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, alternates and grid load for any recipe.
What is a Satisfactory production calculator?
How to use the Satisfactory calculator (and do the math yourself)
Buildings required — the full formula
- = Fractional building count. Always round up: 3.01 means 4 Constructors, not 3.
- = Target output rate in items per minute (Satisfactory's canonical unit; the in-game tooltip never uses items/second).
- = Output amount per recipe cycle (2 for default Iron Plate, 1 for Iron Ingot, 12 for Recycled Plastic alternate).
- = Recipe cycle time in seconds at 100% clock (6 s for Iron Plate, 30 s for Heavy Modular Frame, 120 s for Nuclear Pasta).
- = Clock speed percent (1-250). 100% needs no Power Shards; 150% needs 1; 200% needs 2; 250% needs 3.
- = Somersloops installed in the building (0 to N). Only 106 exist in the world, so plan carefully.
- = Total Somersloop slots on the building. Constructor and Smelter have 1; Assembler, Foundry, Refinery and Converter have 2; Manufacturer, Blender, Particle Accelerator and Quantum Encoder have 4; Packagers and extractors have 0.
Worked examples with the full math
60 Iron Plate/min — the simplest chain
60 Plastic/min — the byproduct chain done right
2 Heavy Modular Frame/min — the 7-deep tree
1 Nuclear Pasta/min — variable peak power
Overclock to 250% with full Somersloops — the multiplier trap
Ratio tips every Satisfactory player should know
- 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 not refitted for Satisfactory's UX.
- Round up, never round down. A fractional 3.2 Constructors means you build 4. Three Constructors at 107% utilization is impossible — they will starve the belt and the chain runs at 93%.
- Power Shards stack to 3 per building, unlocking a 250% clock cap. At 250%, power is $2.5^{1.321928} \approx 3.357×$ the base. Doubling clock from 100% to 200% does NOT double power — it multiplies by $2^{1.321928} \approx 2.5×$, which is exactly Coffee Stain's design intent: "2.5× the power to double the production."
- Somersloops double output linearly but quadruple power consumption — 2× output costs 4× MW from the sloop multiplier alone. Reserve them for bottlenecks where the output gain is precious (Particle Accelerator chains, Quantum Encoder chains, top-of-tree Manufacturer steps) and never use them on raw Constructors making Iron Rods.
- Size your grid for peak power, not average, when Particle Accelerators, Quantum Encoders or Converters are in the chain. The Quantum Encoder oscillates between 0.1 MW and 2000 MW within every cycle in erratic 10% steps; the Converter does a triangle wave between 100 and 400 MW; the Particle Accelerator linearly ramps from min to max over the cycle. Generators with no battery storage will brown out on the peak even when the average draw is fine.
- Alternate recipes from Hard Drives often slash raw-resource demand at the cost of more building complexity. Pure Iron Ingot (7 Iron Ore + 4 Water → 13 Iron Ingot in a 12 s Refinery cycle) cuts iron-ore demand by ~46% versus the default smelter recipe on heavy iron chains; Recycled Plastic (6 Rubber + 6 Fuel → 12 Plastic in a 12 s Refinery cycle) eliminates the Heavy Oil Residue byproduct entirely. The calculator's per-step alternate-recipe selector lets you A/B-test 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 (waste the byproduct) or overflow (show as surplus) in the Logistics section when you want to plan a dedicated sink.
- Packagers cannot be amplified with Somersloops — this is by Coffee Stain's design, not a calculator limitation. The sloop selector hides itself on Packager rows. Same for Miners, Oil Extractors, Water Extractors, Resource Well Pressurizers and all generators.
- When a number looks wrong, expand the show-the-math panel and audit the multipliers. If the clock multiplier reads `1.000` but your clock speed is 150%, the bug is real — report it. The formula is deterministic, the wiki is the source of truth, and any mismatch is a bug we will fix.
Satisfactory calculator — frequently asked questions
Is this Satisfactory calculator free?
Yes — free, no account, no login. Everything runs in your browser; no data leaves your device. The permalink share button encodes the entire planning state in the URL so you can send a teammate a fully reproducible scenario.
Does it support Satisfactory 1.1 and the 106 alternate recipes?
Yes. The dataset covers Satisfactory 1.0 plus the 1.1 patch (recipe-stable per the wiki) plus all 106 alternate recipes — 105 Hard Drive unlocks plus the auto-unlocked Distilled Silica. Pick an alternate from the per-step recipe selector inside the row drawer; the tree recalculates immediately.
How many Constructors do I need for 60 Iron Plate per minute?
60 Iron Plate per minute on the default recipe needs 3 Constructors at 12 MW, fed by 3 Smelters making 90 Iron Ingot/min from 90 Iron Ore/min raw. One Constructor outputs (2/6) × 60 = 20 Iron Plate/min at 100% clock with no Somersloops; 60 ÷ 20 = 3.00 buildings exactly.
Why are the Particle Accelerator and Quantum Encoder power numbers higher than other calculators show?
Both buildings have variable power consumption that oscillates during each crafting cycle — Particle Accelerator ramps linearly from min to max, Quantum Encoder jumps erratically every 10% of the cycle. This calculator reports both the long-run average (the number to size your generation to) AND the peak (the number your grid must survive without brownout). Most competing tools report only the average, and that is why so many late-game Satisfactory factories experience rolling blackouts when Particle Accelerators kick in.
How accurate are the clock-speed and Somersloop multipliers?
The clock-speed power exponent 1.321928 = log₂(2.5) is the post-Patch 0.7.0.0 value verified on satisfactory.wiki.gg. The Somersloop power multiplier `(1 + filled/total)²` matches the wiki's stated "up to 4× power" for full amplification, and our engine matches in-game behaviour to within ±2% per our QA cross-validation. A fully amplified, fully overclocked building consumes 13.431× its base power — derived from the wiki's two stated multipliers (1.321928 exponent + 4× sloop cap), surfaced explicitly in the show-the-math panel.
Does it handle cycle recipes like Plutonium and Ficsonium fuel rod loops?
The solver supports cycle recipes via pre-computed `netIngredients` / `netOutputs` (see `math.ts` `effectiveIngredients` and `effectiveOutputs`). Plutonium and Ficsonium Fuel Rod loops live in the dataset but are gated behind the Nuclear Power Plant generator chain, which is Phase 2 — we flag the cycle recipes only when generator-as-consumer recipes ship. Until then, plan these specific loops by hand; the calculator gives correct numbers for every non-cycle step in the meantime.
Does it account for conveyor belt and pipeline tiers?
Yes. Pick your global belt tier (Mk.1 at 60/min, Mk.2 at 120, Mk.3 at 270, Mk.4 at 480, Mk.5 at 780, Mk.6 at 1200) and pipe tier (Mk.1 at 300 m³/min, Mk.2 at 600 m³/min) in the Logistics section. Each step shows the belt and pipe count needed at your chosen tier plus alternate-tier suggestions in the tooltip — useful when you have not unlocked Mk.5 yet.
Why does fully amplifying a Constructor cost 4× the power for only 2× the output?
Output scales linearly with Somersloops: 1 + filled/total. Power scales quadratically: (1 + filled/total)². At full amplification the output multiplier is 2 and the power multiplier is 4. That gap is Coffee Stain's deliberate balancing tax — Somersloops are finite (106 total in the world), so the game makes you pay quadratically for every output doubling. The calculator's show-the-math panel prints both multipliers side by side so the cost is visible before you commit a sloop.
Can I overclock above 100% without Power Shards?
No. Each Power Shard raises a building's clock cap by 50% — 0 shards → 100% cap, 1 shard → 150%, 2 shards → 200%, 3 shards → 250%. If you type a higher clock speed than your shard count allows, the calculator auto-bumps the shard count and shows a hint, e.g. "Bumped to 2 Power Shards to allow 175% clock."
Is the data updated for the 1.2 experimental patch?
The 1.2 experimental patch (March 17 2026) adds Fluid Truck Stations and Tanker Trucks as a new logistics layer, plus a Pipeline T-Junction, a Cross Beam decorative piece and the SPWN research building. Per the wiki patch notes, 1.2 is additive — no existing recipe values, building power numbers or belt/pipe throughputs changed. The calculator's 1.0/1.1 recipe baseline therefore remains correct for 1.2 production planning.
Why are my Plastic numbers different from SCIM?
Almost always: byproduct routing. The default Plastic recipe produces 1 Heavy Oil Residue per 2 Plastic. With routing set to credit-downstream (this calculator's default), the HOR offsets demand if you also produce Fuel or Polymer Resin elsewhere in the chain — so the upstream Crude Oil number drops. With routing off or with no downstream consumer, the HOR shows as overflow. SCIM defaults to no automatic credit in some views, so its Crude Oil number can read higher than ours for the same target.
Does it work on my phone?
Yes. The calculator is mobile-first by design — inputs stack on top, the result card scales to screen width, and the step-by-step table becomes a collapsible accordion on narrow screens. This matters for console players (Satisfactory shipped on PS5 and Xbox in November 2025) who use the phone as a second screen during play. SCIM and most other Satisfactory calculators are desktop-first; this one is not.
Can I share my plan with a teammate?
Yes. Every input is encoded in the URL — target item, target rate, clock speed, Somersloops, miner tier, belt tier, byproduct routing, even per-step overrides. The "Copy link" button produces a permalink that reproduces the exact scenario. The URL schema is versioned, so older links continue to resolve after updates.
Glossary of Satisfactory production terms
Clock speed
Building production rate as a percentage of base. Range 1% to 250% with 100% as default. Power scales by (clock/100)^1.321928 for production buildings and extractors; linearly (1:1) for generators.
Power Shard
Consumable that raises a building's clock-speed cap by 50% per shard, up to 3 shards (250% cap). Required to overclock above 100%. Cannot be used on Resource Well Extractors (they inherit from the Pressurizer) but the Pressurizer itself accepts them.
Somersloop
Rare collectible (106 in the world as of Patch 1.0) that, when installed in a building slot, amplifies output linearly by (1 + filled/total) while increasing power consumption quadratically by (1 + filled/total)². Cannot be installed on Packagers, extractors or generators.
Alternate recipe
Recipe unlocked by scanning a Hard Drive in the MAM. Often uses different inputs or different buildings than the default recipe. 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 alternates.
Variable-power building
A building whose power consumption oscillates within each crafting cycle: Particle Accelerator (linear ramp upward), Quantum Encoder (erratic step pattern every 10% of cycle), Converter (triangle wave 62.5% → 100% → 25% → 62.5%). Peak power matters for grid sizing — average alone is not safe.
Byproduct
Secondary output of a recipe. Examples: Plastic produces 1 Heavy Oil Residue per 2 Plastic; Aluminum Scrap produces 2 Water per 6 Scrap; Plutonium Fuel Rod produces Plutonium Waste. The calculator routes 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
Late-game Tier 8 production building used for Nuclear Pasta, Plutonium Pellet, Ficsonium, Diamonds and Dark Matter Crystal. Power ranges from 250-750 MW or 500-1500 MW per recipe with a linear upward ramp across each cycle. Has 4 Somersloop slots.
Quantum Encoder
Tier 9 production building used for AI Expansion Server, Alien Power Matrix, Ficsonium Fuel Rod, Neural-Quantum Processor, Superposition Oscillator and Synthetic Power Shard. Power oscillates from 0.1 MW to 2000 MW in an erratic 10-step pattern across each cycle; average 1000 MW. Has 4 Somersloop slots.
Converter
Tier 8 production building used for Reanimated SAM-to-ore conversions, Ficsite Ingot, Time Crystal, Dark Matter Residue and Excited Photonic Matter. Power follows a triangle wave 100-400 MW with a 250 MW average. Has 2 Somersloop slots.
Conveyor Belt Mk.6
Highest belt tier, introduced in Patch 1.0. Throughput 1200 items/min. Mk.1 through Mk.5 are 60, 120, 270, 480 and 780 items/min respectively.
Utilization
Fractional building count ÷ integer building count. A result of 12.50 fractional rounded up to 13 means 96.2% utilization. Below 60% usually means you should drop one 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.
Awesome Sink
Late-game building that destroys unwanted byproducts in exchange for tickets. Out of scope for this calculator (no item value math), but referenced when byproducts overflow with no downstream consumer.
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)
Content verified by the Smart Calculators Team