The Customizer in Satisfactory: Colours and Materials

Twenty swatches, three groups, and one that behaves differently from the rest. How to set up a palette you can apply consistently across a whole factory.

PATCH 1.2.3.1 UPDATED 2026-08-14 INTERMEDIATE

The Customizer is a tab on your build gun that paints buildings. It unlocks earlier than most people use it, and one detail about how swatches work decides whether your colour scheme survives contact with a growing factory.

Unlocking it

Tier 2, Milestone 4 — Resource Sink Bonus Program. That is early, well before most players think about how their factory looks.

Initially you can only paint. Materials and Patterns are bought separately in the AWESOME Shop, and some have progression prerequisites, so the full toolset arrives gradually as you accumulate coupons.

Twenty swatches, three groups

Colours are organised into 20 swatches, each holding a Primary and a Secondary colour. Those swatches sit in three groups: Default, Custom, and Regular.

Here is the detail that matters, and it is not obvious from the interface:

Swatches in the Default and Regular groups are instanced. The single Custom group swatch is persistent.

In practice this means the Custom swatch behaves differently from the other nineteen when you re-colour things later. If you are building a scheme you intend to adjust across an entire factory, understand which group you painted with before you have three hundred buildings using it.

The Color Manager and default assignment

Two features worth finding early.

Default assignment sets which swatch new buildings are painted with automatically. If your factory has a house style, setting this means you stop painting individual buildings entirely — everything arrives correct.

Hotbar assignment puts a swatch on your hotbar for quick application while building.

Between them, a consistent factory stops being a chore. The players whose builds look deliberate are usually not painting more than you; they set a default once.

A palette that works

The failure mode with twenty swatches available is using twenty of them. A structure that holds up:

Neutral for structure. Foundations, walls, frames — one or two greys. This is most of what you see, and keeping it quiet is what lets anything else register.

One accent colour. For whatever you want the eye drawn to — an entrance, a main hall, a signature element.

Functional colour reserved entirely for pipes and signage. This is the rule that makes colour-coding useful. If your walls are already six colours, a colour-coded pipe carries no information at all.

Colour codes for pipes

Once you are colour-coding fluid lines, the game’s own colour value for each liquid and gas is available, so a water line can be exactly water-coloured rather than approximately blue.

Two cautions from that data:

Several fluid colours are close to black. Crude Oil is nearly so, and it disappears entirely against dark foundations. Pair the dark ones with a light frame, a sign or a nearby lamp.

Solid items have no official colour. The game’s colour field holds a white placeholder for solids. Community lists of hex codes for iron plates and concrete are eyedropped from screenshots by players — usable if you like them, but not values from the game.

Materials and patterns

Materials change the surface finish of foundations and buildings; patterns add markings like factory zone lines, walkway edges and transportation icons.

Both are AWESOME Shop purchases, which ties your visual toolkit to coupon income. That is one of the better arguments for wiring sinks into your overflow lines — the coupons fund exactly this.

Patterns in particular are worth more than they look. Zone markings and walkway edges make a large factory readable in a way that colour alone does not, and they cost nothing to apply once bought.

Removing a finish

Finishes can be removed as well as applied, which matters because experimenting is cheap. If a material looked better in the shop than on your building, it comes off.

The same is true of colour — repainting is free and unlimited. The only cost of getting your scheme wrong is the time spent applying it, which is why setting a sensible default early is worth more than perfecting the palette.

Painting efficiently

The build gun paints what you point at, and there are faster ways than clicking every surface individually.

Set the default first, then build. Anything placed after inherits the default swatch, so a factory built with the default set correctly needs no painting at all. This is the single largest time saving available and it costs one menu visit.

Repaint by area rather than by building. When you do go back over an existing structure, work through it systematically rather than fixing individual pieces as you notice them. Half-repainted areas look worse than unpainted ones.

Decide the scheme on one module. Paint a single production cell exactly how you want it, live with it for a session, then apply it everywhere. Choosing a palette from the colour picker rarely predicts how it looks across a hundred metres of factory.

If you use blueprints, the colours are saved with them, so a module you painted carefully stamps out already correct.

Where colour earns its keep

Three places where it stops being decoration and starts being useful:

Pipes, by contents. The clearest case, and the reason we keep a reference of the game’s own fluid colours.

Production areas, by product. Colouring each production block by what it makes turns a sprawling factory into something you can navigate at a glance from a distance.

Power grid boundaries. If you run separate grids, colouring the buildings on each one makes a brownout immediately legible — you can see which section went dark.

None of these need more than the three-colour discipline above. They need the colour to mean something consistently, which is exactly what a large decorative palette prevents.

Common mistakes

Leaving it until the factory is finished. It unlocks at Tier 2 and default assignment means you never paint retroactively.

Using colour decoratively everywhere. It destroys colour’s usefulness as information.

Not setting a default swatch. You will end up painting hundreds of buildings by hand instead.

Colour-coding pipes without checking contrast. Several fluid colours vanish on dark builds.

Treating community hex lists for solids as official. They are eyedropped from screenshots.

See also

Sources

  • Satisfactory community wiki, Customizer page — unlock milestone, swatch structure, instanced versus persistent groups, materials and patterns
  • Game data for 1.2.3.1, build 23855724, stable branch — fluid colour values used in the reference tool