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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, raw resources and overclock for any recipe.

A Satisfactory production calculator walks the full recipe tree and returns the exact buildings, power in MW and raw resources needed to hit any target rate. It covers the whole 1.0 and 1.1 recipe set with Power Shard overclocking, Somersloop amplification and a separate peak-power readout for Particle Accelerators, Quantum Encoders and Converters.

What is a Satisfactory production calculator?

Satisfactory is, at its core, a ratios puzzle, and a Satisfactory production calculator walks the entire recipe tree for you — returning the exact building count, the grid load in megawatts, and the raw resources each step consumes, from the finished item all the way down to the ore. Try to plan a single Computer or Heavy Modular Frame line by hand and the same thing happens to everyone: one end product splits into Modular Frames, those into Reinforced Iron Plates and Iron Rods (the plates needing their own Screws), Steel Pipes pull in their own Steel Ingot and Iron Ore chains, and within minutes you are six tabs deep in a spreadsheet doing items-per-minute arithmetic just to learn how many Constructors feed how many Assemblers. Then a single alternate recipe from a Hard Drive rewrites half the tree's raw-resource demand and you start over. The calculator collapses that whole problem: pick a target item and an output rate in items per minute, and it does the arithmetic players normally grind out by hand — recipe cycle time, per-building output rate, the clock-speed multiplier, Somersloop amplification, byproduct flows, and how many Mk.1 to Mk.6 belts or Mk.1/Mk.2 pipes can carry the result.
The dataset 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. The three variable-power buildings — Particle Accelerator, Quantum Encoder and Converter — carry per-recipe minimum, maximum and average values, so the planner reports both the long-run grid baseline AND the worst-case peak. That split matters more than it sounds: Particle Accelerators are a frequently-cited cause of late-game brownouts — an overclocked Nuclear Pasta rig can jump past 5,000 MW at peak — and the wiki itself calls their power draw "extremely high and unstable". Output and power also follow two completely different curves — overclocking is linear on output (250% clock = 2.5x the items) but non-linear on power (250% = 2.5^1.321928 ≈ 3.357x the draw), while Somersloops double output linearly yet raise power by the square of the fill ratio. A single row can therefore quietly cost 13.4x its base power once both sliders are maxed, and the tool prints that combined multiplier instead of hiding it.
There is no shortage of Satisfactory tools, and they each lean a different way. SCIM (satisfactory-calculator.com) is the most feature-complete — it bolts a production planner onto an interactive map and save editor. satisfactorytools.com is the one Steam threads keep recommending as "much easier to read" for large builds. What this calculator leans into is the power story: it splits peak from average for every variable building (satisfactorysim.com and XGamingServer's planner, for example, show only a single power figure), it prints the real overclock-vs-Somersloop tradeoff in numbers rather than leaving you to guess, it uses the current 1.321928 clock exponent rather than the old 1.6 that some older planners advertised, and every result opens a show-the-math panel with the substituted values so you can audit the count or learn the ratio for the next factory. It runs entirely in your browser and every plan is a shareable permalink.

How to use the Satisfactory calculator

Three inputs take you from an empty screen to a shopping list of machines; the rest is optional fine-tuning.
1. Pick your target item. Start typing in the autocomplete and choose what you want to build — it defaults to Iron Plate, but anything in the loaded set is fair game, from Screws to Heavy Modular Frames to Nuclear Pasta.
2. Set the rate in items per minute. The default is 60/min — Satisfactory's canonical "one Mk.1 belt" benchmark. Every building count is solved backward from this number, the way players call "planning to a target rate".
3. Read the production plan. The hero card gives total buildings, grid load in MW and raw-resource feed rates. Below it, the full recipe tree breaks out every step: how many buildings it needs, its utilization, and how many belts or pipes carry its output to the next step.
4. Fine-tune any step. Open a row's drawer to override that step's clock speed (1-250%), Power Shards, Somersloop count or alternate recipe — the whole tree recomputes instantly, so you can A/B a Hard Drive recipe without rebuilding anything.
5. Set logistics and extraction. Choose a global belt tier (Mk.1-Mk.6) and pipe tier in the Logistics section, and a Miner tier plus node purity in the extraction step. Whenever a variable-power building appears in the tree, the result automatically adds a peak-power figure next to the average.
Every row carries a show-the-math panel that prints the recipe cycle, the clock multiplier, the Somersloop multiplier and the final division, so a number that looks wrong can be checked line by line.

Overclock, Somersloops and the recipe tree: the math behind the numbers

Satisfactory is a ratios puzzle, and this calculator splits it into two rules that scale completely differently — output on one curve, power on another. Understand that split and you understand why overclocking "saves space but burns power" and why Somersloops "double output but quadruple the draw".
Step 1 — walk the tree for building counts. Look up the recipe's output-per-cycle o and cycle time tc in seconds; one building at 100% makes (o ÷ tc) × 60 items per minute. Divide your target by that and round up. Each intermediate the recipe demands becomes the target rate one level up, and the solver repeats down to raw ore:
m=rtargetotc×60×c100×(1+fN)m = \left\lceil \dfrac{r_{\text{target}}}{\dfrac{o}{t_c} \times 60 \times \dfrac{c}{100} \times \left(1 + \dfrac{f}{N}\right)} \right\rceil
Here c is the clock percentage (1-250), f is the number of Somersloops installed, and N is the building's Somersloop slot count: Constructor and Smelter have 1; Assembler, Foundry, Refinery and Converter have 2; Manufacturer, Blender, Particle Accelerator and Quantum Encoder have 4; Packagers, Miners, extractors and generators have 0.
The key: output is linear, power is not. Overclocking scales output one-for-one with the clock — 250% is exactly 2.5x the items, so an Iron Plate Constructor climbs 20 → 30 → 40 → 50 per minute at 100/150/200/250%. Power, however, rides an exponent:
P=Pbase×(c100)1.321928×(1+fN)2P = P_{\text{base}} \times \left(\dfrac{c}{100}\right)^{1.321928} \times \left(1 + \dfrac{f}{N}\right)^{2}
The exponent 1.321928 = log₂(2.5) is Coffee Stain's "2.5x the power to double production" rule (it dropped from the old 1.6 in Patch 0.7.0.0). At 250% clock, power is 2.5^1.321928 ≈ 3.357x base — a Constructor goes from 4 MW to 13.43 MW for only 2.5x the plates. Somersloops are the opposite kind of deal: they raise output linearly by (1 + f/N) with no extra ore, but power by the square (1 + f/N)², so a full slot means 2x output for 4x power. Max both at once — 250% clock plus a full Somersloop slot — and power is 3.357 × 4 = 13.431x base.
The real overclock-vs-Somersloop tradeoff. Take a 60 Iron Plate/min line (baseline 6 buildings, 24 MW) and watch each path cost differently:
  • 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.
Overclocking never conjures resources; it trades machines and floor space for power. Somersloops genuinely double the product from the same input — but you pay a squared power bill, and only 106 exist in the world, so they belong on late-game bottlenecks, not early Iron Rods.
Finally: size variable buildings to the peak, not the average. The Particle Accelerator, Quantum Encoder and Converter swing their draw within every cycle — the Particle Accelerator ramps linearly from minimum to maximum (Nuclear Pasta runs 500-1500 MW), the Quantum Encoder jumps erratically every 10% of the cycle (0.1-2000 MW), the Converter traces a 100-400 MW triangle wave. Whenever one appears, the tool reports both the average (what you generate against) and the peak (what your grid must survive). Sizing to the average is exactly why so many end-game factories brown out the moment a Particle Accelerator spins up.

Belt, pipe and Miner throughput cheat-sheet

Logistics / extractionThroughput (per minute)Notes
Mk.1 belt60 itemsThe iconic "one belt" benchmark
Mk.2 belt120 items
Mk.3 belt270 items
Mk.4 belt480 items
Mk.5 belt780 items
Mk.6 belt1200 itemsAdded in Patch 1.0, current top tier
Mk.1 pipe300 m³Fluids
Mk.2 pipe600 m³Fluids
Mk.1 Miner60 (Normal)Impure 30 / Normal 60 / Pure 120
Mk.2 Miner120 (Normal)Impure 60 / Normal 120 / Pure 240
Mk.3 Miner240 (Normal)Impure 120 / Normal 240 / Pure 480

Worked examples with the full math

60 Iron Plate/min — the simplest chain

The default recipe is 3 Iron Ingot → 2 Iron Plate every 6 seconds in a Constructor. At 100% clock one Constructor makes (2 ÷ 6) × 60 = 20 Iron Plate/min, so 60/min needs 3 Constructors at 4 MW each = 12 MW. Those are fed by 90 Iron Ingot/min from 3 Smelters (1 Iron Ore → 1 Iron Ingot every 2 s, 30/min each) for another 12 MW. Total: 6 buildings, 24 MW, all constant power — no peak surprises. The raw feed is 90 Iron Ore/min, covered by one Mk.2 Miner on a Pure node (240/min cap) or two Mk.1 Miners on Normal nodes (60/min each). One Mk.1 belt (60/min) carries the finished plate; one Mk.2 belt (120/min) handles the ingot link.

15 Reinforced Iron Plate/min — a mid-depth tree

The default recipe is 6 Iron Plate + 12 Screw → 1 Reinforced Iron Plate every 12 s in an Assembler, so 15/min needs 3 Assemblers (45 MW). Upstream, the 90 Iron Plate/min becomes 5 Constructors (~90% utilization, 20 MW) and the 180 Screw/min becomes another 5 Constructors (~90%, 20 MW). Those Screws pull 45 Iron Rod/min from 3 Constructors, and the ingots arrive as 135 Iron Ingot/min from 5 Smelters plus 45 Iron Ingot/min from 2 more. Add it up: 23 buildings, 125 MW, 180 Iron Ore/min for one "simple" component at 15/min. This is the six-level tree the calculator expands into a step-by-step table — by hand it is several spreadsheet tabs.

5 Heavy Modular Frame/min — the scale shock

This is the example that explains why people reach for a calculator at all. A Heavy Modular Frame looks like just another intermediate, but its default recipe wants 5 Modular Frame + 20 Steel Pipe + 5 Encased Industrial Beam + 120 Screw every 30 s in a Manufacturer. Ask for 5/min — roughly what you need to start feeding the 100-frame Hover Pack unlock — and the tree explodes to 153 buildings drawing 1,183 MW (nearly 1.2 GW), eating 1,200 Iron Ore + 450 Coal + 450 Limestone per minute. The Modular Frame layer alone is 13 Assemblers, sitting on top of a sea of Constructors turning out 600 Screw/min plus the entire Steel and Concrete chains. One "simple" component at 5/min swallows a nuclear-plant-scale grid — without a tool you are not planning this, you are guessing.

250% overclock vs Somersloops — the tradeoff in numbers

Take that 60 Iron Plate/min line (6 buildings, 24 MW) and see what each upgrade really costs. Push every Constructor to 250% with 3 Power Shards: output rises linearly from 20 to 50 Iron Plate/min (×2.5) and the tree shrinks to 4 buildings — but power climbs to 53.72 MW, 124% more for 33% fewer machines. Instead, fill the single Somersloop slot on each Constructor: output doubles to 40/min from the same ore, and the tree drops to 3 buildings at 48 MW. Stack both (250% + full Somersloop) and one Constructor makes 20 × 2.5 × 2 = 100 Iron Plate/min, collapsing the line to 2 buildings — but the grid load jumps to 107.45 MW, 4.5× the baseline. The lesson: overclock trades machines and floor space for power; Somersloops trade quadratic power for a real output double. With only 106 Somersloops in the world, save them for Particle Accelerators and Quantum Encoders, never early Iron Plate.

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

  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)