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Satisfactory Somersloop Guide: Power Augmenter & Production Amplification

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 8 min read 20 viewsUpdated 21 days agoby LongBeam
Adapted from Somersloops: Power Augmenter and Production Amplification Guide | Satisfactory

🎯 The core idea

Somersloops are a hard cap of 106 alien artifacts in the entire world, and they only do two things β€” power your grid for free through the Alien Power Augmenter, or double a machine's output for no extra input through Production Amplification. Both break the game's normal rules, and both are worth spending deliberately rather than on the first machine you think of.

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

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

There are exactly 106 Somersloops in the entire world (confirmed on the current Satisfactory Wiki) β€” 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. Before Satisfactory 1.0 they were purely decorative collectibles; the 1.0 update gave them their two current uses.

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

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 β€” one to unlock scanning for Somersloops themselves, one for the Augmenter research β€” 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 β€” 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 β€” 10 Augmenters on a 1,000 MW grid multiply output roughly 12x β€” 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 β€” a late-game item that acts as special fuel and is expensive to produce, 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 β€” 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.

Different building types have different slot counts and therefore different maximum boosts:

Somersloop slotsBuildingsBoost at max slots filled
1Smelter, Constructor100% (double output)
2Assembler, Foundry, Refinery, Converter100% (double output)
4Manufacturer, Blender, Particle Accelerator, Quantum Encoder100% (double output)

Filling only some of a building's slots gives a partial boost proportional to how many are filled β€” a Manufacturer (4 slots) with just 1 Somersloop gives a 25% boost rather than the full 100%. Anything not listed in that table cannot be slooped at all, since Somersloop slots only exist on specific building types.

Because Somersloops are capped for the whole game, it's worth being deliberate about which recipes you amplify β€” spending them on a material you could simply mine more of (iron plates, for example, when iron ore is effectively unlimited) wastes a non-renewable resource on a problem belts already solve.

Where Production Amplification actually earns its keep

The best use case isn't your main factory line β€” it's recipes whose input can't be automated. Power Slugs are the standout example: they're a limited (if fairly plentiful) resource that produces Power Shards for overclocking, and a Shard can't be converted back into a Slug. Slooping Power Shard production effectively doubles the naturally-occurring Power Shards you'll ever get, so it's worth holding off on cracking Slugs into Shards until Production Amplification is unlocked, if you can.

The same logic extends to two more unautomatable chains: alien remains (processed into Alien Protein, then Alien DNA Capsules β€” slooping both machines in that chain compounds to 4x the DNA Capsules, which is a lot of AWESOME Sink points) and, less critically, biomass and Solid Biofuel production, which can meaningfully ease early-game power if you can reach Production Amplification early via crash-site circuit boards.

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 β€” 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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How this guide was fact-checked

Every specific number in this guide β€” 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 β€” was cross-checked against the current Satisfactory Wiki's Somersloop, Production Amplifier and Alien Power Augmenter pages, all reachable and current, and matched the source video's figures exactly. This is consistent with the Content Plan's note that this is a well-sourced, correctly post-1.0 pick.

What this guide doesn't answer

This guide doesn't give specific Somersloop map locations or a farming route β€” the video (and this guide) treats the Object Scanner as the tool for finding them rather than listing coordinates, since exact spawn points are better suited to an interactive map than a text guide. It also doesn't cover Alien Power Matrix production in detail, since the video treats that recipe chain as a late-game side project rather than walking through building it.

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.

Beginner GuidePowerSomersloopsunlocking

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