Satisfactory Production Calculator
Plan any Satisfactory production chain to the recipe. Full graph solver with all 106 alternate recipes, Power Shard overclocking up to 250%, Somersloop production amplification, byproduct routing, and peak-vs-average power for Particle Accelerator, Quantum Encoder, and Converter — every ratio verified against the wiki.
Global clock & amplification
Logistics
Extraction defaults
Total buildings
Target step buildings
Grid load (avg)
Iron Ore
90 items/minIron Plate
· Iron Plate×3
12 MW
Iron Ingot
· Iron Ingot×3
12 MW
Satisfactory production calculator. Buildings, power, raw resources and overclock for any recipe.
What is a Satisfactory production calculator?
How to use the Satisfactory calculator
Overclock, Somersloops and the recipe tree: the math behind the numbers
- Baseline (100% clock, no sloops): 6 buildings, 24 MW.
- 250% clock (3 Power Shards): 4 buildings, 53.72 MW — one-third fewer machines, but 124% more power.
- One Somersloop per building: 3 buildings, 48 MW — output doubles off the same ore.
- 250% clock + full Somersloop: 2 buildings, 107.45 MW — maximum density, but 4.5x the baseline grid load.
Belt, pipe and Miner throughput cheat-sheet
| Logistics / extraction | Throughput (per minute) | Notes |
|---|---|---|
| Mk.1 belt | 60 items | The iconic "one belt" benchmark |
| Mk.2 belt | 120 items | — |
| Mk.3 belt | 270 items | — |
| Mk.4 belt | 480 items | — |
| Mk.5 belt | 780 items | — |
| Mk.6 belt | 1200 items | Added in Patch 1.0, current top tier |
| Mk.1 pipe | 300 m³ | Fluids |
| Mk.2 pipe | 600 m³ | Fluids |
| Mk.1 Miner | 60 (Normal) | Impure 30 / Normal 60 / Pure 120 |
| Mk.2 Miner | 120 (Normal) | Impure 60 / Normal 120 / Pure 240 |
| Mk.3 Miner | 240 (Normal) | Impure 120 / Normal 240 / Pure 480 |
Worked examples with the full math
60 Iron Plate/min — the simplest chain
15 Reinforced Iron Plate/min — a mid-depth tree
5 Heavy Modular Frame/min — the scale shock
250% overclock vs Somersloops — the tradeoff in numbers
Efficiency and overclocking tips
- Items per minute is the canonical Satisfactory unit — the in-game tooltip always shows items/min, never items/second. If a calculator defaults to items/second, it was probably ported from a Factorio tool and never refitted for Satisfactory's UX.
- Round up, never down. A fractional 3.2 Constructors means you build 4. Three Constructors would run at an impossible 107% load, starve the belt, and the whole chain settles at about 94% instead — aim to sit a hair under 100%, not over it.
- Keep output and power on separate mental tracks. Power Shards stack 3 per building for a 250% cap, where output is a clean ×2.5 but power is 2.5^1.321928 ≈ 3.357×. Overclocking saves floor space and machine count; it never saves power. Doubling from 100% to 200% gives ×2 output for ×2.5 power — Coffee Stain's stated design.
- Somersloops double output linearly with no extra ore, but raise power by the square of the fill ratio — a full slot is 2× output for 4× power. Reserve them for bottlenecks where output is precious (Particle Accelerator and Quantum Encoder chains, top-of-tree Manufacturer steps) and keep them off raw Constructors making Iron Rods.
- Size your grid for peak power, not average, whenever a Particle Accelerator, Quantum Encoder or Converter is in the chain. The Quantum Encoder swings between 0.1 MW and 2000 MW in erratic 10% steps, the Converter traces a 100-400 MW triangle wave, and the Particle Accelerator ramps from minimum to maximum each cycle. Without battery storage, generators sized to the average will brown out on the peak.
- Alternate recipes from Hard Drives often slash raw-resource demand at the cost of more buildings. Pure Iron Ingot (7 Iron Ore + 4 Water → 13 Iron Ingot in a 12 s Refinery cycle) cuts iron-ore demand by about 46% on heavy iron chains; Recycled Plastic (6 Rubber + 6 Fuel → 12 Plastic, 12 s Refinery) removes the Heavy Oil Residue byproduct entirely. Use the per-step alternate selector to A/B any chain without rebuilding the tree.
- Byproduct routing is on by default — Heavy Oil Residue from Plastic credits downstream consumers (Fuel, Polymer Resin) automatically, so you only build the net production capacity. Switch to ignore or overflow in Logistics when you want to plan a dedicated sink instead.
- Packagers, Miners, Oil and Water Extractors, Resource Well Pressurizers and every generator cannot take Somersloops — that is Coffee Stain's design, not a calculator limit, so the sloop control hides itself on those rows. Generators also scale power linearly (1:1) with clock, unlike production buildings.
- Plan to a target rate first: drop the stable early-game benchmarks the community swears by (60 Iron Plate/min, 60 Screw/min, 30 Steel Ingot/min, 15 Reinforced Iron Plate/min) straight into the tool and read off the machines and MW each one needs — that alone carries you comfortably to Space Elevator Phase 2.
Satisfactory calculator — frequently asked questions
Is the Satisfactory calculator free?
Yes — no account, no login. Everything runs in your browser, and the share button packs the entire plan into a link you can send a co-op partner to reproduce the exact scenario.
How many Constructors do I need for 60 Iron Plates per minute?
Three. One Constructor makes (2 ÷ 6) × 60 = 20 Iron Plate/min at 100% clock, so 60 ÷ 20 = 3 Constructors, fed by 3 Smelters turning 90 Iron Ore into 90 Iron Ingot per minute — 6 buildings and 24 MW in total.
Does a 250% overclock double or triple my production?
It multiplies output by exactly 2.5, not 3.357 — that is the confusion. Overclock scales production linearly: 150% is ×1.5, 200% is ×2, 250% is ×2.5. The 1.321928 exponent applies only to power, where 250% draws about 3.357× the base. So overclocking cuts machine count and floor space, but you pay roughly 2.5× the power to double the throughput. The calculator shows both multipliers so they never blur together.
Why does my Particle Accelerator use 6,000 MW?
Almost always Power Shards. Nuclear Pasta runs 500-1500 MW at 100% clock, but each shard pushes the clock cap up and power rides the exponent, so 250% roughly triples it — and Somersloops multiply on top by up to 4×. Stack both and a single Accelerator can pass 20,000 MW. The number is not a bug; the calculator surfaces the combined clock × Somersloop multiplier so you see the cost before committing.
How much power does a Particle Accelerator really need?
For Nuclear Pasta it swings 500-1500 MW within each cycle, averaging 1000 MW, and ramps linearly from minimum to maximum. Size your generation to the 1500 MW peak, not the 1000 MW average — the ramp is exactly what trips grids that were built to the average. The calculator reports both figures whenever an Accelerator is in the tree.
Why do Somersloops cost 4× the power for only 2× the output?
Output scales linearly with fill ratio (1 + filled/total) but power scales by its square (1 + filled/total)². At a full slot the output multiplier is 2 and the power multiplier is 4. That gap is Coffee Stain's deliberate balancing tax: with only 106 Somersloops in the world, every output double costs a squared power bill, so they earn their place only on high-value late-game recipes.
Does it support Satisfactory 1.1 and all the alternate recipes?
Yes. The dataset covers Satisfactory 1.0 and the 1.1 patch (recipe-stable per the wiki) plus all 106 alternate recipes — 105 Hard Drive unlocks and the auto-unlocked Distilled Silica. Pick an alternate from the per-step recipe selector inside any row and the tree recalculates immediately.
Is the calculator up to date for the 1.2 patch?
The 1.2 experimental patch (March 2026) is additive — it adds Fluid Stations, Fluid Trucks, daisy-chained power connections and the SPWN research building, but does not change existing recipe amounts, building power figures or belt/pipe throughputs. So the 1.0/1.1 baseline stays correct for production planning. Its new Game Modes can scale recipe cost (0.25-2×) and power (0.25-5×), but only if you opt into a custom mode; the default numbers are unchanged.
The result shows 3.2 buildings — do I build 3 or 4?
Build 4. The 3.2 is the exact number that would hit your target at 100% utilization, but you cannot build a fifth of a machine, so round up. Three buildings would run at about 94% and slowly starve the downstream belt.
My factory needs hundreds of MW — how do I size the power?
If every step is constant-power (Constructors, Smelters, Assemblers, Refineries), generate against the total MW the hero card shows and add a small margin. But if the tree contains a Particle Accelerator, Quantum Encoder or Converter, generate against the peak figure instead of the average — those buildings ramp within each cycle, and a grid sized to the average will brown out at the top of the ramp. Battery storage buys headroom for the spikes.
Does it handle conveyor belt and pipeline tiers?
Yes. Choose a global belt tier (Mk.1 at 60/min through Mk.6 at 1200/min) and pipe tier (Mk.1 at 300 m³/min, Mk.2 at 600 m³/min) in Logistics. Each step shows the belt and pipe count needed at your chosen tier, with alternate-tier suggestions in the tooltip — handy before you have unlocked Mk.5.
Why are my Plastic numbers different from another calculator?
Almost always byproduct routing. The default Plastic recipe makes 1 Heavy Oil Residue per 2 Plastic. With routing set to credit-downstream (the default here), that residue offsets demand if you also make Fuel or Polymer Resin, so the upstream Crude Oil figure drops. With no downstream consumer the residue shows as overflow. Tools that do not credit byproducts automatically will report a higher Crude Oil number for the same target.
Glossary of Satisfactory production terms
Clock speed
A building's production rate as a percentage of base, from 1% to 250% (100% default). Output scales linearly (250% = 2.5× the items); power scales by (clock/100)^1.321928 for production buildings and extractors (250% ≈ 3.357×), and linearly (1:1) for generators.
Power Shard
A consumable that raises a building's clock-speed cap by 50% each, up to 3 shards (250% cap). Required to overclock above 100%. Resource Well Extractors inherit their clock from the Pressurizer, but the Pressurizer itself accepts shards.
Somersloop
A rare collectible (106 exist as of Patch 1.0) that, installed in a building slot, amplifies output linearly by (1 + filled/total) while raising power quadratically by (1 + filled/total)². Cannot be installed on Packagers, extractors or generators.
Alternate recipe
A recipe unlocked by scanning a Hard Drive in the MAM, often using different inputs or a different building than the default. There are 106 alternates in 1.0/1.1 — 105 from Hard Drives plus the auto-unlocked Distilled Silica. Each Hard Drive scan offers a choice between two options.
Variable-power building
A building whose power draw oscillates within each crafting cycle: Particle Accelerator (linear ramp), Quantum Encoder (erratic step every 10% of the cycle), Converter (triangle wave, 100-400 MW). Peak power, not the average, is what your grid must survive.
Byproduct
A secondary output of a recipe — Plastic yields 1 Heavy Oil Residue per 2 Plastic, Aluminum Scrap yields 2 Water per 6 Scrap, Plutonium Fuel Rod yields Plutonium Waste. The calculator credits byproducts downstream by default, offsetting upstream demand.
Cycle recipe
A recipe whose ingredients or outputs feed back into its own chain — Plutonium Fuel Rod, Ficsonium Fuel Rod, the Diluted Fuel ↔ Heavy Oil Residue loop. The solver uses pre-computed net ingredients and net outputs to avoid infinite recursion.
Particle Accelerator
A late-game Tier 8 building used for Nuclear Pasta, Plutonium Pellet, Ficsonium, Diamonds and Dark Matter Crystal. Power is 250-750 MW or 500-1500 MW depending on the recipe, ramping linearly across each cycle. Has 4 Somersloop slots.
Quantum Encoder
A Tier 9 building used for AI Expansion Server, Alien Power Matrix, Ficsonium Fuel Rod, Neural-Quantum Processor, Superposition Oscillator and Synthetic Power Shard. Power jumps erratically from 0.1 MW to 2000 MW every 10% of the cycle (average 1000 MW). Has 4 Somersloop slots.
Converter
A Tier 8 building used for Reanimated SAM-to-ore conversions, Ficsite Ingot, Time Crystal, Dark Matter Residue and Excited Photonic Matter. Power follows a 100-400 MW triangle wave (average 250 MW). Has 2 Somersloop slots.
Conveyor Belt Mk.6
The highest belt tier, added in Patch 1.0, carrying 1200 items/min. Mk.1 through Mk.5 carry 60, 120, 270, 480 and 780 items/min respectively.
Utilization
Fractional building count ÷ rounded-up integer count. A 12.50 fractional rounded to 13 means 96.2% utilization. Below about 60% usually means you should drop a Power Shard or remove a Somersloop and rebalance.
MAM
Molecular Analysis Machine — used to research Hard Drives (one alternate recipe per drive, choice of two), Mercer Spheres, Somersloops and most alien-material unlocks.
Sources & References
- Satisfactory Wiki — Clock speed (overclock formula, 1.321928 exponent)
- Satisfactory Wiki — Somersloop (slot table, (1 + filled/total)² power multiplier)
- Satisfactory Wiki — Power Shard (clock cap +50% per shard, max 3 shards = 250%)
- Satisfactory Wiki — Particle Accelerator (per-recipe variable-power ranges)
- Satisfactory Wiki — Quantum Encoder (0.1-2000 MW erratic 10-step pattern)
- Satisfactory Wiki — Converter (100-400 MW triangle-wave pattern, 250 MW average)
- Satisfactory Wiki — Alternate recipe (106 alternates in Patch 1.0)
- Satisfactory Wiki — Conveyor Belt (Mk.1-Mk.6 throughput 60/120/270/480/780/1200 items/min)