Alien Power Augmenter in Satisfactory: Is It Worth the Somersloops?

It generates 500 MW and multiplies your whole grid by 10% unfuelled or 30% fuelled. What that actually returns, and what those Somersloops cost you elsewhere.

PATCH 1.2.3.1 UPDATED 2026-08-15 ADVANCED

The Alien Power Augmenter is the only building in the game that multiplies your entire grid rather than adding to it. That makes the decision unusual, and it competes directly with the other use of Somersloops.

What it does

Two effects at once:

It generates 500 MW on its own, independently, like a generator.

It multiplies total grid production — by 10% unfuelled, or 30% if supplied with 5 Alien Power Matrices per minute.

The order matters. Its own 500 MW is added to your base production first, then the multiplier applies to the new total.

A worked example from the wiki: with 5,000 MW of existing generation, building one APA raises base production to 5,500 MW, and the multiplier then applies to that 5,500.

Multiple augmenters stack multiplicatively, not additively. Each one raises the exponent rather than adding another flat percentage.

What it costs

Per augmenter:

  • 10 Somersloops
  • 50 SAM Fluctuator
  • 100 Cable
  • 50 Encased Industrial Beam
  • 25 Motor
  • 10 Computer

Plus, to reach the 30% figure, 5 Alien Power Matrices per minute delivered continuously.

Unlocked through MAM Alien Technology research, and it occupies 28 by 28 metres — a substantial footprint.

The Somersloop question

This is the real decision, and it is a budget rather than a build cost.

There are 106 Somersloops in the world and none respawn. Each augmenter consumes 10, so the theoretical maximum is ten augmenters — and that assumes you spend every Somersloop in the game on power.

The alternative use is production amplification: sloops in machines double output at the cost of power rising with the square of the fill ratio.

So the comparison is direct: sloops in machines produce goods; sloops in an augmenter produce power. And of those two, power is far easier to make more of by other means. Coal and fuel are abundant; alien artefacts are capped at 106.

For most factories, production amplification is the better use. The augmenter earns its Somersloops in one specific situation: you are genuinely short of grid capacity, long on everything else, and out of convenient places to put more generators.

When it does make sense

Late-game grids where generation is the bottleneck. A 30% multiplier on a 20,000 MW grid is 6,000 MW, which is a great deal more than ten sloops would return in any factory.

When you have run out of good generator sites. The multiplier applies wherever your generation already is, so it does not need water, fuel logistics or a geyser.

When Somersloops are no longer scarce to you. If you have collected most of the 106 and your production is already amplified where it matters, the remainder have nowhere better to go.

The fuelling decision

The gap between 10% and 30% is large, and it costs 5 Alien Power Matrices per minute — a late-game chain in its own right.

Two ways to read it:

Unfuelled augmenters are still worth building if you have spare Somersloops and no matrix production. Ten percent of a large grid plus 500 MW is not nothing.

Fuelled is three times the multiplier, so if you are building the matrix chain at all, supply every augmenter you own rather than half of them.

Calculating the return

Before committing sloops, work out what the augmenter actually gives you against your current grid:

gain = (existing generation + 500) x multiplier - existing generation

At 5,000 MW existing and unfuelled, that is roughly 1,050 MW for ten Somersloops. At 20,000 MW and fuelled, it is over 7,000 MW for the same ten.

The augmenter scales with how large your grid already is. That is why it is a late-game building rather than a mid-game one — the same ten Somersloops return seven times as much on a mature grid.

Alien Power Matrix, briefly

The fuel is its own production problem, which is part of why many players run their augmenters unfuelled.

Alien Power Matrices sit at the end of the alien technology chain, alongside the other late-game SAM products. Five per minute per augmenter is a continuous demand, not a one-off build cost, so fuelling three augmenters means a line producing fifteen per minute indefinitely.

If you are already running that chain for other reasons, the marginal cost of fuelling is low. If you are not, building it purely to raise 10% to 30% is a substantial project — worth doing on a very large grid, hard to justify on a modest one.

How this fits with the rest of your power

Worth placing it against the alternatives, because “more power” has several answers and this is the most expensive one per unit.

Geothermal is free once built: no fuel, no water, and 31 geysers exist. Take every one you can reach before considering an augmenter.

Fuel generators produce 250 MW each and arrive with your oil setup. Scaling those is usually cheaper than ten Somersloops.

Nuclear produces 2,500 MW per building, at the cost of water logistics and waste handling.

The augmenter is the only option that multiplies what you already have — which is exactly why it belongs last in that list rather than first. Build the generation, then multiply it.

The sequence that makes sense: take the free geysers, scale fuel or nuclear until space or logistics become the constraint, and only then spend Somersloops on multiplying the result.

Common mistakes

Building one early. The multiplier is a percentage of your existing generation, so on a small grid it returns very little in exchange for ten irreplaceable Somersloops that would have doubled a production line instead.

Treating the 500 MW as the main effect. It is the smaller half; the multiplier is the point.

Assuming multiple augmenters add up. They stack multiplicatively, which is better than additive but harder to estimate.

Fuelling some but not others. If the matrix chain exists, supply all of them.

Spending sloops on power while production is unamplified. Power has abundant other sources; Somersloops are capped at 106 and never respawn.

See also

Sources

  • Satisfactory community wiki, Alien Power Augmenter page — 500 MW base output, the 10% and 30% grid multipliers, the fuelling requirement and the multiplicative stacking formula
  • Game data for 1.2.3.1, build 23855724, stable branch — build cost verification