Antewise

Satisfactory Guides — Build Factories That Actually Produce

Satisfactory guides and item and building databases built from the wiki: what to automate, how to lay out lines, and how to stop the clogs.

Where the numbers come from. The tables below are built from the game wiki's own data, not from memory. Where a page needs an exact figure, we mark it and check it before we call it fact.

Start here

Satisfactory is about turning ore into rockets without your lines backing up. These guides and tables turn the production tree from a tangle into a plan you can build.

All Satisfactory guides

Start Beginner Guide

Your first hour: mine, hand-craft, and build your first smelter.

Parts Items Guide

Every part and component, and what builds it.

Machines Buildings Guide

Smelters, constructors and the late-game accelerators.

Automate Automation Guide

Getting machines to do the crafting for you.

Gather Resources Guide

Where nodes spawn and what to claim first.

Power Power Guide

Biomass, coal and the grid that runs it all.

Move Logistics Guide

Belts, trains and drones that move parts.

Explore Exploration Guide

The map, hard drives and unlocks.

Fauna Alien Life Guide

The creatures that bite your builders.

Factory Factory Layout Guide

Designing lines that do not clog.

Defend Defense Guide

Turrets and walls against the wildlife.

Ramp Tier Guide

How the milestone tiers gate your build.

Avoid Common Mistakes

The habits that clog a factory.

Edge Tips & Tricks

Small habits that scale into mega-factories.

Power Switch to coal power

Biomass means hand-feeding forever. When to jump to coal and why it is the first real automation win.

Lines Set up your first miner line

From a bare node to plates on a belt: the miner to smelter to constructor chain every factory builds on.

Belts Lay belts without spaghetti

Foundations, straight lines, and conveyor lifts. Habits that keep a growing factory readable.

Ratios Calculate production ratios

Why machines idle and belts jam. The throughput math that stops over-building or starving a line.

Power Prevent brownouts

A brownout starves the grid and spirals into shutdown. The buffer rule and grid separation that keep lights on.

Layout Build a main bus

The central highway of resources. Why a main bus scales better than a scattered web of machines.

Routing Use splitters and mergers

Splitters divide one belt into many; mergers combine them. Route, balance, and sort by type.

Layout Plan a vertical factory

Ground space runs out fast. Stack production floors and use conveyor lifts to build upward.

Trains Set up trains

When belts get too long, trains take over. Stations, rails, and bulk throughput across the map.

Oil Process oil and byproducts

Oil unlocks plastic and rubber but dumps heavy residue. Route the chain before it stalls you.

MAM Use alternate recipes

The MAM hands you better recipes. When an alternate is worth the rebalance and when default is simpler.

Sink Use the AWESOME Sink

Excess parts are not waste. Turn surplus into coupons and keep storage from choking.

Steel Build a steel line

Steel needs coal and limestone, not just iron. The beams and pipes that unlock the mid-game.

Power Set up fuel power

Past coal, fuel generators burn oil for far more watts. Feed them and multiply with turbofuel.

Endgame Geothermal and nuclear

Free geothermal where you find it, and nuclear with a waste loop you must close. Approach both safely.

Parts Reinforced iron plate

The reinforced iron plate recipe, inputs and the compact line that feeds everything later.

Parts Modular frame

Modular Frame inputs and the iron line that anchors your early factory.

Parts Encased industrial beam

The beam recipe and why steel unlocks this versatile part.

Parts Heavy modular frame

The high-tier frame recipe and the steel-plus-beam line behind it.

Parts Computer

Computer inputs, the plastic-and-circuit chain, and the oil dependency.

Parts Electromagnetic control rod

The nuclear-tier rod recipe and the parts it consumes.

Parts Battery

Battery recipe and why it matters for vehicles and power storage.

Parts Silica

Silica from quartz and the alternate that uses less power.

Parts Rubber

Rubber from oil residue and its place in the plastic chain.

Parts Plastic

Plastic from crude oil and the residue you must handle.

Parts Copper sheet

Copper Sheet recipe and its surprising mid-tier demand.

Parts Wire

Wire from copper and the hidden volume trap it creates.

Parts Cable

Cable recipe and why it sits under almost every tech tier.

Parts Circuit board

Circuit Board recipe and the copper-and-plastic chain behind it.

Parts Aluminum casing

Aluminum Casing from bauxite and its role in the aluminum tier.

Parts Aluminum scrap

The scrap step that sits between bauxite and every aluminum part.

Parts Turbo motor

Turbo Motor recipe and the deep aluminum-plus-rubber chain.

Parts Radio control unit

Radio Control Unit recipe and its place in late automation.

Parts Thermal propulsion rocket

The final-tier rocket and the parts it consumes.

Parts Nuclear fuel rod

Nuclear Fuel Rod recipe and the uranium chain behind it.

Parts Packaged fuel

Packaged Fuel from oil and its use in fuel power.

Parts Fused modular frame

Fused Modular Frame recipe and the aluminum-plus-steel merge.

Logistics Use pipelines

Fluid logistics: pipe rules, headlift and why fluids behave unlike belts.

Systems Overclock machines

Overclock and underclock with power slugs to match ratios.

Systems Automate power slugs

Farming blue, yellow and purple slugs for overclocking at scale.

Trains Use train signals

Block and path signals that keep multi-train networks from crashing.

Logistics Set up drones

Drone ports and the battery logistics that move parts without tracks.

Logistics Set up trucks

Truck routes and the roads that keep them from driving off.

Logistics Prevent belt clogging

Why belts back up and the sink-or-splitter fixes that keep lines moving.

Systems Handle node purity

Pure, normal and impure nodes and how purity changes your math.

Layout Plan base location

Choosing a starting spot near the resources your tiers actually need.

Start Best Biome

The four starting biomes ranked by build difficulty, biomass and resource nodes, plus where to go later for oil and coal.

Build Use terrain tool

Flatten, raise and lower terrain to make building space.

Defense Automate defense

Turrets, ammo and walls that keep aliens from wrecking your lines.

Endgame Space elevator parts

Which parts each tier needs and how to prep them early.

Endgame Use the Somersloop

The museum duplicate that doubles a single production line.

Build Use blueprints

Save and stamp factory designs to build faster and consistently.

Build Place foundations

Foundation grids that make belts and buildings line up cleanly.

Logistics Central storage

A hub that buffers parts so every line can pull what it needs.

Systems Automate nitrogen gas

The nitrogen step in the late rocket and fuel chains.

Power Make turbofuel

Turbofuel from fuel and compacted coal for dense late-game power.

Power Make rocket fuel

Rocket Fuel for the densest power and the nitro-rocket chain.

Systems Use the world map

Map markers and the radar that stop you losing your base in the fog.

Tech Find alternate recipes

Hard drives and the MAM analysis that unlock better recipes.

Tech Use the MAM

The Molecular Analysis Machine that unlocks recipes and tech.

Layout Build the hub base

A clean starting base that scales from tier 0 to your first factory.

Power Balance the power grid

Avoiding brownouts by matching production and a battery buffer.

Systems Automate quartz

Quartz nodes and the silica chain that feeds cables and glass.

Systems Process bauxite

The bauxite-to-aluminum chain and the water it demands.

Parts Adaptive control unit

The top-tier control unit and the deep chain behind it.

Parts Supercomputer

The supercomputer and the circuit-and-crystal chain it needs.

Logistics Trains vs trucks vs belts vs drones

The four transport options compared by throughput, speed and setup cost.

Reference tables

Two reference tables sit below: every item with its place in the chain, and every building with its role. Both are wiki-sourced, not guessed.

Data notes

The tables above are built from the game wiki's own pages. Where a figure matters, we mark it and check it before publishing it as fact. Pages with incomplete source data are marked rather than filled with guesses.

Found something wrong? Tell us. Corrections are the fastest way this hub improves.

Sources

Figures and item data on this site are read from the game’s own reference wiki before publishing. Where a value could not be confirmed there, the page says so instead of filling the gap.