SATISFACTORYBASE
Somersloops

Somersloops

106 Somersloops on the map. Power the Production Amplifier (double output), the Alien Power Augmenter (10 each) and three MAM researches.

The Somersloop (Desc_WAT1_C) is a red alien artefact. 106 exist on the map (Patch 1.0), usually hidden or guarded – in caves, on top of Gas Pillars, near Uranium or in enemy nests. Stack size 50; cannot be sunk; not renewable.

What they are for

Use Somersloops Effect
MAM – Somersloop Analysis 1 Object Scanner target, unlocks the Alien Technology branch
MAM – Power Augmenter 1 (+ 100 SAM Fluctuator, 50 Computer) Unlocks the Alien Power Augmenter
MAM – Production Amplifier 1 (+ 100 SAM Fluctuator, 50 Circuit Board) Unlocks Somersloop slots in production buildings
Production Amplifier 1–4 per building (stays in the building, returned on dismantle) Output ×2 at full slots, power ×4
Alien Power Augmenter 10 per building +500 MW and +10 % (30 % fuelled) grid bonus

After the 3 research costs 103 remain → at most 10 Alien Power Augmenters (100) plus 3 for amplification, or any mix. The full slot table and formulas are in the Somersloop & Mercer Sphere how-to.

Finding them

  • Scanner mode via MAM Alien Technology – Somersloop Analysis (consumes 1 Somersloop). Nearby artefacts pulse audibly and visually and trigger ADA messages.
  • Every Somersloop of the world data is drawn on the map (Collectibles → Somersloop). Most sit in caves (Somersloop Tunnel), on Gas Pillars or with Nuclear Hogs – plan a Gas Mask, Hazmat Suit or a vehicle.

Where to put them

Somersloops pay off at the end of a chain on expensive parts: Alien Power Matrix, Space Elevator parts, Nuclear Pasta – double output for the same input. They cannot amplify Miners, Water/Oil Extractors, Resource Wells, Packagers or generators. In this planner a Somersloop count per machine is part of the machine node; see Using SatisfactoryBase.

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