Free online tool

Satisfactory Calculator
for the Rest of Your Factory

Figuring out the ratio for one recipe is easy. Figuring out what happens when 14 buildings share the same iron ore supply is the hard part.

The Spreadsheet Phase

Every Satisfactory player hits the same wall. Your iron ingot setup works perfectly. You add steel. Steel works. Then you need motors, which need rotors, which need screws, which eat into the iron plates you were already using for reinforced iron plates, and suddenly half your factory is starved and you're staring at a spreadsheet trying to figure out where 30 iron ingots per minute went.

The math for any single recipe is straightforward — the wiki has it. The hard part is the system-level stuff: what happens when one constructor is pulling from the same smelter array as three other buildings? How much does a coal power shortage actually cascade into your steel production? If you add two more assemblers, does your iron ore supply hold up or does everything downstream quietly starve?

That's the kind of question a Satisfactory calculator needs to answer.

Every Factory Tells a Different Story

It always starts simple. A few smelters, a constructor or two, iron plates rolling off the line. Then you unlock coal power and suddenly you're balancing fuel against steel production. You tap into copper and start running wire and cable. Limestone shows up for concrete. Each new resource feels manageable on its own.

Then oil happens. Now you've got refineries producing plastic and rubber, but also heavy oil residue that you need to deal with or everything backs up. You're piping fuel across the map for generators. Maybe you're experimenting with the diluted fuel alt recipe and realizing your water supply isn't as infinite as you thought.

By the time you're looking at aluminum — bauxite into alumina solution, water cycling back through refineries, silica as a byproduct — or planning your first nuclear setup with uranium processing and waste management, you're not thinking about one recipe anymore. You're thinking about a system with dozens of moving parts where every change ripples through everything else.

And that's the part that keeps pulling you back in. The first time you get a turbo motor line running clean, or finally figure out why your computer factory was starving (it was the screws — it's always the screws), or tear down your spaghetti starter base and rebuild it as something you're actually proud of. Satisfactory is a game about solving your own puzzle, and the puzzle keeps getting bigger. A calculator that just tells you "you need 8 smelters" doesn't capture any of that. You need one that understands the whole picture.

What You Can Model

Resource constraints

Add resource nodes with specific extraction rates (impure, normal, pure) or mark them unlimited for unconstrained planning. When two buildings share the same ore node, the simulator shows exactly who gets what.

Clock speed & somersloops

Set clock speed from 1% to 250% on any building. Add somersloops to double output. Power consumption scales with the correct exponent (not linearly), so you can see the real cost of overclocking your manufacturers.

Fractional buildings

Need 2.5 smelters? Set count to 2.5. Useful for figuring out the exact ratio first, then deciding whether to round up and underclock or round down and accept a deficit.

Alternate recipes

All 858 recipes from Satisfactory 1.0, including every alternate from hard drives. Swap a building group to an alt recipe and instantly see how it affects everything downstream.

Power tracking

Total power consumed, total power produced (for generators), and net balance for your entire factory. Each building group shows its individual draw based on clock speed and the building's power exponent.

Any scale, any layout

From a 5-building starter iron setup to a 200-group megabase with oil processing, aluminum refineries, and nuclear power. Model one production line or your entire save file's worth of factories.

720

Items

858

Recipes

26

Buildings

When Things Get Complicated

Take a heavy modular frame. You need modular frames, which need reinforced iron plates and iron rods. Reinforced iron plates need iron plates and screws. Iron plates need iron ingots. Screws need iron rods. Iron rods need iron ingots. So both your plates and your screws trace back to the same iron ingot supply — and if you don't have enough, the shortage splits proportionally between everything that needs it.

Now add steel pipes and encased industrial beams to the mix. Your coal is feeding both steel ingots and power generators. Your limestone is going to concrete and screws (if you're using the cast screw alt recipe). Pretty quickly you have a graph of 20+ building groups where touching any one number changes everything.

That's the situation where simulation actually helps. You're not calculating one recipe — you're asking "if I add 4 more constructors here, does anything else break?" and getting an immediate answer across the whole factory.

Three Ways to Look at Your Factory

Different views for different stages of planning. Switch between them anytime.

List View

Every building in a table with input/output rates, color-coded satisfaction indicators, and expandable detail rows. Good for tweaking numbers.

Graph View

Drag-and-drop canvas where you place buildings and draw connections between them. Good for seeing the topology of your production chain.

Flow View

Sankey-style diagram where band width shows actual throughput. Good for spotting bottlenecks and understanding resource distribution.

Frequently Asked Questions

Is this free?

Yes. The simulator, flow engine, all views, and all game data are free. There's an optional AI assistant that costs credits if you want it to build production chains for you, but the core planning tool is completely free.

Does it handle alternate recipes?

All of them. Every standard and alternate recipe from Satisfactory 1.0 is in the database. You can swap any building to an alt recipe and the flow engine recalculates immediately.

Does it work with aluminum and other recycling setups?

Yes. You can model setups where water or other byproducts feed back into the production chain. The simulator detects these loops and still calculates rates and throughput for everything involved. Same goes for any setup where outputs circle back as inputs.

Can I model limited ore nodes?

Yes. Resource nodes can have a specific rate (like 120/min for a pure iron node with a Mk.2 miner) or be set to unlimited. When a rate-limited node feeds multiple buildings, the simulator shows exactly how the supply gets distributed and where shortages appear.

How accurate is the power calculation?

Power scales with the building's actual power exponent, not linearly. A smelter at 250% clock speed uses significantly more than 2.5x the base power. The simulator uses the same formula as the game: base power × (clock speed / 100) ^ exponent × building count.

Do I need an account?

No. You can start building simulations as a guest. Creating a free account lets you save your work and access it from other devices.

I'm new to factory planning. Where should I start?

Start with the free Satisfactory tutorial. It walks you through connecting resource nodes, reading flow indicators, diagnosing bottlenecks, and scaling production chains — all in your browser, no game required.

Plan It Before You Build It

Free to use. Every recipe in the game. No account required.