# Guides

> Canonical source: [Guides](https://satisfactorybase.its-live.dev/guides)
> Language: en

- [MAM research guide](/guides/mam): Choose research goals, browse the branches and plan the materials for your next unlocks.
- [Pipeline Manual](/guides/pipeline-manual): Fluid mechanics from the ground up: flow rate, head lift, pumps, buffers, valves, manifolds and the special circuits that solve the hard cases.
- [Overclocking & Power Shards](/guides/overclocking): Clock speed 1–250 %, one Power Shard per +50 %, power grows with the exponent 1.321928 for production buildings and linearly for generators – with the full table.
- [Somersloop & Mercer Sphere](/guides/somersloop-mercer): Production Amplifier slots and formulas, the Dimensional Depot with its upload and capacity upgrades, and the Alien Power Augmenter.
- [Resource nodes, purity & miners](/guides/resource-nodes): Rate = base × purity × clock. Miner Mk.1–3 and fluid extractor rates per purity, node counts per resource, resource wells, geysers and scanner unlocks.
- [Belts & pipes](/guides/belts-pipes): Belt capacities Mk.1–6, lifts, splitters and mergers, manifolds vs. balancers; pipe capacities Mk.1–2, head lift, pumps, valves, buffers and how to avoid sloshing.
- [Power grid](/guides/power-grid): Generators with fuel and water rates, power lines and poles, the fuse/trip, Power Storage, Priority Power Switches and planning rules of thumb.
- [AWESOME Sink & coupons](/guides/awesome-sink): How sink points turn into FICSIT Coupons – the coupon cost curve, what cannot be sunk, the Alien DNA counter and where to get the best points.
- [Alternate recipes & Hard Drives](/guides/alternate-recipes): Compare alternate recipes at the same output rate, inspect their ingredients and machines, and plan a production chain with the recipes you choose.
- [Trains, trucks & drones](/guides/transport): Capacities, speeds, fuel and throughput of tractors, trucks, trains and drones – and when to use which.
- [Blueprints](/guides/blueprints): Blueprint Designer Mk.1–3 volumes (32/40/48 m cubes), what cannot go inside, snapping and Auto-Connect, and where blueprint files live.
- [Building ratios & manifolds](/guides/ratios): Base rates of the standard recipes and the classic machine ratios for plates, rods, screws, frames, rotors, motors, steel, circuit boards, computers and aluminium – plus manifold vs. balancing.
- [Choosing a start location](/guides/starter-locations): Grass Fields, Rocky Desert, Northern Forest or Dune Desert – what the community recommends for beginners and veterans, with the nearby nodes, coal and water of each start in the default world.
- [Starter base – Grass Fields](/guides/starter-base-grass-fields): A Tier 0–2 starter factory on the three normal iron nodes next to the Grass Fields spawn – iron plates, rods, screws, reinforced plates, modular frames, wire, cable and concrete from 180 iron ore per minute.
- [Using SatisfactoryBase](/guides/using-satisfactorybase): How the planner's catalog, build wheel, Magic Wand and hotbar work together, plus modules, map links from resource nodes to factories, routes and the world seed.
- [Starter base – Rocky Desert](/guides/starter-base-rocky-desert): A Tier 0–2 starter factory on the three normal iron nodes at the Rocky Desert spawn with copper and limestone 200–300 m away – the same 180-ore starter set as Grass Fields, with coal and sea-level water only 800 m east.
- [Starter base – Northern Forest](/guides/starter-base-northern-forest): A Tier 0–2 starter factory on two of the six pure iron nodes of the Northern Forest with the pure copper and the normal limestone node beside them – 240 iron ore per minute on Mk.1 miners, but plan foundations.
- [Starter base – Dune Desert](/guides/starter-base-dune-desert): A Tier 0–2 starter factory in the centre of the Dune Desert – two pure iron nodes, two normal copper nodes and a normal limestone node feed the 240-ore starter set; biomass and water are only in the oases.
- [Coal power setup](/guides/coal-power-setup): The 8 generators : 3 water extractors : 120 coal ratio, pipe and head-lift limits, and the recommended coal-plus-water spot for each start location of the default world with the actual node ids.
- [Space Elevator & Project Assembly](/guides/space-elevator): The five phases of Project Assembly, the parts each phase needs, the tiers they unlock, and the standard recipe for every Space Elevator part.
- [Tiers & Milestones](/guides/tiers-milestones): All 48 HUB milestones from Tier 0 to Tier 9 with their key unlocks, and how Space Elevator phases gate the higher tiers.
- [AWESOME Shop](/guides/awesome-shop): What FICSIT Coupons buy – 173 offers from 1 to 1 000 Coupons, grouped by price band, from raw part top-ups to cosmetics, buildings and statues.
- [Fluids & pipes deep dive](/guides/fluids): Water Extractors and the Packager, exactly how head lift behaves at junctions and pumps, valve pressure behaviour and the Flow Indicator – the mechanics "Belts & pipes" only summarises.
- [Belt balancers](/guides/belt-balancers): Balancer or manifold? How splitters (1→3) and mergers (3→1) build an even N-to-M split, why 5 and 7 outputs need a loopback, and a catalogue of the common layouts.
