The Somersloop (Desc_WAT1_C) is a red alien artefact. 106 exist on the map (Patch 1.0), usually hidden or guarded – in caves, on top of Gas Pillars, near Uranium or in enemy nests. Stack size 50; cannot be sunk; not renewable.
What they are for
| Use | Somersloops | Effect |
|---|---|---|
| MAM – Somersloop Analysis | 1 | Object Scanner target, unlocks the Alien Technology branch |
| MAM – Power Augmenter | 1 (+ 100 SAM Fluctuator, 50 Computer) | Unlocks the Alien Power Augmenter |
| MAM – Production Amplifier | 1 (+ 100 SAM Fluctuator, 50 Circuit Board) | Unlocks Somersloop slots in production buildings |
| Production Amplifier | 1–4 per building (stays in the building, returned on dismantle) | Output ×2 at full slots, power ×4 |
| 10 per building | +500 MW and +10 % (30 % fuelled) grid bonus |
After the 3 research costs 103 remain → at most 10 Alien Power Augmenters (100) plus 3 for amplification, or any mix. The full slot table and formulas are in the Somersloop & Mercer Sphere how-to.
Finding them
- Scanner mode via MAM Alien Technology – Somersloop Analysis (consumes 1 Somersloop). Nearby artefacts pulse audibly and visually and trigger ADA messages.
- Every Somersloop of the world data is drawn on the map (Collectibles → Somersloop). Most sit in caves (Somersloop Tunnel), on Gas Pillars or with Nuclear Hogs – plan a Gas Mask, Hazmat Suit or a vehicle.
Where to put them
Somersloops pay off at the end of a chain on expensive parts: Alien Power Matrix, Space Elevator parts, Nuclear Pasta – double output for the same input. They cannot amplify Miners, Water/Oil Extractors, Resource Wells, Packagers or generators. In this planner a Somersloop count per machine is part of the machine node; see Using SatisfactoryBase.