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Satisfactory Somersloop Guide 1.2: Best Uses Ranked

All 106 Somersloops in Satisfactory explained: exact Alien Power Augmenter math, Production Amplifier slot counts by building, and which recipes actually deserve a Somersloop.

Intermediate 10 min read 59 viewsUpdated 2 months ago
Adapted from Somersloops: Power Augmenter and Production Amplification Guide | Satisfactory

Quick answer: With only 106 Somersloops in the entire world, spend them deliberately: use Production Amplification on recipes you can't otherwise scale (Power Shards, Alien DNA Capsules, biofuel), and reserve the Alien Power Augmenter — 10 Somersloops each, 500 MW plus a 10-30% grid boost — for once your base power demand is big enough to make that multiplier worth it. Most players get more value from amplification than from Augmenters.

  • free costs nothing
  • cheap small cost
  • setup needs preparation
  • grind pays off slowly
  • skip the thing to stop doing

Somersloop slots per machine at a glance

SlotsBuildingsBoost per slotBoost at max slots filled
1Smelter, Constructor100%100% (double output)
2Assembler, Foundry, Refinery, Converter50%100% (double output)
4Manufacturer, Blender, Particle Accelerator, Quantum Encoder25%100% (double output)

Filling only some of a building's slots gives a partial boost proportional to how many are filled — a Manufacturer (4 slots) with just 1 Somersloop gives a 25% boost rather than the full 100%. Anything not listed here (Miners, Water/Oil Extractors, Resource Well Pressurizers, Packagers) cannot be slooped at all.

Best recipes to amplify, and why

Recipe / chainBuildingWhy it's a good pick
Power Shards (from Power Slugs)Constructor (1 slot)Power Shards can't be converted back into Slugs — slooping effectively doubles the naturally-occurring Shards you'll ever get from a capped resource.
Alien DNA Capsules (via Alien Protein)Constructor/Manufacturer chainSlooping both machines in the chain compounds to 4x the DNA Capsules — a lot of AWESOME Sink points from an otherwise-capped input (alien remains).
Solid Biofuel / biomass processingConstructor (1 slot)Less critical, but can meaningfully ease early-game power if you reach Production Amplification early via crash-site circuit boards.
Common main-line parts (iron plates, etc.)VariesSkip these — iron ore and similar inputs are effectively unlimited, so belts already solve the scaling problem a non-renewable Somersloop would be wasted on.

The basics: a hard-capped, one-time resource

There are exactly 106 Somersloops in the entire world (confirmed on the current Satisfactory Wiki) — a hard, non-renewable cap, not an ever-refreshing collectible. They sit in hard-to-reach spots or areas guarded by hostile creatures, and the Object Scanner (once researched in the MAM) makes them much faster to track down.

Because the total supply is fixed for the entire game, spending Somersloops is a genuinely permanent decision — there's no "grinding more" once you've committed one to a build.

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Where to find Somersloops

Somersloops spawn in fixed, hard-to-reach or guarded locations across the map rather than anywhere random — research the Object Scanner through the MAM as early as you reasonably can, since it's the practical tool for tracking them down without hunting blind. See our exploration and collectibles guide for the broader strategy on finding Somersloops alongside Power Slugs and Mercer Spheres, rather than duplicating a map here.

Use #1: The Alien Power Augmenter

The Alien Power Augmenter is unlocked through the Alien Technology branch of the MAM. Getting there costs 2 Somersloops up front — one to unlock scanning for Somersloops themselves, one for the Augmenter research — leaving 104 for actually building Augmenters. Each Alien Power Augmenter costs 10 Somersloops to construct, which caps you at a maximum of 10 Augmenters in a single playthrough.

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How much power an Augmenter actually adds

Each Augmenter generates 500 MW independently, needing no fuel at all, and also multiplies your grid's base production: unfueled, one Augmenter adds a flat 10% boost, two add 20%, and all ten add a full 100% boost — and that multiplier applies after each Augmenter's own 500 MW has already been added to your base total.

In the video: with a 10,000 MW base grid, one Augmenter grants 11,550 MW while ten grant 30,000 MW (triple). The effect is far bigger on small grids — 10 Augmenters on a 1,000 MW grid multiply output roughly 12x — and shrinks proportionally as your base grid grows; on a 100,000 MW+ grid, 10 Augmenters roughly double it.

Later in the game you can raise an Augmenter's boost from 10% to 30% by feeding it 5 Alien Power Matrices/min — a late-game item that acts as special fuel and is expensive to produce (roughly 12,000 MW of upstream power to sustain that rate), so this upgrade is realistically an end-game-only investment rather than something to plan around early.

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Use #2: Production Amplification

Unlocking Production Amplification costs one more Somersloop, leaving 103 in your total budget after both research paths. Once unlocked, you can insert Somersloops directly into a production building to multiply its output without any extra input materials — the tradeoff is a steep jump in power draw: a fully-slooped, non-overclocked machine consumes 4x as much power as the same machine unslooped.

Where Production Amplification actually earns its keep

The best use case isn't your main factory line — it's recipes whose input can't be automated, covered in the table above. Power Shards are the standout example, since a Shard can't be converted back into a Slug.

In the video, a compact "harvestable items" mini-factory is described: one storage container feeding a belt through several smart splitters, each routing to its own slooped Constructor (one per leaf/wood type, creature remain type, and slug color). Because each of those recipes runs in a Constructor with just one Somersloop slot, the whole setup needs only 11 Somersloops total — Power Shards go to a Dimensional Depot uploader, biofuel feeds another line, and Alien DNA Capsules go straight to the AWESOME Sink.
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FAQ

Should I use Somersloops on power or production? Most players get more value from Production Amplification on unautomatable recipes (Power Shards, Alien DNA Capsules, biofuel) than from Alien Power Augmenters, since those recipes have no other way to scale. Augmenters are worth it once your base grid is big enough that a 10-30% multiplier meaningfully outweighs the 10 Somersloops each one costs — they matter most on a smaller grid and matter less the larger your base power already is.

How many Somersloops are in Satisfactory? Exactly 106, confirmed on the current Satisfactory Wiki — a hard, non-renewable cap for the entire world.

How much power does an Alien Power Augmenter generate? 500 MW independently per Augmenter, plus a 10% boost to your grid's base production (unfueled) or 30% if fed 5 Alien Power Matrices/min. Up to 10 Augmenters can be built, since each costs 10 Somersloops.

How many Somersloops does each building need for full Production Amplification? 1 for a Smelter or Constructor, 2 for an Assembler, Foundry, Refinery or Converter, and 4 for a Manufacturer, Blender, Particle Accelerator or Quantum Encoder — all reach the same 100% (doubled output) cap once fully filled.

How much extra power does Production Amplification cost? Up to 4x the building's normal power draw once fully slooped and not overclocked — a real cost, which is why it's worth reserving for recipes that can't scale any other way.

Sources

Every specific number in this guide — 106 total Somersloops, the 10-Somersloop cost per Alien Power Augmenter (max 10 Augmenters), 500 MW generated per Augmenter, the 10%/30% unfueled/fueled grid boost figures, 5 Alien Power Matrices/min to reach the 30% tier, the 4x power cost of amplification, and the exact 1/2/4-slot building lists — was cross-checked against the current Satisfactory Wiki's Somersloop, Production Amplifier and Alien Power Augmenter pages and matched the source video's figures exactly.

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Frequently asked

How many Somersloops are in Satisfactory?

There are exactly 106 Somersloops in the entire world, a hard cap confirmed on the current Satisfactory Wiki. It's not a renewable resource, so every Somersloop you spend is a permanent decision for that playthrough.

How much power does an Alien Power Augmenter generate?

Each Alien Power Augmenter generates 500 MW independently with no fuel required, plus a grid-wide multiplier: 10% per Augmenter unfueled (up to 100% with all 10), or 30% per Augmenter if fed 5 Alien Power Matrices/min.

What is the best use for Somersloops in Satisfactory?

Production Amplification on recipes with unautomatable inputs, especially Power Shards from Power Slugs (a Shard can never be converted back into a Slug, so slooping doubles a resource you can't otherwise expand) and Alien DNA Capsules from creature remains.

How many Somersloops does each building need for full Production Amplification?

Smelters and Constructors need 1 Somersloop for a full 100% boost, Assemblers/Foundries/Refineries/Converters need 2, and Manufacturers/Blenders/Particle Accelerators/Quantum Encoders need 4. Filling fewer slots gives a proportional partial boost instead.

How much extra power does Production Amplification cost?

A fully-slooped, non-overclocked machine uses 4 times as much power as the same machine unslooped. The output doubles, but so does the power bill, roughly quadrupled.

Should I use Somersloops on power or production?

Most players get more value from Production Amplification on unautomatable recipes (Power Shards, Alien DNA Capsules, biofuel) than from Alien Power Augmenters, since those recipes have no other way to scale. Augmenters are worth it once your base grid is big enough that a 10-30% multiplier meaningfully outweighs the 10 Somersloops each one costs.

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