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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
Production plan ✦ 1.1.0

Total buildings

6

Target step buildings

3

Grid load (avg)

24 MW
Raw resources ✦ 1 extracted

Iron Ore

90 items/min
Production steps ✦ 2 total

Iron Plate

· Iron Plate
60 /min · Constructor

×3

12 MW

0.22× Mk.3

Iron Ingot

· Iron Ingot
90 /min · Smelter

×3

12 MW

0.33× Mk.3
Dataset 1.1.0 ✦ Verified against Satisfactory Wiki on 1.1.0.0

Satisfactory production calculator. Buildings, power, alternates and grid load for any recipe.

A Satisfactory production calculator tells you how many buildings, MW of power and items-per-minute of raw resources you need to hit a target rate. Covers the full 1.0 + 1.1 recipe set with all 106 alternate recipes, Power Shard overclocking up to 250%, Somersloop production amplification and a separate peak-power readout for Particle Accelerators, Quantum Encoders and Converters.

What is a Satisfactory production calculator?

A Satisfactory production calculator is a web tool that, given a target item and a desired output rate in items per minute, returns the exact number of buildings, the grid power draw, the raw resources extracted, the byproduct flows and the conveyor-belt and pipeline sizing required across the full recipe tree. It does the arithmetic players normally do in a spreadsheet: recipe cycle time, per-building output rate, clock-speed multiplier, Somersloop amplification, and how many Mk.1 to Mk.6 belts can carry the result.
This calculator ships the full Satisfactory 1.0 and 1.1 recipe set — 73 default recipes plus all 106 alternate recipes (105 Hard Drive unlocks plus the auto-unlocked Distilled Silica), each entry cross-checked against satisfactory.wiki.gg. Variable-power buildings (Particle Accelerator, Quantum Encoder, Converter) carry per-recipe min, max and average values so the planner reports both the long-run grid baseline AND the worst-case peak. That matters: Particle Accelerators are the most commonly cited cause of late-game brownouts in community discussions — the wiki itself describes their power usage as "extremely high and unstable" — and most competing calculators only show the average. Clock speed scales power by the non-linear exponent 1.321928 = log₂(2.5); Somersloops add power quadratically by (1 + filled/total)² while doubling output linearly by (1 + filled/total). A fully amplified building running at 250% clock consumes 13.431× its base power — a number this tool surfaces explicitly when you push the sliders to the cap. Every output is paired with a show-the-math panel that prints the formula and the substituted numbers, so you can audit any value or learn the underlying ratios for the next factory.

How to use the Satisfactory calculator (and do the math yourself)

Using the tool is three inputs on the default screen. Doing it by hand is six steps. Both are below.
Using the tool
1. Pick the target item from the autocomplete (defaults to Iron Plate).
2. Enter a target rate in items per minute (defaults to 60/min — Satisfactory's canonical "one Mk.1 belt" benchmark).
3. Read the production plan: total buildings, grid load, raw resources, byproducts and the per-step breakdown. Click any row to override its clock speed, Power Shards, Somersloops or recipe alternate.
By hand
1. Look up the recipe: cycle time $tc$ in seconds and output amount per cycle $o$. For Iron Plate (default): 6 s cycle, 2 plates per cycle, on a Constructor.
2. Clock multiplier: $cmul = (c/100)^{1.321928}$ where $c$ is clock-speed percent (1-250). At 100% clock, $cmul = 1$; at 250%, $cmul \approx 3.357$.
3. Sloop output multiplier: $sout = 1 + (f/N)$ where $f$ is the number of filled Somersloop slots and $N$ is the total slot count for that building. Constructor has 1 slot; Manufacturer has 4.
4. Per-building items/min: $rbld = (o / tc) \cdot 60 \cdot cmul \cdot sout$. For Iron Plate at 100% clock, no sloops: $(2/6) \cdot 60 \cdot 1 \cdot 1 = 20$ Iron Plate/min per Constructor.
5. Buildings needed (fractional): $rtarget / rbld$. For 60 Iron Plate/min: $60 / 20 = 3.00$. Round up — even 3.01 means you build 4.
6. Power per building: $P = Pbase \cdot cmul \cdot (1 + f/N)^2$. Note the squared sloop term — full amplification quadruples power consumption, not doubles. Multiply by the integer building count for the step total, then sum across every step in the tree for the grid load.
This is the same arithmetic every competent calculator performs. The difference is most hide it; this one prints every multiplier so you can verify the number or learn the formula.

Buildings required — the full formula

m=rtargetotc60(c/100)1.321928(1+f/N)m = \dfrac{r_{\text{target}}}{\dfrac{o}{t_c} \cdot 60 \cdot (c/100)^{1.321928} \cdot (1 + f/N)}
  • mm = Fractional building count. Always round up: 3.01 means 4 Constructors, not 3.
  • rtargetr_{\text{target}} = Target output rate in items per minute (Satisfactory's canonical unit; the in-game tooltip never uses items/second).
  • oo = Output amount per recipe cycle (2 for default Iron Plate, 1 for Iron Ingot, 12 for Recycled Plastic alternate).
  • tct_c = Recipe cycle time in seconds at 100% clock (6 s for Iron Plate, 30 s for Heavy Modular Frame, 120 s for Nuclear Pasta).
  • cc = Clock speed percent (1-250). 100% needs no Power Shards; 150% needs 1; 200% needs 2; 250% needs 3.
  • ff = Somersloops installed in the building (0 to N). Only 106 exist in the world, so plan carefully.
  • NN = 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.
Power scales differently from output: $P = P\text{base} \cdot (c/100)^{1.321928} \cdot (1 + f/N)^2$. The squared sloop term is the trap — full amplification doubles your output (linear) but quadruples your power consumption (quadratic). At 250% clock with every sloop slot filled, the combined multiplier is $2.5^{1.321928} \cdot (1 + 1)^2 = 3.357 \cdot 4 = 13.431$, derived from the wiki's stated $(clock/100)^{1.321928}$ exponent and "up to 4×" sloop power cap — the calculator surfaces the combined 13.431× value explicitly so you can see the cost before committing a sloop. Generators (Biomass Burner, Coal, Fuel, Nuclear, Geothermal) are the only exception — they scale 1:1 linearly with clock speed, and they cannot accept Somersloops at all.

Worked examples with the full math

60 Iron Plate/min — the simplest chain

Default recipe is 3 Iron Ingot → 2 Iron Plate in 6 s on a Constructor. At 100% clock one Constructor outputs $(2/6) \cdot 60 = 20$ Iron Plate/min. For 60/min you need 3 Constructors at 4 MW each = 12 MW, fed by 90 Iron Ingot/min from 3 Smelters (recipe: 1 Iron Ore → 1 Iron Ingot in 2 s, 30/min each), another 12 MW. Mined as 90 Iron Ore/min raw — 1 Mk.2 Miner on a Pure node (240/min cap) or 2 Mk.1 Miners on Normal nodes (60/min each). Grid load: 24 MW total, all constant-power, no peak surprises. One Mk.1 belt (60/min) carries the finished Iron Plate; one Mk.2 belt (120/min) carries the Iron Ingot link.

60 Plastic/min — the byproduct chain done right

Default Plastic recipe (Refinery, 6 s cycle): 3 Crude Oil → 2 Plastic + 1 Heavy Oil Residue. One Refinery at 100% clock produces $(2/6) \cdot 60 = 20$ Plastic/min AND 10 Heavy Oil Residue/min. For 60 Plastic/min: 3 Refineries at 30 MW each = 90 MW, consuming 90 Crude Oil/min and dumping 30 Heavy Oil Residue/min. With byproduct routing set to credit-downstream, that 30 HOR/min reduces upstream demand if you also produce Fuel or Polymer Resin. With routing off you must build a Refinery to convert the HOR to Fuel or sink it in an Awesome Sink — otherwise the chain backs up and all 3 Refineries stall. The calculator surfaces both the byproduct rate and the upstream-credit logic; SCIM by default does not credit downstream automatically.

2 Heavy Modular Frame/min — the 7-deep tree

Default Heavy Modular Frame recipe (Manufacturer, 30 s cycle): 5 Modular Frame + 20 Steel Pipe + 5 Encased Industrial Beam + 120 Screw → 1 HMF. Per minute: 2 HMF requires 10 Modular Frame/min, 40 Steel Pipe/min, 10 Encased Industrial Beam/min, 240 Screw/min. One Manufacturer at 100% clock produces $(1/30) \cdot 60 = 2$ HMF/min — so you need 1 Manufacturer at 55 MW for the final step. Then upstream: 2.5 Assemblers for Modular Frame, 3 Constructors for Iron Rod, 2 Constructors for Screw, 1.33 Constructors for Steel Pipe, 1 Foundry for Encased Industrial Beam from Steel Beam + Concrete, plus the entire Steel Ingot, Iron Ingot, Concrete and raw-resource chains. End-to-end this is a 7-deep tree the calculator walks automatically and renders as a step-by-step table. Total grid load lands around 230 MW depending on which alternates you slot in.

1 Nuclear Pasta/min — variable peak power

Default Nuclear Pasta recipe (Particle Accelerator, 120 s cycle): 200 Copper Powder + 0.5 Pressure Conversion Cube → 0.5 Nuclear Pasta. At 100% clock one PA outputs $(0.5/120) \cdot 60 = 0.25$ Nuclear Pasta/min, so 1/min target needs 4 Particle Accelerators. Power per PA: 500-1500 MW range, average 1000 MW (linear ramp upward over the 120 s cycle). Grid baseline: 4000 MW average, 6000 MW peak. With no battery buffer you must generate to the peak — that is roughly two-and-a-half Nuclear Power Plants per Particle Accelerator just for the ramp headroom. Most competing calculators report only the 4000 MW average and silently set you up for rolling brownouts; this calculator reports both numbers in the hero card whenever a Particle Accelerator, Quantum Encoder or Converter is in the tree. Note: peak figures assume the clock × sloop multiplier scales the in-cycle max uniformly; full in-game verification is pending.

Overclock to 250% with full Somersloops — the multiplier trap

Take the Iron Plate scenario above (3 Constructors, 12 MW). Set clock to 250% and fill the 1 sloop slot on each. Output per Constructor jumps from 20 to $20 \cdot 3.357 \cdot 2 = 134.3$ Iron Plate/min — so 1 Constructor now covers 60/min easily. Power per Constructor: $4 \cdot 3.357 \cdot 4 = 53.7$ MW. You traded 3 Constructors at 12 MW for 1 Constructor at 53.7 MW — 4.5× the grid load for the same throughput. The output gain is linear (2× sloops); the power cost is quadratic ($(1+1)^2 = 4×$ from sloops alone, then ×3.357 from the clock). This is why Somersloops belong on late-game bottlenecks — Particle Accelerators making Nuclear Pasta, Quantum Encoders making Neural-Quantum Processors — and not on early Iron Plate chains. The calculator's show-the-math panel prints the 13.431 combined multiplier explicitly so you see the cost before you commit a finite Somersloop.

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

  1. Satisfactory Wiki — Clock speed (overclock formula, 1.321928 exponent)
  2. Satisfactory Wiki — Somersloop (slot table, (1 + filled/total)² power multiplier)
  3. Satisfactory Wiki — Power Shard (clock cap +50% per shard, max 3 shards = 250%)
  4. Satisfactory Wiki — Particle Accelerator (per-recipe variable-power ranges)
  5. Satisfactory Wiki — Quantum Encoder (0.1-2000 MW erratic 10-step pattern)
  6. Satisfactory Wiki — Converter (100-400 MW triangle-wave pattern, 250 MW average)
  7. Satisfactory Wiki — Alternate recipe (106 alternates in Patch 1.0)
  8. Satisfactory Wiki — Conveyor Belt (Mk.1-Mk.6 throughput 60/120/270/480/780/1200 items/min)

Content verified by the Smart Calculators Team