Menu
 

10x / 100x Cost Multiplier Servers

10x and 100x Cost Multiplier Dedicated Server Setup

The hardcore Satisfactory subgenre. Set every build and unlock cost to 10x or 100x the base value, and a Phase 1-2 run that normally takes 30 hours becomes 300 or 3,000. Community reports confirm a finished 100x run in around 500 hours, with each phase taking weeks of focused play instead of a weekend. Running this on a dedicated server adds two complications worth understanding before you commit: hardware load is NOT the same as base-cost multiplier (it's worse on save and tick rate, not on world simulation), and group coordination matters more because no single player can grind everything.

Setting the multipliers

Satisfactory exposes the multipliers via Advanced Game Settings in the world creation dialog. For a dedicated server, set them at world creation (you cannot change them on an existing save without SCIM editing). The relevant settings:

SettingEffect10x range100x range
Build Cost MultiplierMultiplies all building recipe costs10x100x
Research Cost MultiplierMultiplies MAM and Resource Sink unlocks10x100x
Resource Cost MultiplierMultiplies raw resource sink for crafting10x100x
Advanced Game SettingsMust be ENABLED at world creationYesYes

If you accidentally created the world WITHOUT advanced settings enabled, you cannot retroactively turn on multipliers. The world is permanently on default cost. The only fix is starting over or editing the .sav file with SCIM (which can introduce its own complications on an active multiplayer save).

Hardware implications

The cost multiplier does NOT directly increase world simulation load. Resource nodes still tick at the same rate. The factory you build is the same size machine-wise; you just build a smaller factory in the same wall-clock time. What multipliers DO change:

  • Save file size grows slower. Smaller factories = smaller .sav file. A 100x save at week 30 may still be under 50 MB while a vanilla save at the same calendar week would be 200 MB+. This is good for server load.
  • Storage container sprawl. Players hoard intermediate items because every unit took longer to make. Reports of "everyone has a wall of 50 storage containers full of plates" are typical. This creates a save-file inflation pattern separate from the build count.
  • Vehicle / train logistics emerge earlier. Hand-carrying isn't viable at 100x; players reach for trucks and trains at Phase 1 instead of Phase 3. Trains have higher tick cost than belts, so server CPU rises earlier in the playthrough timeline than normal.
  • Power infrastructure scales 1:1. Build cost multiplier applies to power buildings too, so power plants need to be built 100x bigger or way more efficient via alternate recipes. This shifts gameplay toward heavy power optimization.

Recommended server hardware for 10x / 100x

Playthrough modePlayer countCPURAMDisk
10x1-44 cores, 4.0GHz+ single-thread8 GB40 GB SSD
10x4 max6 cores, 4.5GHz+ single-thread12 GB50 GB SSD
100x1-46 cores, 4.5GHz+ single-thread16 GB80 GB NVMe SSD
100x with mods4 max8 cores, 4.5GHz+ single-thread24 GB120 GB NVMe SSD

The RAM headroom matters because long-running hardcore saves accumulate UObject growth from the constant resource-fetching loops. Restart your server every 24-48 hours to keep memory clean. See our memory leak guide for the patch 1.1.2.0 baseline and per-instance restart cadence.

Group coordination patterns that work

Hardcore multipliers shift the social dynamics. A few patterns that survive 500 hours of play:

The specialization split

Assign each player a vertical: power, raw resource intake, manufacturing chains, transport, exploration. Without specialization, you'll have 4 players all hand-mining iron and the factory never grows. With specialization, every player's contribution multiplies.

The off-hour delegate

On a 100x run, a player who logs in for 2 hours and does nothing but feed coal into burners is just as useful as the player who pushes the research front. Set up "boring but necessary" tasks specifically for off-hour players so the world keeps progressing while specialists are offline.

The shared resource pool rule

Most successful hardcore groups establish a "central storage = shared, personal storage = personal" convention from day one. Without it, theft and hoarding wreck cohesion by week 4.

Schedule a real session cadence

3 hours twice a week is sustainable. 8 hours one day a week burns players out. Hardcore Satisfactory rewards consistent progress more than burst sessions.

The "Pioneer Pal" model: drop-in helpers

A pattern that's increasingly popular on hardcore servers: open the server to drop-in helpers from your friend network or the broader Satisfactory community. The host plays whenever they want, but the world stays alive because drop-in players keep mining, hauling, and feeding the slow grind even when the host is offline. It's a hybrid between full multiplayer and "the world is always on."

For this to work cleanly:

  • Set the server password but share it with a defined group (Discord or text file).
  • Enable autosave at 15-minute intervals so dropouts don't lose much progress.
  • Pre-set the storage convention and post it as a server message-of-the-day.
  • Run the server with auto-restart at a fixed nightly time (e.g., 4 AM local) to keep memory clean.

Common pitfalls

  • Starting 100x with no plan. You will quit by week 2. Pick 10x for your first hardcore run, finish a phase, then graduate to 100x with a partner who's also committed.
  • Power tower neglect. 100x building costs apply to power too. A solo Phase 2 needs 30+ biomass burners which is exhausting. Plan the coal transition before you finish Phase 1.
  • Save bloat from container hoarding. Periodic SCIM cleanup of orphaned items can shave 20-40% off the save file size.
  • Tractor vs train timing. Don't build a tractor route for resources you'll need to triple in 50 hours; go straight to truck (Phase 1) or train (Phase 2). Saves hardware load on revisit cycles.

Related guides

Want a 100x server that's always-on for your drop-in group? Supercraft Satisfactory hosting ships on hardware sized for hardcore playthroughs (4.5GHz+ single-thread, 24/7 uptime, 14-day backup retention). Plans from $7.99/mo with no commitment.

Tired of fighting this issue every patch?

Run a managed Satisfactory server with us — we handle the patches, mod-version pinning, save backups, and DDoS protection. Set up in 3 minutes, 5 datacenter regions, no contract.

See Satisfactory hosting plans →
Top