Satisfactory

Satisfactory

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Update 1.0.1.4: Tracking Production, Extraction, and Power Generation with Google Sheets!
By My Weakness
Version 1.0 changes are now in the sheet! Check out the new link and report any issues that you find!

HAS THIS EVER HAPPENED TO YOU?

Hmm, I need to make some Heat Sinks… how many excess Alclad Aluminium Sheets can I spare? Look like I am going to have to count all of my production buildings producing sheets, AGAIN! Looks like I am going to have to count all the sheets being consumed, AGAIN! What about Copper Sheets… THERE HAS TO BE A BETTER WAY‽

The auto-filling spreadsheet is a tool that you can open in the Steam Overlay to keep track of your factory's power, extraction, and production.

(Do not forget to give this spreadsheet a thumbs up or a thumbs down.)
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Getting the Spreadsheet
The spreadsheet has been made on Google Sheets and is available for you to download to your own Google Drive do with as you please. The sheets are protected to assist you so you do not edit content that is vital for the spreadsheet's operation. They are simply protected by a warning, and not by a password or by privileged access, so if you wish to fiddle with the code under your hood, you can.

If you like what you show your love more than a thumbs up, a Ko-fi[ko-fi.com] has been setup so you can throw a buck or two to say thanks: https://ko-fi.com/myweakness.

Current spreadsheet version: 10.22 (for Satisfactory Version 1.0.1.4).

Click here to copy the Google Sheet to your own Drive:
https://docs.google.com/spreadsheets/d/1rqz3bBj5LPrE6X0OJl7gOAqyzu9PA9vpR4WwLc-JxPw/copy



Simply choose which Folder in your own Drive you wish to save the file and you are all good. Make sure you leave "Share it with the same people" unchecked otherwise I will have access to the file in your personal Drive.

It is important to note that most, if not all, of the screenshots below were taken when the game at update 6. Because of this, some values in the example images (like overclocked power consumption) may be different to what the up to date spreadsheet shows. This is perfectly acceptable as it does not detract from the purpose of the example images in highlighting the features of the document.
Overview of All Sheets
This spreadsheet has many, many sheets, most of which you will not use, or even open, as they contain all of the background data. To make it easier to navigate from sheet to sheet, click the 'burger' to the very left of the sheet labels at the bottom of the page.

Before we start, the cells that have a white background are editable, whilst the one that have a light grey background are read only and not designed to be fiddle with.



  • Product Summary: Overview of all of the generated, extracted, and consumed products/resources in your factory; All of the buildings that are required to be used; all of the power shards required; and the power requirements.
  • Tiers, MAM, & Alt. Recipes: If you wish to limit the recipes and buildings to those that you have personally unlocked, make changes to this sheet. Otherwise, its default will have everything unlocked and available to you.
  • Production: This is where you will add all of the buildings that produce products, that is, convert one product to another product.
  • Extraction: Buildings that extract resources from the world are all added here.
  • Power: Buildings that generate power for your factory are recorded in this sheet.
  • Other: Buildings/Tools/Vehicles that do not extract, produce products, or generate power. You can add them here to factor them into your power consumption.
  • Product In & Out (Unsorted): This sheet will rarely, if ever, need to be viewed by the user. Each product and product quantity that features in any of the Production, Extraction, or Power sheets is presented here, sans aggregation. Each building itself is also presented here. If you are ever looking at this sheet and there is information missing, note that this page is what is filtered by the Location Filter from the Product Summary sheet. If you have a filter in that section, it will filter what you see here.
  • Dropdown Data: A place where all of the dropdown menus are sourced that are used throughout the spreadsheet. This is where the user will record their locations and location descriptions (if they feel like including them). Apart from locations, the user should not touch anything here as they will break things, guaranteed.
  • Building Overview: A sheet that shows the overview information for all the buildings that are applicable to this spreadsheet (Satisfactory has many more buildings but unless it is produces, extracts resources, or generate power, they are excluding from this spreadsheet's purpose).
  • Production Recipes: All of the data for the production building recipes are in this sheet. Despite the tick boxes and drop down menus, it is not meant to be interacted with by the average user. The only reason you would need to go here is if you found a value that was incorrect and wanted to update it.
  • Power Recipes: In the same vein as the Production Recipes sheet, this is the data that keeps the recipes for power buildings.
Tooltips
The Sheet is littered with tooltips on the heading to let you know exactly what each section of the sheet is doing. These are simplified version of the information contained in this guide and are designed so you can quickly get the answer you need without having to double back to here for clarification.

If you would like to clear out these Google Sheet Notes because you are already an expert, or their constant appearing under your cursor is more annoying than helpful, you can do so for each sheet in the Spreadsheet.
  1. Simply Ctrl+A to select all the cells in a sheet,
  2. On the Google Sheet's Menu bar (NOT your browser's menu bar) choose Edit | Delete | Notes.
  3. You will get a warning about editing protected areas of your sheet. As long as you chose "Notes" when choosing what to delete and no other option available, you are all good to hit OK.
  4. This will clear all of the Notes for the current sheet only. This will need to be reproduced for all the sheets you wish to be note free.
  5. IMPORTANT: If you are using the (hidden by default) Notes column this will NOT be affected. These columns simply share the same name as the Google Sheet's tooltips and will not be deleted when you choose to delete the tooltips.


Video Showing Basic Usage
Start by Adding Locations
To start using the spreadsheet you are going to need to complete a few tasks to make things easier in the long run.

Locations are not required but make it easier for you to remember where one water extractor is versus another. They are set by you so you could have them as broad or as specific as you want. You then assign each building, or number of the same building, to a specific location as you go.

To get you started, two locations have been added by default -- The HUB, and Space Elevator. These two default locations can changed or removed entirely as they are included to give you guidance.To add your own locations, go to the sheet selection at the bottom of the window and click on the Dropdown Data sheet. If you do not see, you may need to click the arrows to horizontally scroll to the sheet in question.



Once there, you can add your Locations and the Location Descriptions on the very left of the Dropdown Data sheet.



The Location Descriptions are not needed and can be safely ignored. They are only there to help the user in case they wish to make notes as reminders. What is written in the Locations column will be available in the dropdown menus in other sheets.

In the example above I do not use spaces and I abbreviate aggressively, but you can literally write whatever you wish and it will work.
Customising to Your Personal Progression
The spreadsheet has all alternative recipes, all milestones, all tiers, and all nodes on the MAM unlocked by default. This will mean that everything will appear in the dropdown menus when adding extraction, power, and production buildings. This section will show you how to change this default behaviour so it only shows the content that is available to you.

To start, navigate to the Tiers, MAM, & Alt. Recipes sheet at the bottom of the page.



A fresh spreadsheet, straight from the template, will have everything unchecked sans the Treat Milestone Progression as Complete, Treat MAM Progression as Complete, and Treat Alternative Recipes as Complete tick boxes. As long as these tick boxes are checked, any tick boxes you check on this sheet will be ignored.







Once you have unchecked the above progression catch all as mentioned above (depending on which progression you wish to fine-tune), you can begin marking the progress that matches your in-game progression.

For example, if I wanted to have all MAM progress and alternative recipes unlocked but wanted to mark up to the Tier/Milestone I was up to:
  • Keep Treat MAM Progression as Complete ticked for all MAM.
  • Keep Treat Alternative Recipes as Complete ticked for all alternative recipes.
  • Untick Treat Milestone Progression as Complete.
  • Tick the milestones that match your in-game progression.

Images highlighting the above example:









Just remember to untick the top tick box if you are going to fine tune the progression as it supersedes all other tick boxes of its type. Not touching this page at all from default will ensure everything is available to you from the get go.
Adding Production Buildings
To clear up any confusion: any piece of machinery in Satisfactory that you can place is referred to by the game (and by this spreadsheet) as a building. A recipe is what that building is producing or extracting -- there are three recipes that make iron plates, two of which are alternative recipes discovered by hard drive research in the MAM.

This spreadsheet classifies production buildings as those that transform something (or more) into something (or more) else. This encompasses the majority of the automation buildings available in Satisfactory but excludes those buildings that extract ore or the like from the world of Satisfactory, or those that produce power.

To add a production building, first click on the Production sheet at the bottom of the window.



There are five pieces of information that can be entered for each line. For the dropdown menus, you can either choose the option via the mouse, or -- and this is the much easier option -- start typing what you want and choosing from a filtered list.
  • Location: Purely optional but is recommended to keep your spreadsheet in order. See the Start by Adding Locations section of this guide for more information on how to alter this list.
  • Building & Recipe Name: This dropdown list is populated by the unlocked buildings and recipes you have available to you. See the Customising to Your Personal Progression section of this guide for more information on how to alter this list. Those recipes featuring " - Alt - " are alternative recipes.
  • Qty: Abbreviation of quantity. This lists how many buildings you have built in the location that is making the specific recipe. DO NOT FORGET THIS COLUMN! Failure to include a quantity will mean all numbers for input and output products, as well as power consumption, will be blank.
  • Clock Speed: this is the clock speed of the building itself. By default, every building has a clock speed of 100% and can be reduced without the need of a power shard, but require power shards to go above 100%.
  • Somersloop Slots: This is the number Somersloops that you have socketed into each building. This is per building, not the total from all the buildings in the row. Example: if you have two buildings and have socketed a single Somersloop into each one, then put a one in this cell. If the cell is red then the number of Somersloops chosen is invalid for the building. If you put more Somersloops than is supported, the spreadsheet will treat it as if you have applied the maximum amount.



Notes on usage:
  • Location is not required.
  • The Clock Speed for each row is for ALL of the buildings listed in that row. So if you have two Iron Sheet Constructors at 125% and one at 100%, do not set Qty to 3 and clock speed to 110%, instead have one row for Qty 1, 100% and another row for Qty 2, 125%.
  • Qty column will only accept integers (whole numbers). You cannot have 3.5 constructors in Satisfactory, and thus you cannot list one in this spreadsheet.

Overview of the read only columns:
  • Power Shards: This column is blank unless you set the clock speed of a building above 100%. It will list the number of power shards required for the whole quantity of buildings in that row, not by building. For example: if you have "Constructor - Concrete" building set to a Qty of 2 and a clock speed of 120%, individually, only a single power shard is required per building, but the Power Shard column will show 2 as that is how many are needed for the quantity provided.
  • Power: The power draw of all of the buildings listed (the same as explained in the power shard example above). This is how much power is drawn from the grid if the building is operating normally (idle buildings still draw power, but this is not calculated or tracked by this spreadsheet). This number is affected by the Qty column -- the total power draw of all buildings -- and the Clock Speed column -- a higher clock speed draws exponentially more power.
  • Somersloops Max: This number is the maximum number of Somersloops that can be socketed into the specific building type. This is here as a reminder and is only informational.
  • Somersloops Total: This is the total number of Somersloops for all of the buildings in the row. This is the maximum allowed for the specific building type, multiplied by the quantity. If you have two buildings that have a single slot, and have chosen four Somersloops, this value will still only be two.
  • Somersloops Gain: A fully socketed, supporting building will always have a 100% product gain. If a building instead has four slots, and only one is socketed, then the gains for the building will be 25% (as only one quarter of the slots are filled). This affects input/output quantity (directly), as well as power draw (exponentially).
  • Inputs: There is a maximum of four inputs, depending entirely on the limitations of the building and the recipe. This table lists the product as well as its quantity (either units per minutes for solids or m³ per minute for fluids) required to be fed into the building to operate.
  • Outputs: There is a maximum of two outputs depending entirely on the limitations of the building and the recipe. This table lists the product as well as its quantity (either units per minutes for solids or m³ per minute for fluids) being produced.



Adding Extraction Buildings
This spreadsheet classifies extraction buildings as those that extracts a resource from the world. They only have a single output and no inputs.

To add an extraction building, first click on the Extraction sheet at the bottom of the window.



Adding Extraction Buildings is the more complicated of the three building types. This is due to the vein type and quality need to applied as well as the type of building. This gets even more complex when we are talking about resources extractors but that will be covered in more detail below.

There are six pieces of information that can be entered for each line. For the dropdown menus, you can either choose the option via the mouse, or -- and this is the much easier option -- start typing what you want and choosing from a filtered list.
  • Location: Purely optional but is recommended to keep your spreadsheet in order. See the Start by Adding Locations section of this guide for more information on how to alter this list.
  • Building Name: This dropdown list is populated by the unlocked buildings you have available to you. See the Customising to Your Personal Progression section of this guide for more information on how to alter this list.
  • Qty: Abbreviation of quantity. This lists how many buildings you have built in the location that is making the specific recipe. DO NOT FORGET THIS COLUMN! Failure to include a quantity will mean all numbers for input and output products, as well as power consumption, will be blank.
  • Clock Speed: this is the clock speed of the building itself. By default, every building has a clock speed of 100% and can be reduced without the need of a power shard, but require power shards to go above 100%.
  • Vein Quality: This is required for all buildings except the Water Extractor and Resource Well Pressuriser (it is required for the Resource Well Extractor, just not on the Pressuriser itself). For Miners and the Oil Extractor, set it to the Vein Quality of the resource vein. For Resource Well Extractors, add each one individually as they all have a range of vein qualities.
  • Out: The Out is the resource that is being extracted from the world. This is set on all building types except for the Resource Well Pressuriser.



Notes on usage:
  • Location is not required.
  • The Clock Speed for each row is for ALL of the buildings listed in that row. So if you have two Iron Sheet Constructors at 125% and one at 100%, do not set Qty to 3 and clock speed to 110%, instead have one row for Qty 1, 100% and another row for Qty 2, 115%.
  • Qty column will only accept integers (whole numbers). You cannot have 3.5 constructors in Satisfactory, and thus you cannot list one in this spreadsheet.
  • You can ignore the vein quality and output on the pressuriser itself (it will always show as zero regardless of clock-speed or vein quality) as this needs to be applied to the Extractors individually.
  • In terms of clock speed for Resource Wells, if you want anything other than the default 100% you will need to set the clock speed for the pressuriser and the extractors despite not being able to independently control the clock speed of the individual extractors of a well in game.
  • The clock speed on the pressuriser determines: how much power the building consumes (the pressuriser consumes the same amount of power regardless of the number of extractors connected, this is shown by having the power consumption of the well be zero, regardless of clock speed); and on the extractors: the rate in which ore is extracted.
  • Vein Quality is not applicable to the water sources of Water Extractors. This column is ignored when calculating the output of this building type.

Overview of the read only columns:
  • Power Shards: This column is blank unless you set the clock speed of a building above 100%. It will list the number of power shards required for the whole quantity of buildings in that row, not by building. For example: if you have "Constructor - Concrete" building set to a Qty of 2 and a clock speed of 120%, individually, only a single power shard is required per building, but the Power Shard column will show 2 as that is how many are needed for the quantity provided.
  • Power: The power draw of all of the buildings listed (the same as explained in the power shard example above). This is how much power is drawn from the grid if the building is operating normally (idle buildings still draw power, but this is not calculated or tracked by this spreadsheet). This number is affected by the Qty column -- the total power draw of all buildings -- and the Clock Speed column -- a higher clock speed draws exponentially more power.
  • Out Qty: How many units, or cubic metres, per minute that is extracted from the world. This will be zero for Resource Well Pressuriser because the extraction quantity is determined by the Resource Well Extractors connected to the well with the Pressuriser.

Notes on Specific Building Types that may not be Obvious

Water Extractor:
  • Vein Quality is not applicable to the water sources of Water Extractors. This column is ignored when calculating the output of this building type regardless if it is filled with a value.
Resource Well Pressurisers:
  • You can ignore the vein quality and output on the pressuriser itself (It will always show as zero regardless of clock-speed or vein quality) as this needs to be applied to the Extractors individually.
  • In terms of clock speed, if you want anything other than the default 100% you will need to set the clock speed for the pressuriser and the extractors despite not being able to independently control the close speed of the individual extractors of a well in game. The clock speed on the pressuriser determines: how much power the building consumes (the pressuriser consumes the same amount of power regardless of the number of extractors connected, this is shown by having the power consumption of the well be zero, regardless of clock speed); and on the extractors: the rate in which ore is extracted.
  • Assigning the vein type to a Resource Well Pressuriser is not required, and will not affect anything, but doing so will make it easier to read back. Having a Resource Well Pressuriser with a vein of Nitrogen Gas for example, will let you distinguish between them.

Adding Power Buildings
This spreadsheet classifies power buildings as those that generate power from resources. They require no power to run, instead generates power.

To add a power building, first click on the Power sheet at the bottom of the window.



There are four pieces of information that can be entered for each line. For the dropdown menus, you can either choose the option via the mouse, or -- and this is the much easier option -- start typing what you want and choosing from a filtered list.
  • Location: Purely optional but is recommended to keep your spreadsheet in order. See the Start by Adding Locations section of this guide for more information on how to alter this list.
  • Building & Recipe Name: This dropdown list is populated by the unlocked buildings and recipes you have available to you. See the Customising to Your Personal Progression section of this guide for more information on how to alter this list.
  • Qty: Abbreviation of quantity. This lists how many buildings you have built in the location that is making the specific recipe. DO NOT FORGET THIS COLUMN! Failure to include a quantity will mean all numbers for input and output products, as well as power consumption, will be blank.
  • Clock Speed: this is the clock speed of the building itself. By default, every building has a close speed of 100% and can be reduced without the need of a power shard, but require power shards to go above 100%.



Notes on usage:
  • Location is not required.
  • The Clock Speed for each row is for ALL of the buildings listed in that row. So if you have two Iron Sheet Constructors at 125% and one at 100%, do not set Qty to 3 and clock speed to 110%, instead have one row for Qty 1, 100% and another row for Qty 2, 115%.
  • Geothermal Generators have no inputs or outputs as they only generate power. The power from them fluctuates between two set values periodically and so this spreadsheet uses the average power generated.
  • Qty column will only accept integers (whole numbers). You cannot have 3.5 constructors in Satisfactory, and thus you cannot list one in this spreadsheet.

Overview of the read only columns:
  • Power Shards: This column is blank unless you set the clock speed of a building above 100%. It will list the number of power shards required for the whole quantity of buildings in that row, not by building. For example: if you have "Constructor - Concrete" building set to a Qty of 2 and a clock speed of 120%, individually, only a single power shard is required per building, but the Power Shard column will show 2 as that is how many are needed for the quantity provided.
  • Power Produced: The power generated by all of the buildings listed (the same as explained in the power shard example above). This number is affected by the Qty column -- the total power draw of all buildings -- and the Clock Speed column .
  • Inputs: There is a maximum of two inputs, depending entirely on the limitations of the building and the recipe. This table lists the product as well as its quantity (either units per minutes for solids or m³ per minute for fluids) required to be fed into the building to operate.
  • Outputs: There is a maximum of one output depending entirely on the limitations of the building and the recipe. This table lists the product as well as its quantity (either units per minutes for solids or m³ per minute for fluids) being produced.
Adding Other Power-Draining Buildings/Tools/Vehicles
For buildings/tools/vehicles that do not generate power or produce products, you can now add them so you can track their maximum power usage.

To add a power-draining building/vehicle/tool, first click on the Other sheet at the bottom of the window.



Adding other Building/Tool/Vehicles to this sheet is the easiest of all the pages.

There are three pieces of information that can be entered for each line. For the dropdown menus, you can either choose the option via the mouse, or -- and this is the much easier option -- start typing what you want and choosing from a filtered list.
  • Location: Purely optional but is recommended to keep your spreadsheet in order. See the Start by Adding Locations section of this guide for more information on how to alter this list.
  • Building/Tool/Vehicle: This dropdown list is populated by the unlocked buildings you have available to you. See the Customising to Your Personal Progression section of this guide for more information on how to alter this list.
  • Qty: Abbreviation of quantity. This lists how many Building/Tool/Vehicles you have built in the location that is making the specific recipe. DO NOT FORGET THIS COLUMN! Failure to include a quantity will mean all numbers power consumption will be blank.

Overview of the read only columns:
  • Power: The power draw of all of the Building/Tool/Vehicles listed. This is the maximum power that is drawn from the grid if operating normally. Variable power draw is not supported and those that operate in the manner in-game will show up here with the maximum power draw. This number is affected by the Qty column -- the total power draw of all buildings.
Notes Column
The Production, Extraction, Power, and Other sheets now have a Notes column! However, because this column takes up a bit of space and may not be used by most Beccy's, it has been hidden by default. To make the column visible on each of aforementioned sheets, simply click the little arrows that appear between the A and C column headers (see image below).



To hide the column, right click the column header (B) and choose "Hide Column" from the context menu.



If you are upgrading from a pre-10.15 version, make sure you read the "Updating to a Newer Version of this Spreadsheet" section for details on how the Notes Column changes how you update.
Product Summary Page
There are five sections on the Product Summary sheet that offer different pieces of information based off of the buildings and recipes you have added in the Production, Extraction, and Power sheets.

The Product Summary sheet is the first you find in the spreadsheet.



  • Products Produced (Per Minute): This is main reason for the spreadsheet. This is either in units or cubic metres per minute. This lists each product/resource that is either produced and/or used by your system. All buildings that produce or uses a product/resource is combined together. If you have a location filter active, this section will only show the inputs and outputs tied to that specific filter. Gross Output is what is produced; Qty Used is what is used; and Net Output is the Qty Used subtracted from the Gross Output, or simply: what is not being consumed and is currently available to use elsewhere.
  • Power Usage (Buildings Only): All of the power generated and used by all of the buildings in the spreadsheet. This is in megawatts. These columns are only filtered to a location if the Include Power in Filter tick box is checked.
  • Power Shards Required: the number of power shards that have been automatically determined to be required to cover all of the overclocks in the sheet. This section is also affected by the location filter if used.
  • Somersloops Required: The number of Somersloops that are required to cover all of the Somersloop augmentations in the sheet. This section is affected by the location filter if used.
  • Enable Location Filter: If unchecked, you will not be able to filter the Product Summary sheet by location. Checking this box enabled the Filter By Location tick boxes, and allows the Enable Power in Filter to be visible, and usable.
  • Filter By Location: This is where diligently using the location column throughout the spreadsheet can benefit you. With the Enable Location Filter checked, tick boxes next to each of your locations from the Dropdown Data sheet will appear. Tick a box next to a location and the Products Produced, Power Shards Required, Somersloops Required, and Buildings will only show you those buildings/products that have been assigned/used at that location. To filter the power draw and generation in the Power Usage section, you will need to check the Include Power in Filter tick box. Without that box checked, the Power Usage section will always show for the whole of your spreadsheet.
  • Buildings: This lists all the buildings themselves that are used in your factory. This section is affected by the location filter as well. Production, Extraction, and Power building are all represented here. This section is handy if you need to know which building to add to your todo list in-game.

Updating to a Newer Version of this Spreadsheet
WARNING! If you are going from a version before 10.15 to 10.15 or later, you will need to be careful. On Production, Extraction, Power, and Other, there is now a hidden column (column B, the Notes column). This will mean that copying your data over will be incorrectly offset by one column for each of the main sheets. The way to fix this is to copy the editable part of the Location column, then copy the remaining columns as you would have done so before..

The only issue with having this as a spreadsheet is updates do not propagate to the sheets that ye are using. Updating to the latest version of the sheet requires a few steps to ensure that you are bringing your data into the sheet without overwriting any of the formulae that make the automation operate correctly.

Before we begin there is one golden rule to follow! If you ever see the warning shown below -- "Heads up! You’re trying to edit part of this sheet that shouldn’t be changed accidentally." -- You should click cancel immediately! You are accidentally attempting to overwrite the read only sections of the spreadsheet. As a reminder, the cells with a white background are editable whilst the ones with a grey cell background are not.



Before you start, go to the link at the top of this page to grab the latest version and copy it to your Google Drive. Once it is editable in your own Drive follow the steps below, in order:
  • Copy the Location and Location descriptions from your old sheet to the new one, from Dropdown Data to Dropdown Data.
  • Go to the Tiers, MAM, & Alt. Recipes sheet and manually match what you have on your sheet to the one there (if you have never touched this sheet before, then the default will be the same as yours and you can ignore this step).
  • From the old Production sheet to the new one, you only need to copy over what you have edited in the four editable columns: Location, Building & Recipe Name, Qty, and Clock Speed. Only copy over what has a white cell background.
  • Do the same for the Extraction and Power sheets.

For the most part, everything should recalculate and bring you back up to speed. Moving from major version to major version could mess things up as recipes are removed, merged, or changed from the Satisfactory developers. Not much that can be done about that, sorry.
Errors and Omissions
Just before processing this guide I found quite a number of errors in the raw values. This occurred because the Wiki rounds the numbers in some pages which produced wrong values. This has prompted me to include this section asking you to report any numbers or calculations that you find that are incorrect.



Changelog
Numbers below refer to the version of the spreadsheet and not the version used by the developers to track Satisfactory's changes.

10.22
  • Finally added AWESOME Sinks to the spreadsheet. Just add them on the AWESOME Sink sheet and sink away!
  • Made a bunch of named functions better in the background.
10.21
  • Somersloops and power shards on the Product Summary sheet will now show how many you have of each and be appropriately filtered.
  • Added a handful of named ranged to aid in the readability of the formulae.
  • Unmarked Biochemical Sculptor from being an Alternative Recipe.
10.20 (MASSIVE UPDATE)
  • You can now filter by multiple locations at once. Fancy that!
  • Adding some conditional formatting to make it a little clearer when values are going to be ignored in a section of a sheet.
  • Added the "Other" Buildings to the building summary on the Product Summary sheet.
  • I have not update the guide yet, but it will happen when it happens (I have added new in-cell notes though).
10.19
  • Adjusted power consumption values for miner mk2 and mk3 to match 1.0 values.
10.18
  • Particle Enrichment Milestone was incorrectly labelled with an incorrect unlock code.
10.17
  • Minor conditional formatting amendments.
10.16
  • Fix minor permission warning when you expanded the Notes column on the Extraction sheet.
10.15
  • Added a notes column. However, because this column is not necessary, and may be ignored by most Becky's, it is hidden by default. See the new section on Notes for more information. Also, make sure to read the important note about updating to this, or a later version, of the sheet.
10.14
  • Added a new sheet that allows you to add buildings, vehicles, and features that do not produce anything to keep track of your power consumption. This is ONLY for the purpose of power consumption and does not track non-mains power consumption like drones with batteries and tractors with packaged fuel sauces. This is too difficult to include and you may as well just play the game a find out.
10.13
  • Compacted Coal is no longer an Alternative Recipe and so can been removed. If you have marked checkmarks for the alternative recipes that you have found, you will have to manually redo these as compacted coal will not have been removed from that list.
10.12
  • Power shard have once again been fixed. I already fixed these once but apparently some magic happened and the changes reverted. I am just as stumped as you.
10.11
  • Power value on Extraction sheet was not populated all the way.
  • Forgot to change power shard function on the same tab (must have changed it and then Ctrl+Z too many times).
  • These were minor fixes and so the link has stayed the same.
10.10
  • Missed a repeated formula that should have been made into a named function. I tried being smart with an ARRAYFORMULA but apparently I am just not that clever to pull it off.
10.9
  • Apparently Somersloops only affect the output of some production buildings… who knew?
  • There is a shortcut of some description that adds an absolute reference instead of a relative one when clicking cells to add. No idea what that shortcut actually is, but I accidentally did it when adding functions to the power sheet which broke the outputs. This has since been fixed.
  • The sheet, and guide, have been updated with two example location is the Dropdown sheet (HUB and Space Elevator).
  • I simplified the power shards formulae thinking I was being clever. I was not. All I did was allow negative power shards. I have since fixed this.
  • Formula rounding has been removed and is now done with number formatting. The only issue with this is specifying a number format cannot be done dynamically, so now everything will either have a single or double decimal point, regardless if it is a whole number (15 steel ingots will now always show up as 15.0, but I am sure you can deal).
  • There are two locations that a power building's output is displayed. Only one of these places is actually important and it was here that I missed updating the Fuel-Powered Generator to 250 MW.
10.8
  • Added Somersloop slots to the production page. This was such a massive pain in the arse as it required a complete rework of many of the functions and equations behind the scenes. Hopefully everything is working as it should, and hopefully the information on the wiki.gg is accurate.
  • If a formula could, logically, become a named function, it has been converted to such. This will make future updates so much quicker to implement. The chance that I have broken something is pretty high, so keep an eye out for any mistakes you find.
  • This guide was also updated to mention Somersloops.
10.7
  • Added Rocket Fuel and Ionised Fuel to the Fuel-Powered Generator.
  • Change the name of Fuel and Coal-Powered Generators to both match what they are called in 1.0.
  • Added instructions on how to use the Alien Power Augmenters to the power page.
10.6
  • Added Alien Power Augmenters (what a nightmare). This required a lot of changes behind the scene just to get them to fit into the sheet.
  • A number of functions were cleaned up in the process.
10.5
  • Updated unlock requirement of Polyester Fabric to be tied to the MAM instead of Milestone progression.
  • Recipes for buildings that have not been unlocked via progression will no longer appear in the Production sheet.
10.4
  • Adjusted widths of a few skinny headings.
  • Adjusted the progression FLATTEN'd list that was missing Alien Technology from the MAM.
  • Adjusted it so an alternative recipe needs to be both unlocked, and the recipe be available in the building before it would show up. The previous way it worked was an Alternative Recipe unlock was enough to make it visible.
10.3
  • Added notes to cell headings in the spreadsheet to help make sense of the data. This will hopefully make it so users do not have to go switch back and forth between this guide and the spreadsheet to make sense of how everything works.
10.2
  • Updated the guide to make it easier to follow.
  • Updated the instructions on the product page of the Spreadsheet itself.
10.1
  • Fixed Power Shards incorrectly showing on Resource Well Extractors when overclocked.
10.0 (Version 1.0!!!)
  • Made all the changes that I could see that were brought in with Update 1.0.
  • So many new components and buildings so the chance that something is broken is fairly high. If something does not work, drop a comment to let me know.
  • There were subtle updates to a number of existing recipes. There may have been some that I missed.
Pre-1.0 Changelog
8.0
  • Made all the changes that I could see that were brought in with Update 8.
  • Biggest changes happened in regards to progression. If you have any issues please leave a comment for me to investigate.
  • Changed a few arrays in the code to use FLATTEN instead. This means they will not break then entire sheet when I add or remove a row.
7.7
  • Fixed extraction buildings to follow the milestone and tier checkboxes.
7.6
  • Made it so the few recipes available to you from the beginning work with the milestone and tier recipe system.
7.5
  • Remember when I said I implemented milestone progression?? Well… apparently only half of that code was in the sheet, with the other half just not existing. I have since fixed it. The progression is not perfect, but it is at least working.
7.4
  • Nuclear recipes were missing the water input requirement. They had just been left off the power recipe and were simple to add back in.
7.3
  • Formula for overclocking has been fixed for Production buildings. Constants have been added to the dropdown sheet to make it easier to update in the future.
7.2
  • Formula has been fixed. The values were at pre-Update 7 values for fuel consumption and output. I misinterpreted the clock speed changes to only affect power generation and not the input and outputs of those buildings as well.
7.1
  • A net output of zero will now be highlighted as yellow on the product summary page instead of green.
7.0
  • Updated the recipes and calculations to be Update 7 compatible.
6.0
  • No change log was kept before Satisfactory Update 6.0 as this spreadsheet was just for personal use at that stage.
104 Comments
JustMarkHere 2 Sep @ 4:57am 
@Pboyy - open Data/Data validation. Find the rule for the Tiers sheet cell F23. Change 8|6 to 8|5. I believe that will fix it.
Pboyy 1 Sep @ 11:08am 
Hi, first of all thank you for the amazing spreadsheet
Then, there is a bug in the Tier/mam sheet where the "Particle Enrichment" milestone is 8|6 but 8|5 in the production recipes. Tried fixing it but it broke the entire spreadsheet as I don't know how to do this.
I wish you will be brave enough to try and update this tool to 1.1
Thank you again <3
JustMarkHere 24 Aug @ 12:11pm 
Minor bug report: The MAM progression cell for Nuke Nobelisk has its wires crossed with the Cluster Nobelisk cell. Both are mapped to S|14.
JustMarkHere 12 Aug @ 2:53am 
Any plans to update this fantastic tool for 1.1?
Muji 3 Jul @ 3:14pm 
There's an error in the recipe for time crystal. It consumes 12 Diamonds/min not 10. Anyway, big thanks for the spreadsheet, very useful.
sentairider42 8 May @ 11:59am 
Hey, I hope you don't mind me asking; but do you think there's anything else that needs to be added to the sheet? I'm just a bit curious.
My Weakness  [author] 22 Jan @ 5:15pm 
I finally bothered to get around to releasing the AWESOME Sink update. Now you can Sink whatever you want from a location. Have it sink all excess, or set a specific amount.

I will get around to updating the specifics in this guide when the mood takes me (but the sheet itself should be all good to go). At the very least, there are a few tooltip notes on headings on the AWESOME Sink Sheet.
ShiftyBoo 3 Jan @ 6:48pm 
I've been waiting and looking for this; I used an update 8 version for several years. Thank you so much for the update!!!!
My Weakness  [author] 17 Dec, 2024 @ 10:40pm 
I am currently putting the finishing touches on the AWESOME Sink addition.

If I have time I will add FICMAS Trees.
Maleficent20 15 Dec, 2024 @ 6:01am 
Hello there!
Do you think it is possible for you to add the FICSMAS Gift Tree on the Extractors tab?
I know it is not really an extractor, it just generates gifts, but it would help to keep track of production vs consumption of Gifts