Antewise

How to Make Supercomputers in Satisfactory: 1.875/min and the Alternatives

Updated 27 Oct 2026 Source Data parsed from satisfactory.wiki.gg (recipe and building data) and cached in src/data/, retrieved 26 October 2026 By
Data status: The facts on this page were checked against the source named above. Game values can still shift with a patch, so re-check anything that looks off.

The standard recipe, in real numbers

Supercomputers sit at the top of the electronics tree, and the standard recipe unlocked at Tier 6 - Industrial Manufacturing is a four-input Manufacturer job:

RecipeMachineCycleInputs (per craft)Inputs (per min)Output
Supercomputer (standard)Manufacturer32 sComputer 4 + AI Limiter 2 + High-Speed Connector 3 + Plastic 287.5 Computer + 3.75 Limiter + 5.625 Connector + 52.5 Plastic1, 1.875/min
OC Supercomputer (alternate)Assembler20 sRadio Control Unit 2 + Cooling System 26 RCU + 6 Cooling System1, 3/min
Super-State Computer (alternate)Manufacturer25 sComputer 3 + Electromagnetic Control Rod 1 + Battery 10 + Wire 257.2 Computer + 2.4 Rod + 24 Battery + 60 Wire1, 2.4/min

“Supercomputer: 4 Computer, 2 AI Limiter, 3 High-Speed Connector and 28 Plastic per craft, 32 s in a Manufacturer, 1.875 per minute” — the row mirrored from the satisfactory.wiki.gg recipe table into src/data/satisfactory-recipes.json.

1.875 per minute is the headline, and it is an awkward number for planning: one Manufacturer does not quite make two per minute, so a Space Elevator phase built around clean multiples wants an even number of machines. Two Manufacturers give 3.75/min, four give 7.5/min.

The recipe’s real weight is in its three complex inputs. Every Supercomputer needs Computers, AI Limiters and High-Speed Connectors at once, which means three separate production lines all have to be running before the Manufacturer does anything at all.

The cascade back to plastic

Follow the standard recipe backwards and the cost compounds fast. One Supercomputer carries:

StagePer supercomputerPer minute (1 Manufacturer)
Supercomputer11.875/min
Computer47.5/min
Circuit Board (inside those Computers)1630/min
Cable (inside those Computers)3260/min
Plastic (direct + inside Computers)28 + 64 = 92172.5/min
AI Limiter23.75/min
High-Speed Connector35.625/min

That plastic line is the striking one. A single Supercomputer Manufacturer indirectly consumes 172.5 plastic per minute once you count the 16 plastic per Computer. At the standard 20/min plastic rate, that is nearly nine Refineries behind one machine.

The AI Limiter and High-Speed Connector feeds are no cheaper. The cached consumption rows show an AI Limiter recipe drawing 25 Copper Sheet and 100 Quickwire per minute, and a High-Speed Connector recipe drawing 210 Quickwire, 37.5 Cable and 3.75 Circuit Boards per minute. Both are caterium-heavy, so a Supercomputer block is really a caterium block with a plastic habit.

Machine counts for a real target

Ten Supercomputers per minute is a common Space Elevator target. On the standard recipe:

StepRate neededMachines
Supercomputer10/min6 Manufacturers (1.875/min each)
Computer75/min30 Manufacturers (2.5/min each)
Circuit Board300/min40 Assemblers (7.5/min each)
AI Limiter37.5/minto order
High-Speed Connector56.25/minto order
Plastic1,725/min87 Refineries (20/min each)

Thirty Computer Manufacturers and forty board Assemblers for ten Supercomputers a minute. That is why almost nobody builds the standard recipe at scale: the Computer stage alone is a factory. The alternates exist to break that cascade, and both of them do it by removing the Computer multiplication.

The two alternates

OC Supercomputer is the fastest at 3/min and the simplest to feed: 2 Radio Control Units and 2 Cooling Systems in an Assembler over 20 seconds. It contains no Computers at all, so the 30-Manufacturer cascade disappears. Instead it wants a Radio Control Unit line — which itself needs Aluminum Casing, Crystal Oscillators and Computers — plus Cooling Systems, which are a heat-sink and rubber recipe.

It is not a shortcut, it is a reroute. You trade a Computer-heavy chain for an aluminum-heavy one, and you get 60% more output per machine for the trouble.

Super-State Computer is the balanced option at 2.4/min, 28% faster than standard. It still uses Computers, but only 3 per craft, and it replaces the AI Limiter and High-Speed Connector with an Electromagnetic Control Rod, 10 Batteries and 25 Wire. The wire is trivial (60/min is two Wire Constructors); the battery is the awkward part, because it pulls in the aluminum and sulfur chains.

Which one to run depends on what you already have:

If your base already hasRun
Heavy computer and caterium productionStandard, then Super-State
Aluminum and battery lines for dronesSuper-State Computer
Radio Control Units for drones and Turbo MotorsOC Supercomputer
Nothing yetStandard first, switch once one of the above exists

The practical path most players take is standard recipe for the first Space Elevator phase, then Super-State Computer once the battery line exists, keeping OC Supercomputer for a dedicated drone-heavy outpost.

Where supercomputers go

ConsumerSupercomputers per minNotes
Neural-Quantum Processor3heaviest single draw
Assembly Director System0.751 per craft, 0.75/min
Miner Mk.3building costone per miner
Nuclear Power Plantbuilding costone per plant
Particle Acceleratorbuilding costone per accelerator
Quantum Encoderbuilding costone per encoder

The building costs are the sneaky demand. Every Miner Mk.3, Nuclear Power Plant, Particle Accelerator and Quantum Encoder consumes Supercomputers as a construction item, so a player who never “produces supercomputers” still ends up building a line to place five or six buildings. A small standard-recipe Manufacturer plus a buffer covers that; a full 10/min block is for the Space Elevator phases.

The Assembly Director System is the phase part that eats them at 0.75/min per machine, alongside Adaptive Control Units — the two lines are usually built together because they share the Computer feed.

Build notes that prevent the usual stall

  • Build the Computer line first, then count backwards. 7.5 computers per minute per Supercomputer Manufacturer is three Computer Manufacturers; if you only have one, the Supercomputer machine will run at a third of its rate and look broken.
  • Do not overclock the Supercomputer first. It draws a lot of power and its four inputs cannot be overclocked to match — see the overclocking guide. Overclock the Computer Manufacturers instead.
  • Buffer each input separately. Four inputs consumed in one 32-second gulp means a single short input stalls the whole cycle; small containers per input are worth the space.
  • Sink overflow at 97,352 points. Supercomputers are among the highest-value sink items in the game — see the AWESOME Sink guide — so an overflow sink is a genuinely good use of surplus output while you build the next consumer.

For the parts that feed this machine, start with the Computer chain and the Circuit Board line, and use the production ratio walkthrough to scale the cascade to your own target.

Frequently asked questions

What is the Supercomputer recipe?

4 Computers, 2 AI Limiters, 3 High-Speed Connectors and 28 Plastic in a Manufacturer, 32-second cycle, 1 unit out. That is 1.875 per minute.

How many supercomputers per minute per Manufacturer?

1.875 at 100% clock speed. OC Supercomputer reaches 3/min and Super-State Computer 2.4/min.

How many computers does a Supercomputer line need?

7.5 Computers per minute per Manufacturer, which is three Computer Manufacturers at the standard 2.5/min rate.

What is the cheapest Supercomputer recipe?

In machine count, OC Supercomputer: 3/min from an Assembler using 6 Radio Control Units and 6 Cooling Systems per minute. In infrastructure, it depends entirely on which chains you already run.

Can I skip Supercomputers?

Not entirely — they are a construction cost for Miner Mk.3, Nuclear Power Plants, Particle Accelerators and Quantum Encoders, so every late-game base needs at least a small line.

More Satisfactory guides

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.