Satisfactory Node Calculator — Miner Output, Belt Fit and Overclock Power

Work out what a miner actually delivers after node purity, clock speed and belt limits, and what the overclock costs in power.

Satisfactory Node, Belt and Overclock Calculator

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Raw output and usable output are different numbers

A miner's output is not what reaches your factory. The belt attached to it is a hard ceiling, and any ore above that ceiling simply never leaves. This calculator deliberately keeps the two figures apart, because the mistake of connecting a strong miner to a slow belt is the single most common early-game waste in Satisfactory.

The arithmetic is short. Raw output is the miner's base rate, multiplied by node purity, multiplied by clock speed as a fraction:

raw = minerBase × purity × (clock ÷ 100)
usable = min(raw, beltCapacity)

Base rates are 60, 120 and 240 items per minute for Miner Mk.1, Mk.2 and Mk.3 on a normal node. Node purity multiplies that by 0.5 on an impure node, 1 on a normal one and 2 on a pure one. So a Mk.3 miner on a pure node at 100% clock produces 480 per minute — which is why a Mk.4 belt at 480 exactly fills up and a Mk.5 at 780 is the first one with headroom.

Belt throughput, and the tier that fixes a bottleneck

Belt capacity is fixed per mark and does not care what is on the belt:

The jump from Mk.3 to Mk.4 is the awkward one: 270 to 480 does not line up with a doubling, so a node that overproduced on a Mk.3 often still overproduces on a Mk.4. The calculator tells you the exact shortfall in items per minute rather than just flagging that a bottleneck exists.

Overclocking is not linear in power

Output scales straight with clock speed. Power does not. The game uses:

power = basePower × (clock ÷ 100)^1.321928

That exponent is below 2, so power rises faster than output but not as fast as the square. At 250% clock you get 2.5× the output but pay about 3.35× the base power. Miner base draw at 100% is 5 MW for Mk.1, 15 MW for Mk.2 and 45 MW for Mk.3.

Two practical consequences fall out of that:

Power shards and the honest cost of 250%

Overclocking needs Power Shards: one shard covers up to 150%, two up to 200%, three up to 250%. Below 100% no shards are required at all. Because shards are a limited resource for most of a playthrough, the useful question is not "can I reach 250%" but "does the extra output get used". On a pure node feeding a Mk.5 belt, the answer is usually no — the belt is the limit long before the shards run out.

Sizing a line from the other direction

If you already know what a production line needs, enter it and the calculator converts your node output into a machine count. Rounding up matters here: factories cannot build a fraction of a miner, so a line needing 1,000 items/min from 480-output nodes takes three nodes, with the third one running below capacity.

Sources and standards

Where these figures come from

Every constant and formula on this page was taken from the published reference below and re-checked before it was published.

Belt and miner reference table

MinerImpure nodeNormal nodePure nodeSlowest belt that keeps up
Mk.1 — 60/min base30/min60/min120/minMk.1 · Mk.2 · Mk.2
Mk.2 — 120/min base60/min120/min240/minMk.1 · Mk.2 · Mk.3
Mk.3 — 240/min base120/min240/min480/minMk.2 · Mk.3 · Mk.4

All figures are items per minute at 100% clock. The last column is the one to plan with: a pure Mk.3 node needs a Mk.4 belt, and Mk.4 sits behind a Tier 6 unlock. Early on, a normal node on a Mk.3 belt usually beats a pure node you cannot move.

Worked examples

A Mk.2 miner on a pure node at 150%

Raw output is 120 × 2 × 1.5 = 360 items/min. A Mk.4 belt carries 480, so nothing is lost and 120 items/min of headroom remains. Power is 15 × 1.5^1.321928 ≈ 25.6 MW, which works out at about 0.071 MW per item per minute.

The same miner at 250% on a Mk.3 belt

Raw output is 120 × 2 × 2.5 = 600 items/min while the Mk.3 belt carries 270. The belt is the bottleneck and 330 items/min never leave the machine — ore is produced and simply not transported. Dropping the clock to about 112.5% would already saturate that belt, so the two extra shards buy nothing.

Filling a line that needs 1,000 items/min

Pure Mk.3 nodes at 100% supply 480 each, so the line needs three nodes and the third runs at a fraction of its capacity. The honest options are to underclock a fourth node so all four share the load evenly, or to accept the third node idling — overclocking the first two is the one choice that raises power per item without raising output.

FAQ

How many items per minute does each belt carry?

Mk.1 carries 60, Mk.2 120, Mk.3 270, Mk.4 480, Mk.5 780 and Mk.6 1,200 items per minute. Match the belt on a miner output to the miner, or the extra ore never leaves the machine.

How much does a Miner Mk.3 produce on a pure node?

480 items per minute at 100% clock: base 240 × 2 for a pure node. At 250% it reaches 1,200, but only a Mk.6 belt can move that much.

Why is my miner output not reaching the factory?

The belt on its output is the ceiling. Raw output above belt capacity is discarded, not buffered. Check the belt mark first, then consider whether the clock speed is worth the power.

How does overclocking affect power consumption?

Output scales linearly and power does not: power = base × (clock ÷ 100)^1.321928. At 250% you get 2.5× output for roughly 3.35× the base power.

How many Power Shards do I need?

One shard for up to 150%, two for up to 200% and three for up to 250%. Running below 100% needs no shards.

Is it better to overclock one miner or build two?

Compare power per item. Power rises faster than output, so two miners at 100% usually deliver more items per megawatt than one at 250% — but they need two nodes and two belts.

What does node purity change?

It multiplies the miner base rate: impure ×0.5, normal ×1, pure ×2. Purity does not change power draw, so pure nodes are strictly better per megawatt.

Why does a Mk.4 belt still bottleneck my Mk.3 miner?

A Mk.3 miner on a pure node makes 480/min and a Mk.4 belt carries exactly 480/min, so there is no headroom at all. Any overclock immediately overflows, and Mk.5 at 780 is the first tier with slack.

How do I work out how many machines I need?

Requirement × recipe craft time ÷ (machine crafting speed × items per craft), then round up. Our Factorio calculator shows the same formula in detail, and the arithmetic is identical.

Does clock speed below 100% save power?

Yes, and by the same curve in reverse: 50% clock draws about 40% of base power while producing 50% of the output, so underclocking improves power per item.

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