Beginner’s Guide#

The difficulty of Satisfactory isn’t controls — it’s “where does the first machine go.” This page covers only what truly matters at the start: landing, hand gathering, lighting up the HUB, the biomass-to-coal power transition, and which MAM research line to push first. All figures come from verified sources; anything not catalogued is explicitly flagged, and we don’t speculate.

Step One: After Landing#

You touch down with only the most basic tools. The first task is not building a factory but walking the ground to find ore nodes — hand-gathering your first batch of resources.

Opening action Notes
Find ore nodes iron ore is usually the first resource you meet; hand-gather your starting materials
Hand crafting use your initial crafting ability to make the first basic parts
Place a Portable Miner it sits directly on a resource node and mines automatically (the “Rock and stone!” achievement)
Build the HUB the HUB is the core building for milestone submissions and tech progression

For melee defense the game has basic weapons like the Xeno-Zapper, later joined by the Xeno-Basher, Rebar Gun, and more; how each piece of equipment unlocks is not catalogued on this site — defer to the actual game.

Resource Nodes and Miners#

Putting a Miner on a node is the start of full automation. Miner output is decided by node purity; the same miner tier yields as follows across the three purities:

Miner tier Impure node Normal node Pure node
Mk.1 30 per minute 60 per minute 120 per minute
Mk.2 60 per minute 120 per minute 240 per minute
Mk.3 120 per minute 240 per minute 480 per minute

Beginner points:

  • Attach a conveyor to the miner’s output and let belts carry ore into production buildings — stop hand-carrying.
  • Conveyor Mk.1 throughput is 60 per minute and Mk.2 is 120 — as lines expand, don’t let conveyors become the bottleneck.
  • Prioritize pure nodes for miners; the same machine count doubles output.

HUB Milestones: The Backbone of Progression#

HUB milestones are the main tech tree: submit specified resources to unlock new buildings and recipes and climb the Tier ladder. At the start you don’t need to memorize material lists — just submit along the milestone list; the specific submission quantities per Tier are not catalogued on this site, so defer to the actual in-game requirements.

Two verified nodes worth remembering in the opening phase:

Milestone node Verified unlock
Tier 4 the Blueprint Designer (introduced in Update 7), which mass-copies production lines
Tier 3 Pipeline Mk.1 (300 m³/min), the start of the fluid system

The unlock tiers of other buildings and belts are not individually verified — the in-game milestone list is authoritative.

The Power Transition: Biomass → Coal#

The standard early power route is “biomass holds the line for a while, coal takes over”:

Generation Output per unit Key parameters Role
Biomass Burner 30 MW consumes 120/min of leaves and other organics starting power; needs constant refueling
Coal Generator 75 MW 15 coal/min + 45 m³/min water the first fully automated power; the mid-game mainstay

Biomass burners are hand-fed and only carry you through the start; as soon as conditions allow, lay down “coal + water” coal power and free yourself from leaf gathering. Coal power drinks a lot of water — include the water source in your site planning.

For later power routes (Fuel-Powered Generator 250 MW, Nuclear Power Plant 2500 MW, Geothermal Generator 50–600 MW fluctuating), see the Power Systems guide.

MAM Research: Which Line First#

The MAM is the game’s branching research system, complementing HUB milestones. Verified branches include:

Research tree Verified unlocks/effect
Caterium the Geothermal Generator (50–600 MW) unlocks via MAM Caterium research
Sulfur a combat and explosives research line (branch name verified)
Quartz an optics-parts research line (branch name verified)
Alien Technology the Somersloop unlocks output amplification via MAM alien-tech research; the Mercer Sphere is used for MAM alien-tech research upgrades

Early on, prioritize research lines directly tied to logistics and power; the full tree inside each branch is not catalogued — defer to the actual game.

Two more collection lines unrelated to the MAM: Hard Drives in crash sites unlock alternate recipes, and Power Slugs picked up in the wild convert into Power Shards for overclocking machines up to 250%.

Choosing a Starting Area#

The game has four starting regions with different environmental flavors. Only the region names are verified; quantitative comparisons of resource distribution are not catalogued — scout the in-game map yourself:

Starting region
Grass Fields
Rocky Desert
Northern Forest
Dune Desert

Universal advice: wherever you land, the area should ideally have both ore and water — coal power drinks, and fluid lines need Pipeline Mk.1 (unlocked at Tier 3).

Common Beginner Mistakes#

Mistake Consequence Correct approach
Biomass burners as a long-term mainstay tedious hand feeding; one dry spell blacks out the whole factory treat them as transition power; move to coal as early as possible
No storage buffers lines clog and everything stops storage containers at line ends
Belt tier below production ore piles up at miner exits match belt tier to output (Mk.1 60 to Mk.6 1200 per minute)
Building miners only on normal nodes half the output for the same machines prioritize pure nodes; Mk.1 pure is 120 per minute
Factory crammed into one spot no expansion room later zone your layout: smelting, parts, and assembly with spacing
Expanding with zero power headroom every new machine trips the grid compute grid headroom before expanding, or pre-build the next power tier
Ignoring map exploration missing Hard Drives, Power Slugs, and alien-tech collectibles see Map Exploration

Next Steps#

内容最后验证于 2026-07