Basic rules
- Clock speed can be set from 1 % to 250 % (in 1 % steps or typed freely with decimals; the UI accepts 4 decimals and evaluates expressions such as
120/140*100). - Underclocking (< 100 %) needs no shards. Overclocking needs one
Power Shard per +50 %: 150 % = 1 shard, 200 % = 2, 250 % = 3. - Overclocking is unlocked by the MAM research Power Slugs – Overclock Production (1 Power Shard, 50 Iron Plate, 50 Wire).
- The production rate (inputs and outputs) scales linearly with the clock: 250 % = 2.5× the rate.
- A Resource Well Pressurizer's overclock applies to all satellite extractors of the well at once. The Geothermal Generator and the AWESOME Sink cannot be overclocked.
- “45-81 rule”: rates that are multiples or divisors of 45 or 81 give finite percentages; the UI rounds otherwise.
Power draw of production buildings and extractors
P(clock) = P₁₀₀ × (clock / 100 %) ^ 1.321928
The exponent is log₂(2.5): doubling the production costs 2.5× the power.
| Clock | Power factor | Power per output unit (relative) |
|---|---|---|
| 10 % | 0.0476 | 0.476 |
| 25 % | 0.1601 | 0.640 |
| 50 % | 0.4000 | 0.800 |
| 75 % | 0.6836 | 0.911 |
| 100 % | 1.0000 | 1.000 |
| 125 % | 1.3431 | 1.074 |
| 150 % | 1.7091 | 1.139 |
| 175 % | 2.0954 | 1.197 |
| 200 % | 2.5000 | 1.250 |
| 225 % | 2.9223 | 1.299 |
| 250 % | 3.3577 | 1.343 |
Consequences:
- Underclocking saves energy per item: two machines at 50 % need 80 % of the power of one machine at 100 %.
- Overclocking to 250 % costs 34 % more power per item but saves buildings and their build cost.
- Idle draw is 0.1 MW per building, even when the computed draw at a heavy underclock would be lower.
Examples (P₁₀₀ from the game data):
| Building | 100 % | 150 % | 200 % | 250 % |
|---|---|---|---|---|
| 4 | 6.84 | 10 | 13.43 | |
| 15 | 25.64 | 37.5 | 50.37 | |
| 55 | 94.00 | 137.5 | 184.67 | |
| 30 | 51.27 | 75 | 100.73 | |
| 75 | 128.18 | 187.5 | 251.83 | |
| 45 | 76.91 | 112.5 | 151.10 | |
| 20 | 34.18 | 50 | 67.15 | |
| 40 | 68.36 | 100 | 134.31 |
For variable-power buildings (Particle Accelerator, Converter, Quantum Encoder) the recipe's min/max range is scaled with the same factor.
Generators
Generators scale linearly: P = P₁₀₀ × clock; fuel and water consumption scale linearly as well. There is no efficiency gain or loss – overclocking only saves buildings. (The game data contains an exponent of 1.6 for generators that has not been applied since Patch 0.7/1.0.)
| Generator | 100 % | 250 % | Fuel at 250 % |
|---|---|---|---|
| 75 MW, 15 Coal/min, 45 m³ Water | 187.5 MW | 37.5 Coal/min, 112.5 m³ Water | |
| 250 MW, 20 m³ Fuel/min | 625 MW | 50 m³ Fuel/min | |
| 2 500 MW, 0.2 rods/min, 240 m³ Water | 6 250 MW | 0.5 rods/min, 600 m³ Water |
Combined with a Somersloop
Power = P₁₀₀ × clock^1.321928 × (1 + used slots / total slots)². Fully slotted at 250 %: 3.3577 × 4 = 13.43× the power for 5× the output (2 × 2.5). See Somersloop production amplifier.
Rules of thumb
- For whole numbers of buildings prefer underclocking the last machine (no shard needed) over overclocking the chain – underclocking also saves power per item.
- Overclocking miners is worth it: shards are finite, but nodes are more limited – 1 Miner Mk.3 on a pure node at 250 % gives 1 200/min (= a Mk.6 belt) and replaces 2.5 miners. See Resource nodes & miners.
- Generators have no penalty, so overclock them freely to save space.
Where shards come from
| Source | Amount |
|---|---|
| 1 shard per slug (Constructor, 8 s → 7.5/min) | |
| 2 shards per slug (12 s → 10/min) | |
| 5 shards per slug (24 s → 12.5/min) | |
| Total from slugs | 2 650 shards (5 300 with a Somersloop in the Constructor) |
| Synthetic Power Shard (Quantum Encoder) | unlimited; 2 Time Crystal, 2 Dark Matter Crystal, 12 Quartz Crystal, 12 m³ Excited Photonic Matter → 1 per 12 s; 0–2 000 MW |
| AWESOME Shop | Synthetic Power Shard for 10 Coupons |
One slug of each colour is consumed by MAM research; 3 slugs are unreachable. Details: Power Slugs.
In this planner every machine node has a clock-speed field; the Power shards total in the summary strip counts the shards your plan needs – see Using SatisfactoryBase.