FAQ#
Satisfactory has no traditional “boss fights” or “chapters”; player confusion concentrates on power figures, logistics ratios, alternate recipes, overclocking, and multiplayer. This page answers the high-frequency questions, all from verified sources; questions without verifiable data are marked “not catalogued,” and we don’t speculate. Fresh arrivals should first skim the Beginner’s Guide.
1. Opening and Landing#
Q: Which region should I land in?
The four starting regions each have their own environmental flavor; only the names are verified, and quantitative resource comparisons are not catalogued:
| Starting region |
|---|
| Grass Fields |
| Rocky Desert |
| Northern Forest |
| Dune Desert |
Universal advice: pick a landing zone with both ore and water — each Coal Generator needs 15 coal per minute plus 45 m³/min water, and missing either means no power. Region details in World Resources.
Q: What materials do HUB milestones need, and what should I stockpile?
HUB milestones are the main tech tree: submit specified resources to unlock new buildings and recipes and climb the Tiers. The specific submission quantities per Tier are not catalogued on this site — the in-game milestone list is explicit; just gather accordingly. Two verified nodes: Tier 4 unlocks the Blueprint Designer, and Tier 3 unlocks Pipeline Mk.1 (300 m³/min).
2. Power Figures Quick Reference#
Q: How much power does each generator actually produce?
This is the question old guides mislead on most; all values below are current as of 1.0 and later:
| Generation | Output per unit | Key parameters |
|---|---|---|
| Biomass Burner | 30 MW | 120 leaves/organics per minute |
| Coal Generator | 75 MW | 15 coal per minute + 45 m³/min water |
| Fuel-Powered Generator | 250 MW | 20 m³/min fuel |
| Nuclear Power Plant | 2500 MW | 0.2 uranium fuel rods per minute + 240 m³/min water; produces radioactive waste |
| Geothermal Generator | 50–600 MW fluctuating | cannot be overclocked; unlocked via MAM Caterium research |
| Alien Power Augmenter | +500 MW | also raises grid capacity by 10% |
Q: Does switching to premium fuel make fuel generators produce more power?
No. A Fuel-Powered Generator runs on fuel, turbofuel, rocket fuel, or ionized fuel at the same 250 MW baseline; premium fuels just burn slower, so the same unit of fuel lasts longer. The old “fuel 150 MW, turbo 250 MW” numbers predate 1.0 — stop copying them.
Q: Why does my Geothermal Generator’s output swing up and down?
Geothermal is inherently a fluctuating source: impure geysers 50–150 MW (average 100), normal 100–300 MW (average 200), pure 200–600 MW (average 400), and it cannot be overclocked. Before hooking it to the grid, pair it with Power Storage (100 MW charge ceiling) to smooth the swings, and treat it as supplemental rather than baseload power.
3. Lines and Ratios#
Q: Why do my machines keep idling or clogging?
The two symptoms point in opposite directions with the same root cause: upstream/downstream flow mismatch — idling means upstream can’t feed downstream; clogging means downstream can’t digest upstream.
| Symptom | Typical cause | Fix |
|---|---|---|
| Machines idle constantly | upstream miners or smelters don’t produce enough | higher miner tier, add smelters, or overclock |
| Output piles up and clogs | no buffer on the output end | storage containers at the end; route surplus into recycling |
| Belts can’t keep up | bandwidth below peak production | upgrade belt tier or parallel belts |
Q: How fast are belts and pipelines, exactly?
| Logistics | Tier | Throughput |
|---|---|---|
| Conveyor belt | Mk.1–Mk.6 | 60 / 120 / 270 / 480 / 780 / 1200 per minute |
| Pipeline | Mk.1 (unlocked at Tier 3) | 300 m³/min |
| Pipeline | Mk.2 (unlocked at Tier 6) | 600 m³/min |
Belts come in exactly these six tiers and pipelines in exactly these two. The Mk.6 belt (1200 per minute) is part of the 1.0 release — the game has no DLC, and claims that it is DLC content are wrong. The unlock Tier for each belt is not individually verified; the game is authoritative.
Q: How is Miner output calculated?
Miner output is decided by tier and node purity (at 100% clock speed): Mk.1 yields 30 / 60 / 120 per minute on impure / normal / pure nodes, Mk.2 yields 60 / 120 / 240, and Mk.3 yields 120 / 240 / 480. Overclocking caps at 250% with linear scaling, and it multiplies with output amplification (Somersloop). Note the correct name is Miner — the “ore gun” in old guides is a misnomer.
Q: Is hand-carrying viable at all?
Unavoidable during the hand-crafting phase, but once lines take shape, hand it to automation: conveyors for short hops, then trucks, trains, and drones as distance grows. The ceiling of hand-carrying is very low; time spent planning ratios beats time spent hauling boxes. The exact backpack slot count is not catalogued.
4. Alternate Recipes and Collectibles#
Q: What are alternate recipes, and are they worth hunting?
Worth it. Alternate recipes change the ingredient mix for the same product and can structurally simplify lines or bypass scarce inputs. They hide in crash sites across the terrain; each site holds one Hard Drive, which is spent to unlock alternate recipes. The “Data driven” achievement requires collecting 100 Hard Drives. The specific recipe list is not catalogued — defer to in-game research and community databases.
Q: What do the glowing field collectibles do?
| Collectible | Where | Use | Related achievement |
|---|---|---|---|
| Power Slug | picked up in the wild | converts into Power Shards for overclocking (250% cap) | Yoink! |
| Hard Drive | inside crash sites | unlocks alternate recipes | Data driven (100) |
| Somersloop | field and caves, 106 on the map | inserted into a machine slot for output amplification: +25% to +100% per slot, double output at full slots, 4× power | no dedicated achievement |
| Mercer Sphere | field and caves, 298 on the map | builds the Dimensional Depot uploader, MAM alien-tech research upgrades | Consume (collect 150) |
Somersloop amplification has an exception: extractors and packagers cannot be amplified. Because a full slot quadruples power draw, prioritize high-value endgame machines and confirm grid headroom first.
5. Overclocking#
Q: How does overclocking work, and which machines should I overclock?
Overclocking spends Power Shards to push a machine up to 250% output with linear scaling and no recipe change, at the cost of proportionally higher power draw. Miners have the best value — overclocking directly feeds every downstream line. Core machines can also be overclocked, but watch grid headroom; amplification and overclocking multiply, so run the power math for both together.
6. Fluid Management#
Q: Why does my oil or water pipe “run dry” when the source is clearly full?
The two biggest variables in fluids are head lift and pipeline throughput. Pumps have a height limit — beyond it fluid won’t rise, so relay pumps mid-run; flow above the pipe cap (Mk.1 300 / Mk.2 600 m³/min) also starves the line, so run parallel pipes. For dual-input lines like aluminum (“ore + water”), lock in the water source at siting time. Details in Fluid Management.
7. Multiplayer#
Q: How many players can play together?
Officially up to 4 players, but with no hard cap — tweaked configs theoretically reach 127. The game is pure co-op with no PvP and supports Steam/Epic crossplay.
Q: Does the host need to stay online?
No. You can set up a Dedicated Server (Windows and Linux supported) to keep the world permanently online so teammates can drop in anytime. Details in Multiplayer.
8. Versions and Platforms#
Q: Is the game out in full release? What version is current?
The 1.0 release shipped on September 10, 2024; 1.1 (June 10, 2025) added official controller support, a rebuilt Photo Mode, and more; the current series is 1.2 (released mid-2026, with the v1.2.3.1 patch on 2026-06-24). Consoles arrived on November 4, 2025 for PS5/PS5 Pro and Xbox Series X/S. The version timeline is in Version Updates.
Q: What is the endgame goal, and is there an ending?
The endgame is Project Assembly: build the Space Elevator and submit parts phase by phase. Related achievements run from “Commencing Project Assembly” (build the Space Elevator) to “Efficient pioneering” (complete Phase 4). There is no traditional final boss.
9. Common Misconceptions#
| Misconception | Correction |
|---|---|
| “Fuel-Powered Generators make 150 MW” | 250 MW since 1.0, and premium fuels don’t raise per-unit output |
| “Geothermal Generators make 50–200 MW, unlocked by exploration” | actually 50–600 MW, unlocked via MAM Caterium research |
| “Alien power is about 500–5000 MW” | one Alien Power Augmenter is +500 MW and grid capacity +10% |
| “Ores include titanium and nickel” | the game’s resources have no titanium or nickel; ores are iron, copper, limestone, coal, sulfur, quartz, bauxite, uranium, caterium, and more, plus SAM and nitrogen gas wells |
| “The game has solar power” | there is no solar power; the electricity routes are in Power Systems |
| “Nuclear waste can be destroyed” | nuclear waste cannot be destroyed; reserve storage space and stack it properly |
10. Pre-Expansion Self-Check#
The later the factory, the costlier a rollback. Before every major expansion, check in order: miner output, belt bandwidth, power headroom, recipe-to-demand match, and byproduct destinations — pass all five before building, and your first-try connection rate rises noticeably. For progression-level advice, see the Walkthrough.