SATISFACTORYBASE

Guides

Long-form guides with interactive diagrams, calculators and knowledge checks.
Overclocking & Power Shards

Clock speed 1–250 %, one Power Shard per +50 %, power grows with the exponent 1.321928 for production buildings and linearly for generators – with the full table.

Somersloop & Mercer Sphere

Production Amplifier slots and formulas, the Dimensional Depot with its upload and capacity upgrades, and the Alien Power Augmenter.

Resource nodes, purity & miners

Rate = base × purity × clock. Miner Mk.1–3 and fluid extractor rates per purity, node counts per resource, resource wells, geysers and scanner unlocks.

Belts & pipes

Belt capacities Mk.1–6, lifts, splitters and mergers, manifolds vs. balancers; pipe capacities Mk.1–2, head lift, pumps, valves, buffers and how to avoid sloshing.

Power grid

Generators with fuel and water rates, power lines and poles, the fuse/trip, Power Storage, Priority Power Switches and planning rules of thumb.

AWESOME Sink & coupons

How sink points turn into FICSIT Coupons – the coupon cost curve, what cannot be sunk, the Alien DNA counter and where to get the best points.

Alternate recipes & Hard Drives

Compare alternate recipes at the same output rate, inspect their ingredients and machines, and plan a production chain with the recipes you choose.

Trains, trucks & drones

Capacities, speeds, fuel and throughput of tractors, trucks, trains and drones – and when to use which.

Blueprints

Blueprint Designer Mk.1–3 volumes (32/40/48 m cubes), what cannot go inside, snapping and Auto-Connect, and where blueprint files live.

Building ratios & manifolds

Base rates of the standard recipes and the classic machine ratios for plates, rods, screws, frames, rotors, motors, steel, circuit boards, computers and aluminium – plus manifold vs. balancing.

Choosing a start location

Grass Fields, Rocky Desert, Northern Forest or Dune Desert – what the community recommends for beginners and veterans, with the nearby nodes, coal and water of each start in the default world.

Starter base – Grass Fields

A Tier 0–2 starter factory on the three normal iron nodes next to the Grass Fields spawn – iron plates, rods, screws, reinforced plates, modular frames, wire, cable and concrete from 180 iron ore per minute.

Using SatisfactoryBase

How the planner's catalog, build wheel, Magic Wand and hotbar work together, plus modules, map links from resource nodes to factories, routes and the world seed.

Starter base – Rocky Desert

A Tier 0–2 starter factory on the three normal iron nodes at the Rocky Desert spawn with copper and limestone 200–300 m away – the same 180-ore starter set as Grass Fields, with coal and sea-level water only 800 m east.

Starter base – Northern Forest

A Tier 0–2 starter factory on two of the six pure iron nodes of the Northern Forest with the pure copper and the normal limestone node beside them – 240 iron ore per minute on Mk.1 miners, but plan foundations.

Starter base – Dune Desert

A Tier 0–2 starter factory in the centre of the Dune Desert – two pure iron nodes, two normal copper nodes and a normal limestone node feed the 240-ore starter set; biomass and water are only in the oases.

Coal power setup

The 8 generators : 3 water extractors : 120 coal ratio, pipe and head-lift limits, and the recommended coal-plus-water spot for each start location of the default world with the actual node ids.

Space Elevator & Project Assembly

The five phases of Project Assembly, the parts each phase needs, the tiers they unlock, and the standard recipe for every Space Elevator part.

Tiers & Milestones

All 48 HUB milestones from Tier 0 to Tier 9 with their key unlocks, and how Space Elevator phases gate the higher tiers.

AWESOME Shop

What FICSIT Coupons buy – 173 offers from 1 to 1 000 Coupons, grouped by price band, from raw part top-ups to cosmetics, buildings and statues.

Fluids & pipes deep dive

Water Extractors and the Packager, exactly how head lift behaves at junctions and pumps, valve pressure behaviour and the Flow Indicator – the mechanics "Belts & pipes" only summarises.

Belt balancers

Balancer or manifold? How splitters (1→3) and mergers (3→1) build an even N-to-M split, why 5 and 7 outputs need a loopback, and a catalogue of the common layouts.