Satisfactory: Complete Factory-Building Guide

This guide covers your first hours through late game: controls, the HUB and MAM, power, logistics, alternate recipes, and how to plan factories that don't turn into spaghetti. It includes the new systems from Update 1.2.

Researched September 2026. Current as of Update 1.2 (patch v1.2.4.0). Live games change; check the linked sources if something differs.

Quick Start

  1. Pick a starting area that fits your comfort level. Grass Fields is the gentlest. Rocky Desert and Northern Forest have more resources nearby but less flat ground. Dune Desert is the hardest start.
  2. The HUB is your tech tree. Deliver parts to the HUB Terminal to finish Milestones in Tiers 0 to 9. Tiers open when you deliver Space Elevator phases.
  3. Automate early. Your first real goal is a Miner Mk.1 feeding a Smelter and then a Constructor for Iron Plates and Iron Rods. Hand-crafting falls behind fast.
  4. Research at the MAM. Once you build the Molecular Analysis Machine, feed it Caterium, Quartz, Sulfur, Mycelia, Hard Drives, and alien items. It unlocks key tech like Quickwire and Zipline (Caterium) and Black Powder, Nobelisks, and weapons (Sulfur).
  5. Loot crash sites. The drop pods scattered around the map contain Hard Drives. Each one gives you a choice of alternate recipes, which are among the strongest upgrades in the game.
  6. Collect Power Slugs and Somersloops. Slugs make Power Shards, which overclock machines. Somersloops amplify production or go into the Alien Power Augmenter. Mercer Spheres unlock dimensional storage research.
  7. Sink everything you don't need. The AWESOME Sink turns surplus items into FICSIT Coupons, which you spend at the AWESOME Shop on cosmetics, building pieces, and useful parts.
  8. Plan with ratios, not guesses. Each recipe has an input and output per minute. Match machine counts so nothing backs up or starves.
  9. Leave room. Build on foundations with space for extra machines. Every factory eventually needs to double.

Controls (Keyboard and Mouse Defaults)

Action Key
Build menu Q
Dismantle mode F
Interact / use E
Inventory Tab
Equipment / hotbar 1 to 0
Scanner (resources) V
Flashlight B
Switch build mode (e.g. zoop, snap) R
Rotate build Mouse wheel
Copy settings / sample building Middle mouse
Map M
Photo mode P
Sprint / Crouch-slide Shift / C

Update 1.2 made most controller bindings rebindable and added Dynamic Gamepad Swap, so you can switch between keyboard and controller without opening a menu.

Core Systems

The HUB, Milestones, and Tiers

The Space Elevator has five phases. Each phase needs larger deliveries of Project Parts (Smart Plating, Versatile Framework, Automated Wiring, Modular Engines, Adaptive Control Units, and later parts). Unlocking tiers is gated behind these phases, so automate each part rather than hand-feeding it.

Resources and Node Purity

Every node is Impure, Normal, or Pure. Purity multiplies miner output. A Pure node is worth twice a Normal one and four times an Impure one.

Miner Normal node output
Miner Mk.1 60 per min
Miner Mk.2 120 per min
Miner Mk.3 240 per min

Overclocking with Power Shards raises output further, but conveyor speed quickly becomes the limit.

Logistics

Conveyor Items per min
Mk.1 60
Mk.2 120
Mk.3 270
Mk.4 480
Mk.5 780
Mk.6 1200

Power

Generator When Notes
Biomass Burner Tier 0 to 2 Hand-fed. Use it only until coal.
Coal Generator Tier 3 Needs coal plus water. Your first stable grid.
Fuel Generator Tier 5 Burns Fuel, Turbofuel, or Rocket Fuel. Big jump.
Geothermal Generator MAM Placed on geysers. Output varies over time.
Nuclear Power Plant Tier 8 Huge output, but produces radioactive waste you must deal with.

Build Power Storage to buffer spikes, and put a Power Switch between sub-grids so one fault doesn't black out everything. Update 1.2 also allows power daisy-chaining between buildings.

Alternate Recipes

Hard Drives from crash sites unlock alternates. Some of the most valued ones among veteran players:

You get a choice from a few options per drive, so skipped alternates can appear again later. Check the wiki before committing a big factory to one recipe.

Exploration and Threats

Update 1.2 Highlights

The 1.2 update is the current major version. It hit the Experimental branch on March 17, 2026 and went live on June 2, 2026 on PC, PlayStation 5, and Xbox Series X|S at the same time. Fix patches followed (v1.2.3.0 on June 11, v1.2.3.1 on June 24, v1.2.4.0 on August 11, 2026).

Earlier, 1.1 added the Personnel Elevator, the Conveyor Wall Hole, hypertube junctions, and a Photo Mode overhaul.

Factory Planning Rules of Thumb

Common Mistakes to Avoid

Advanced Tips

FAQ

Is Satisfactory finished? Yes. It left Early Access with 1.0 on September 10, 2024. Coffee Stain has kept shipping free updates since: 1.1 in 2025 and 1.2 (live June 2, 2026).

Does it have multiplayer? Yes. It has co-op through sessions or dedicated servers. The 1.2 update is on PC, PlayStation 5, and Xbox Series X|S.

Which starting area is best? Grass Fields for new players. Northern Forest or Rocky Desert if you want better nodes nearby and don't mind uneven terrain.

Where do I find Hard Drives? In crash sites (drop pods) around the map. Some need power, parts, or a Nobelisk to open.

Do Game Modes disable achievements? The new 1.2 Game Modes don't. Creative Mode options may. The game warns you before you change anything that affects achievements.

How do I fix low FPS in big factories? Update 1.2's engine upgrade helps. Also cut the number of visible belts and lights, use trains instead of dozens of parallel belts, and lower shadow and foliage settings.

Sources