Satisfactory · SAM and ficsite | Compare
Choose a variant below. Closely related recipes, conditions or opening branches are collected here so you can compare them without moving between almost identical pages.
The version and limits of the original source apply to every entry. Quantities and requirements belong to the named variant; do not add alternative recipes or opening lines together.
These options share a planning task. Their differences stay visible in the individual rows and calculators.
Using this reference
Choose a recipe for SAM and ficsite, then choose the machine that will run it. The per-minute rate uses the recorded output, recipe duration and machine speed. Batch quantities answer how many materials a fixed number of operations consumes; the rate column answers how fast one selected machine processes them.
Increase the target rate to see the number of whole machines needed. Rounding up leaves some nominal spare capacity. This is a direct production step, not a balanced factory: upstream supply, transport and temporary interruptions still need to support the stated rate.
SAM Fluctuator
10 per minute · Buildings needed (rounded up): 6
| Source data | Batches | per minute |
|---|---|---|
| − Reanimated SAM | 6 | 60 |
| − Wire | 5 | 50 |
| − Steel Pipe | 3 | 30 |
| + SAM Fluctuator | 1 | 10 |
Rates use the selected building at base speed. No modules, beacons, quality, power shortages or overclocking are simulated. Fractional outputs are expected averages, not guaranteed drops.
per minute = Batches × 60 × Production building / seconds per cycle
SAM Fluctuator · 6 Seconds
Reanimated SAM × 6 + Wire × 5 + Steel Pipe × 3 → SAM Fluctuator × 1
Station: Manufacturer
A worked example
Suppose you want 4 × SAM Fluctuator. This recipe produces 1 per operation, so you need 4 operations. That produces 4 in total. The direct material list is Reanimated SAM × 24, Wire × 20, and Steel Pipe × 12.
Check the source ↗ · 1.0 snapshot
Ficsite Trigon
30 per minute · Buildings needed (rounded up): 2
| Source data | Batches | per minute |
|---|---|---|
| − Ficsite Ingot | 1 | 10 |
| + Ficsite Trigon | 3 | 30 |
Rates use the selected building at base speed. No modules, beacons, quality, power shortages or overclocking are simulated. Fractional outputs are expected averages, not guaranteed drops.
per minute = Batches × 60 × Production building / seconds per cycle
Ficsite Trigon · 6 Seconds
Ficsite Ingot × 1 → Ficsite Trigon × 3
Station: Constructor
A worked example
Suppose you want 10 × Ficsite Trigon. This recipe produces 3 per operation, so you need 4 operations. That produces 12 in total, leaving 2 extra. The direct material list is Ficsite Ingot × 4.
Check the source ↗ · 1.0 snapshot
Ficsite Ingot
30 per minute · Buildings needed (rounded up): 2
| Source data | Batches | per minute |
|---|---|---|
| − Reanimated SAM | 2 | 60 |
| − Aluminum Ingot | 4 | 120 |
| + Ficsite Ingot | 1 | 30 |
Rates use the selected building at base speed. No modules, beacons, quality, power shortages or overclocking are simulated. Fractional outputs are expected averages, not guaranteed drops.
per minute = Batches × 60 × Production building / seconds per cycle
Ficsite Ingot (Aluminum) · 2 Seconds
Reanimated SAM × 2 + Aluminum Ingot × 4 → Ficsite Ingot × 1
Station: Converter
Ficsite Ingot (Caterium) · 4 Seconds
Reanimated SAM × 3 + Caterium Ingot × 4 → Ficsite Ingot × 1
Station: Converter
Ficsite Ingot (Iron) · 6 Seconds
Reanimated SAM × 4 + Iron Ingot × 24 → Ficsite Ingot × 1
Station: Converter
A worked example
Suppose you want 4 × Ficsite Ingot. This recipe produces 1 per operation, so you need 4 operations. That produces 4 in total. The direct material list is Reanimated SAM × 8 and Aluminum Ingot × 16.
Check the source ↗ · 1.0 snapshot
Reanimated SAM
30 per minute · Buildings needed (rounded up): 2
| Source data | Batches | per minute |
|---|---|---|
| − SAM | 4 | 120 |
| + Reanimated SAM | 1 | 30 |
Rates use the selected building at base speed. No modules, beacons, quality, power shortages or overclocking are simulated. Fractional outputs are expected averages, not guaranteed drops.
per minute = Batches × 60 × Production building / seconds per cycle
Reanimated SAM · 2 Seconds
SAM × 4 → Reanimated SAM × 1
Station: Constructor
A worked example
Suppose you want 4 × Reanimated SAM. This recipe produces 1 per operation, so you need 4 operations. That produces 4 in total. The direct material list is SAM × 16.
Check the source ↗ · 1.0 snapshot
Game and item names below retain the source’s English identifiers so you can find them in the linked documentation.