear reactors to power their mining operation. However it has an obvious drawback for mining, in that you have to leave it in the actual sunlight. So I'd have to figure out the relation between power making structures and mines, and how they stick them together. Cables would add up, in terms of weight. Maybe the factories are for making cables from stuff they mine so the cables can reach further into the mines...
Solar panels are exposed systems not protected by armour. So if any got hit you'd have to repair them. If you brought the right factories, and mined the right materials, to even try it. But it's much preferable to what happens if there's a hit on a nuclear power supply...