FICSIT-GRADE PLANNING IN CHAT

Satisfactory factories, planned in Claude.

Ask for any item at any rate and get the full dependency tree -- machine counts per tier, power draw, raw inputs -- computed from the game's own shipped data. Your saves parse in too. Works with Claude and ChatGPT.

Save-aware production plan comparing the target chain against machines that already exist in the player's factory
Production plan for a Thermal Propulsion Rocket per minute -- 169 machines, 1,911.53 MW of power, 10 raw inputs, machine counts broken down per recipe from Iron Rod constructors to Modular Engine manufacturers
A compact production plan with per-recipe machine counts and power totals from the game's shipped recipe data
The game's own shipped data files Seven planners -- chains, power, milestones, tiers Your factory, parsed from the .sav Alpha -- game versions 1.0-1.2
SAVE-POWERED

Your factory, out of the .sav.

The Savecraft daemon parses your saves locally -- machines, production, power, storage, trains, progression -- and pushes structured state, never the file.

What comes out Factory machines with measured production rates, power grids, storage contents, trains, and milestone progression -- the state of your actual factory, readable by your AI.
Version window, honestly This is an early (alpha) release supporting game versions 1.0 through 1.2 (save versions 46-60). Newer game versions are rejected until their save format is verified -- a loud no instead of silently wrong numbers.
SEVEN PLANNERS

The spreadsheet, retired.

Recipes, chains, milestones, power, Space Elevator phases, alternate-recipe verdicts, building stats -- all from the game's shipped data.

Recipe & Item Lookup

INSTANT

Look up any Satisfactory item, recipe, or production building by name. Returns exact ingredients, products, per-minute rates at 100% clock, craft duration, which buildings run it, alternate-recipe flags, and milestone unlock tiers. Covers the build/craft cost of everything that has a recipe — including equipment (chainsaw, jetpack, rebar gun), vehicles (Truck, Tractor, Explorer), trains (Locomotive, Freight Car), and ammunition — not just factory machines. Use proactively for ANY question about what makes what, ratios, build/craft costs, or building stats — prevents hallucinated recipe data.

Production Planner

INSTANT

Plan a full Satisfactory production chain: target item and rate per minute returns machine counts per recipe, raw ore/fluid requirements, byproducts, and total power draw. Pass save_id to plan with the player's actual unlocked alternate recipes, existing machine capacity, and the session's Game Mode economy multipliers (1.2 parts cost / power consumption) applied automatically. Use for any 'how do I make N per minute of X' or factory scaling question.

Milestone Navigator

INSTANT

Navigate Satisfactory tiers and milestones: exact costs and recipe unlocks per milestone, full tier listings, and — with save_id — every remaining milestone to a target tier with cumulative item costs based on what the player already purchased. Use for 'what do I need for Tier N' and unlock-path questions.

Power Calculator

INSTANT

Size Satisfactory generator farms: target megawatts returns generator counts per type, fuel consumption per minute for every accepted fuel, supplemental water rates, and nuclear waste output. Use for any power planning or 'how many generators / how much fuel' question.

Space Elevator

INSTANT

Satisfactory Project Assembly phase requirements: the exact parts and quantities each of the 5 phases needs, the recipe that makes each part, and the tiers each phase unlocks. Pass save_id to see the player's current phase, every remaining phase with cumulative parts, and the session's Space Parts Cost Multiplier applied automatically. Use for 'what does the space elevator need', endgame planning, and 'what's left to finish the game'.

Hard Drive Tiers

INSTANT

Which Satisfactory alternate recipes (the random unlocks from hard drives at the MAM) are worth taking, re-derived by linear optimization for the current patch. Every recipe carries two tiers — effort (fewer/simpler buildings) and resources (less raw extraction) — with the modeled whole-factory improvement and per-metric deltas as evidence. Pass save_id to flag which alternates the player has unlocked and recommend the highest-value ones they haven't. Use for 'is this alternate worth it', 'which hard drive recipes should I prioritize', and 'best alternate for X'.

Building Reference

INSTANT

The game's own reference card for any Satisfactory building, straight from the shipped game data: the in-game description verbatim plus footprint/dimensions, build cost, power draw, conveyor/pipe throughput, storage capacity, and unlock tier. Covers every buildable — machines, generators, belts, pipes, foundations, blueprint designers, and the Dimensional Depot. Look up one building by name, or list a category (production, extraction, power, logistics, structure, special). Use PROACTIVELY whenever the player asks how a building works, what it does, its size/footprint, build cost, or stats — building facts drift between patches, so prefer this over memory. Covers only placeable buildings — for the cost of vehicles, trains, equipment, or ammunition use recipe_lookup instead. Works with no save connected.

THE DIFFERENCE

What changes

WITHOUT SAVECRAFT
YOU What does one Thermal Propulsion Rocket per minute actually take?
AI Quite a lot! You'll need a good aluminum setup, plenty of turbo motors, and a strong power grid -- probably a few hundred megawatts. Plan for a large factory floor and work backwards from the components.

"Probably a few hundred megawatts" is off by more than a gigawatt.

PRODUCTION PLAN -- FULL DEPENDENCY TREE
YOU |

The production planner, computed from the game's own recipe data.

HOW YOU USE IT

A planning department on call

Chains, milestones, and power -- with your actual factory as context.

* CHAIN PLANNER
YOU Stage that rocket plan by tier so I can build it in passes.
AI The planner already breaks machine counts per recipe and building type -- smelters first, then constructors, assemblers, manufacturers. Each pass gets its own power subtotal, so your grid grows with the build instead of browning out at the end.
= MILESTONE GUIDE
YOU What does the next Space Elevator phase actually need?
AI The Space Elevator module carries the exact parts and quantities for all five Project Assembly phases -- verified against the game's cooked assets, not a wiki table that lags a patch behind.
+ ALT-RECIPE JUDGE
YOU Is this hard drive recipe worth taking?
AI The hard-drive module ranks alternate recipes by what they save you -- machines, power, and raw inputs versus the default chain. Some alternates are traps; the numbers say which ones before you burn the unlock.
FROM SAVE TO BLUEPRINT

Three steps to an efficient factory.

The daemon parses; the planners compute; you build.

Add Satisfactory

Install the Savecraft daemon and point it at your save folder. Saves parse locally on change.

Play. Save. Done.

Machines, rates, power, storage, trains, and progression come out structured -- no manual exports.

Plan out loud

"What does X per minute take?" gets the full tree with machine counts and megawatts, staged however you want to build it.

METHODOLOGY

We show our work

Shipped game data, asset-verified where it matters.

The game's data files Recipes, buildings, milestones, and tiers come from Satisfactory's own shipped data -- machine counts and power draw match what the in-game tooltips would tell you, per version.
Cooked-asset verification Some numbers the docs omit -- Space Elevator phase costs among them -- are extracted from the game's cooked assets directly, so the answer matches the build screen, not a stale wiki.
Honest edges Alpha release. Game versions 1.0-1.2 only for now; newer save formats are rejected loudly rather than parsed wrong. Machine status in your save is inferred from measured rates and inventories.

The factory grows. Efficiently, this time.

Works with Claude and ChatGPT. Add Satisfactory and plan your next build in plain language.