Satisfactory Overclock Power Calculator

🎮 Satisfactory Overclock Power Calculator

Calculate Satisfactory machine power draw, clock speed, output scaling, shard limits, underclock savings, and 100% machine equivalents with the official nonlinear exponent.

🧭Factory Line Presets
Formula basis: Production machine output scales directly with clock speed. Power uses base MW multiplied by (clock speed / 100)^1.321928. Power Shards raise the allowed maximum by 50 percentage points each, up to 3 shards and 250% clock speed. Underclocking below 100% does not use shards.
1-250%
Configurable clock speed range
1.321928
Production power exponent
+50%
Maximum clock per Power Shard
335.77%
Power at 250% clock
Linear
Item and fluid output scaling
Overclock Inputs
Base MW values are stored in the calculator and can be overridden with Custom.
Target mode finds the clock speed needed for a desired items/min or m3/min.
Identical machines running the same clock speed.
Production buildings can be set from 1% to 250% with fine precision.
Each shard allows another 50 percentage points above 100%, up to 250%.
Use this for custom buildings or variable-power planning.
Enter the recipe, node, or fluid rate before clock speed is applied.
Used only in target mode, but still shown in the comparison.
This changes labels only; the clock math is the same.
Use 50 for impure, 100 for normal, 200 for pure, or custom recipe scaling.
Accounts for lines that back up, starve, or run in batches.
Adds extra MW to the recommended power capacity result.
The wiki notes very low active power can still idle at 0.1 MW.
Official production and extractor exponent after Update 7 is 1.321928.
Overclock Power Results
Total active power
4 MW
Base machine power scaled by clock exponent
Total output
30
items/min after clock scaling
Power Shards
0
required per machine and total
Efficiency comparison
100%
power per output versus 100% machines
Calculation Breakdown
💡Planning Tips
Output match: If the target is a recipe rate, target mode can solve the clock directly from target output divided by base output and machine count.
Power tradeoff: One 200% production machine outputs like two 100% machines, but it uses 250% of one machine power instead of 200%.
Shard check: The calculator separates required shards from installed shards, so a red-cap warning means the entered clock cannot be reached with that shard count.
Underclock sync: Lower clocks can smooth factory ratios and save power; underclocking needs no Power Shards after clock speed control is unlocked.
🧮Clock Comparison Grid
Clock
Output x
Power x
4 MW Machine
15 MW Machine
Shard Need
50%
0.5x
0.4x
1.6 MW
6 MW
0 shards
100%
1x
1x
4 MW
15 MW
0 shards
200%
2x
2.5x
10 MW
37.5 MW
2 shards
250%
2.5x
3.3577x
13.43 MW
50.37 MW
3 shards
Official clock speed power multiplier table
Clock speedOutput multiplierPower multiplierConstructor or Smelter MWAssembler MWShard requirement
10%0.10x0.0476x0.19 MW active, 0.1 MW idle floor note0.71 MW0 shards
25%0.25x0.1600x0.64 MW2.4 MW0 shards
50%0.50x0.4000x1.6 MW6 MW0 shards
75%0.75x0.6830x2.73 MW10.25 MW0 shards
100%1.00x1.0000x4 MW15 MW0 shards
150%1.50x1.7099x6.84 MW25.65 MW1 shard
200%2.00x2.5000x10 MW37.5 MW2 shards
250%2.50x3.3577x13.43 MW50.37 MW3 shards

Power multiplier uses (clock / 100)^1.321928. Output multiplier uses clock / 100. Values are rounded for display.

Machine base power and calculator defaults
MachineBase MW at 100%Default base outputOutput unitCommon planning useOverclock note
Constructor4 MW30/minitems/minSingle-ingredient parts and concrete planningUses normal production exponent
Smelter4 MW30/miningots/minIron, copper, and caterium ingot lines250% draw is 13.43 MW
Assembler15 MW5/minparts/minFrames, rotors, reinforced plates200% draw is 37.5 MW
Foundry16 MW45/miningots/minSteel and alloy ingot recipesUse recipe rate as base output
Manufacturer55 MW2.5/minparts/minHeavy modular frames and computers250% draw is 184.67 MW
Refinery30 MW30/minitems/minOil products and pure ingot recipesFluid or item output scales linearly
Blender75 MW40/minm3/minDiluted fuel and late-game fluids250% draw is 251.83 MW
Miner Mk.15 MW60/minore/minNormal node baseline extractionNode purity can be entered as multiplier
Miner Mk.212 MW120/minore/minMid-game ore extractionBelt limit can cap useful output
Miner Mk.345 MW240/minore/minLate-game ore extractionPure-node 250% may exceed belt capacity

Recipe and node rates vary. The base output field is editable so the calculator can match the specific recipe or resource node selected in-game.

Power Shard clock limits
Shards installedMaximum clockOutput ceilingPower ceilingUnderclocking ruleUse case
0100%1x base output1x base MWAny clock below 100% needs no shardRatio syncing and power saving
1150%1.5x base output1.7099x base MWUnderclock still freeSmall output bump without maxing shards
2200%2x base output2.5x base MWUnderclock still freeOne machine replacing two at higher MW
3250%2.5x base output3.3577x base MWUnderclock still freeCompact builds and scarce node extraction

The cap check is optional in the form. Turn it off only when you want to explore a target rate before deciding how many machines to add.

Add machines or overclock comparison
Goal100% machine planOverclock planPower effectSpace effectCalculator signal
Double a Constructor line2 Constructors, 8 MW1 Constructor at 200%, 10 MW25% more MW per outputHalf the machinesEfficiency card rises to 125%
Run half a recipe rateUse 1 machine at 100% and buffer1 machine at 50%, 1.6 MW if base is 4 MWLess than half base powerSame footprint, smoother ratePower saving appears in breakdown
Exploit a pure ore nodeMore miners are impossible on one nodeOverclock the miner if belts support outputHigher MW per ore than 100% extractionUses the same nodeShard and output caps matter most
Meet an exact recipe inputAdd machines and split beltsTarget mode sets exact clock percentDepends on clock solvedCleaner manifoldsTarget output controls clock field
Reduce grid spikesMany machines at 100%More machines underclocked below 100%Usually lower total MWUses more spaceCompare against 100% equivalent MW

Overclocking is often a space or resource-node choice, not a power-saving choice. Underclocking can save power while matching exact recipe ratios.

In another scenario, you have an efficient line but no room or resources for it. You want to expand so you gets a new machine. That means buying more floor space, power cabling, and conveyor belt.

At this point overclocking become a necessary move. It lets you produce like 2 machines while taking up only as much space as one. However, there’s a huge price tag on that.

The Cost of Overclocking

Electricity doesn’t increase at the same rate than production. Many players don’t realize this until they see their power grid go down.

What’s the math of that penalty? Clock speed directly affects how many item you produce, but power draw grows faster because it follows an exponent of about 1.32. That means when you double your speed to 200 percent, power consumption won’t double; instead, it’ll rise by a factor of 2.5. So you’re gaining space efficiency at the expense of energy efficiency.

The page has a calculator that does math for you. Simply select which kind of machine you have and what speed you want to run it at. The calculator will do the math for you, so you don’t have to do any math in your head while managing several production line.

More than that, there’s the question of managing your hardware needs. It doesn’t work like “set the clock speed to 250 percent.” To enable higher performance level, you’ll need Power Shards. One Power Shard increases speed limits by 50 percentage points. Two will get you up to 200 percent. All three will get you up to 250 percent.

This establishes another kind of bottleneck: a lack of resources. Maybe you’ve got plenty of juice for a high-speed smelter. Maybe you don’t have enough mined copper to make the needed shards. In that situation, the machine remains at standard speed.

This means you’ll be planning your resource gathering based off your processing upgrades.

There is an advantage to running your machines slower than they are normaly set. You do not need shards to underclock them. It saves power and it keeps all ratios perfectly synchronized.

If you want half the output of a normal recipe, just run the machine at 50%. That’s going to use far fewer resources than running a machine at full speed when it is only half loaded. It makes a heavy power user into a more modest power user.

The tool on page finds the perfect clock speed. You won’t have to guess when trying to balance a complicated assembly line.

These little boosts add up in late game planning. You want to improve power efficiency by 10 percent? That means dozens more generators you don’t have to construct when those factories are churning out thousands of things every minute. Those generators mean maintenance overhead, they’re physical space, they consume fuel resources. The multipliers from this table on the page demonstrate exactly what I’m talking about: how fast it all adds up.

A 250 percent Refinery take more than three times the power it needs to run! Multiplied by ten, well …

In Satisfactory, efficiency is all about getting as much out as possible while spending the least amount of input doing so. Your power supply will only handle so many watts before it starts to fail, which is why overclocking is such a useful feature.

You should of considered this earlier. But how many extra megawatts does that cost? Do they save enough to justify the lost space? That depends.

In some cases, it’s best to go wider instead of building densely because it makes more sense. Efficient machines require knowing exactly how much density costs. A lot of players prioritize speed without accounting for that cost. When you have the numbers laid out plainly before you, the choice becomes obvius.

Satisfactory Overclock Power Calculator

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