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🚚 Satisfactory Logistics Optimization Guide

Last updated: July 2026 | Game version: 1.0+

Logistics is the heart of Satisfactory. Moving items efficiently from A to B — across belts, pipes, rails, or through the air — determines whether your factory hums at full capacity or sputters on bottlenecks.

This guide covers every logistics system in depth: throughput math, fluid physics, rail networks, drone routing, and factory-scale topology decisions.


1. Conveyor Belts — Throughput & Selection

Belt Speed Comparison

Belt Tier Tier Unlocked Items/min Items/sec Splits Into 3 Max Miner Input
Mk.1 0 60 1 20 each Manual miner
Mk.2 2 120 2 40 each Mk.1 on pure (60/min)
Mk.3 4 270 4.5 90 each Mk.2 on pure (120/min) — needs OC
Mk.4 6 480 8 160 each Mk.3 on pure (240/min)
Mk.5 7 720 12 240 each Mk.3 on pure 250% OC (600/min)
Mk.6 9 (post-1.0) 1,200 20 400 each Any miner

Belt upgrade urgency:

Tier 0-2:  Mk.1  (60/min) — fine for starter base
Tier 3-4:  Mk.3  (270/min) — critical upgrade before oil
Tier 6:    Mk.4  (480/min) — matches Mk.2 miner on pure
Tier 7:    Mk.5  (720/min) — needed for aluminum
Tier 9:    Mk.6 (1,200/min) — endgame throughput

Belt Throughput Math

Each belt segment has a maximum throughput. Exceeding it creates a silent bottleneck — machines at the end starve while the belt is visually full.

Formula:

Bottleneck = min(Belt Speed, Upstream Production, Downstream Consumption)

Example: 3 Mk.3 miners at 240 ore/min each = 720 ore/min total.

Belt Max Can handle 720?
Mk.4 (480/min) ❌ No Bottlenecks at 480/min
Mk.5 (720/min) ✅ Yes Perfect fit
Mk.6 (1,200/min) ✅ Yes Headroom for expansion

Belt Manifold Saturation Time

A manifold feeds machines sequentially. The last machine gets items last.

Saturation Time ≈ (Total Buffer ÷ Item Rate) × Machine Count

Example: 10 smelters, each with 100-stack input buffer,
  fed by 480 items/min:
  = (10 × 100 × 1) / 480 = ~2 minutes to fully saturate
  But realistic (with stack size 50) ≈ 1 minute

💡 Tip: Pre-fill manifolds by hand-feeding the last 2-3 machines while the factory warms up. This cuts saturation time by 70%.

Belt Compression

Belt compression ensures items are touching (no gaps) on the belt for maximum throughput.

Technique How Effect
Ore feed from miner Natural — miner output is compressed Perfect
Splitter cascade Split a high-rate belt into sub-belts Maintains compression
Merger cascade Merge sub-belts into main line Gaps may appear
Side-loading Feed into the side of a belt segment Fills gaps, improves compression
Industrial Container buffer Buffer before main line Smooths peaks

2. Pipes & Fluid Mechanics

Fluids in Satisfactory are simulated with volume, head lift, and pressure. This is more complex than belts.

Pipe Throughput

Pipe Tier Tier Unlocked Max Flow (m³/min) Best For
Mk.1 Pipe 3 300 Water for generators, early oil
Mk.2 Pipe 6 600 High-volume oil, aluminum, nuclear

Critical limitation: A Mk.1 pipe (300 m³/min) can feed at most 6.67 Coal Generators (each consumes 45 water/min). To feed 8 generators, you need either Mk.2 pipes or a dual-pipe manifold.

Pump Mechanics

Pump Type Max Head Lift Power Unlock
Pump 20 m 8 MW Tier 3
Mk.2 Pump 50 m 12 MW Tier 6
Valve N/A (regulates flow) 1 MW Tier 6

Head lift rules:

  1. Every pipe segment has a maximum height it can push fluid upward
  2. One pump provides 20 m / 50 m of head lift from its placement point
  3. Multiple pumps stack — place a second pump at the height limit of the first
  4. Pumps only lift upward; they do NOT affect horizontal flow

Pump spacing for vertical pipes:

Vertical rise (m)    Pump Type    Spacing
0-20                Mk.1 Pump    1 pump at bottom
0-50                Mk.2 Pump    1 pump at bottom
20-40               Mk.1 Pump    2 pumps (at 0m, 20m)
50-100              Mk.2 Pump    2 pumps (at 0m, 50m)

Gravity & Fluid Flow

Fluids flow downhill naturally — no pump needed downward. But there's a catch:

Terrain Flow Direction Pump Required?
Flat Both directions Only for flow rate boost
Uphill Upward ✅ Required (head lift)
Downhill Downward ❌ Not needed (gravity)
Downhill then uphill Both ✅ Pump at lowest point

Fluid Buffer Strategy

Buffer Size Use Case
Small tank (1×1, 400 m³) Byproduct storage, pressure stabilization
Big tank (2×2, 1,600 m³) Water for nuclear, main oil storage
Multiple tanks Reserve supply for fluctuating demand

Best practice: Place a buffer tank at the high point of your pipe system. Gravity feeds machines below. The buffer dampens flow fluctuations from machine cycling.

Managing Byproduct Fluids

Byproduct fluids (water from aluminum, heavy oil residue from refineries) cause deadlocks when output pipes fill up.

Solution 1 — Priority valve: Place a valve on the byproduct return line set to slightly less than the consumption rate. Fresh water input fills the gap.

Solution 2 — Recycling overflow: Use a Junction + Pump to prioritize using byproduct over fresh input:

Fresh water ──[Valve set to 50%]──→ Mixing point → Machine
Return water ──[Pump]──→ Mixing point (pump is free-flow)

Solution 3 — Fluid sink: Pack the byproduct into containers and send to AWESOME Sink. Wastes resources but never deadlocks.


3. Railway System

Trains unlock at Tier 6 and are the only logistics system that scales to continent-wide distances.

Track Laying Fundamentals

Component Description Max Speed
Railway Standard track 120 km/h
Electric Rail Faster track (Tier 7) 200 km/h
Train Station Loading/unloading point
Freight Platform Cargo loading
Fluid Platform Fluid loading

Track topology rules:

✅ Dual-track (one per direction): Maximum throughput
✅ Single-track with passing loops: Lower throughput, simpler
✅ Loops at ends: Trains turn around automatically
❌ Dead-end stations without loops: Trains get stuck

Railway Signalling

Signal Type Purpose When To Use
Block Signal Divides track into blocks Standard signal between stations
Path Signal Complex intersections At junctions, crossings
No signal Single train, single loop Simplest setup

Signal placement rules:

  1. Block signals every 2-3 train lengths on mainlines
  2. Path signal at intersection entrance, Block signal at exit
  3. Signal after every station — never leave a station without an exit signal
  4. Chain signals prevent deadlocks at complex junctions

Train Timetable — Beyond Basics

A good timetable is not just "go from A to B." Optimize with:

Strategy Effect
Load until full Simplest, but wastes time waiting for fill
Time-based departure Set a departure timer (e.g., 120 sec) — predictable intervals
Circuit-driven Use station outputs → circuit → departure when stock below threshold
Round-robin (multiple stations) One train serves 3 stations by order of need

Standard timetable pattern:

1. Go to Station A (wait until fully loaded OR 120s timeout)
2. Go to Station B (wait until fully unloaded OR 120s timeout)
3. Go to Station C (wait until fully loaded OR 120s timeout)
4. Go to Station A (wait until fully unloaded OR 120s timeout)
→ Repeat

Train Throughput Calculation

Train throughput (items/min) = 
  (Wagon count × Stack size × Item per stack slot) ÷ (Round trip time in minutes)

Example: 4 wagons × 48 slots × 100 items (iron plate) = 19,200 items
  Round trip: 8 minutes
  Throughput: 19,200 ÷ 8 = 2,400 items/min

Compare with belt: 2,400 items/min = 4 Mk.5 belts or 2 Mk.6 belts. For distances >500m, trains win on throughput per material cost.


4. Drone Logistics

Drones unlock at Tier 7 and provide direct point-to-point aerial transport without tracks.

Drone Stats

Stat Value
Speed ~120 km/h (varies by cargo)
Range ~1.5 km without battery recharge
Capacity 9 stack slots (variable by item stack size)
Battery consumption 1 battery per round trip

Drone Port Setup

Port Type Function
Drone Port Landing pad, cargo exchange, battery charging
Cargo input Items to be shipped (belt-fed)
Cargo output Received items (belt-fed)
Battery input Drone Port needs batteries to operate

Minimum drone port setup:

┌──────────────────────┐
│    Drone Port        │
│  ┌──────┐ ┌──────┐   │
│  │Input │ │Output│   │
│  └──────┘ └──────┘   │
│       ▲ Battery ▲     │
└──────────────────────┘
    (battery factory)

Drone Network Design

Topology Use Case Pros Cons
Point-to-point One resource, one destination Simple, reliable Doesn't scale
Hub-and-spoke Central drone port serves outposts Efficient for multiple inputs Hub becomes bottleneck
Round-robin One drone serves 3+ ports Fewer drones Complex scheduling

Best practice: Drones excel at low-volume, long-distance transport — skip belts and trains for items like:

  • Supercomputers (2/min from a single manufacturer)
  • Radio Control Units (slow production)
  • Batteries (for other drones)
  • Packaged nitrogen gas (long-distance fluid without pipes)

5. Factory Logistics Topology

How you organize logistics at the factory scale — distributed vs. centralized — dramatically affects throughput and expandability.

Decentralized (Distributed) Factory

Each production stage has its own dedicated resource nodes:

[Iron Node A] → Smelt → Construct → Assembler → Storage (Iron Plates)
[Iron Node B] → Smelt → Construct → Assembler → Storage (Rods)
[Copper Node] → Smelt → Construct → Wire → Storage
Pros Cons
No long belt runs Harder to balance resources
Easy to expand per line More total buildings/space
Clear ownership of resources Over- or under-producing individual items
Good for early game Late game node shortage becomes complex

Centralized (Main Bus) Factory

All raw materials ship to a central processing plant:

          ┌─────────────────────────────┐
          │     Central Factory         │
          │  [Smelting] → [Parts] → ...  │
          └─────────────────────────────┘
             ▲              ▲
             │              │
          [Iron Ore]    [Copper Ore]
Pros Cons
Single location, easy to manage Massive belt throughput required
Efficient resource sharing One bottleneck halts everything
Good for UPS/performance Gigantic building footprint
Endgame scalable Requires trains to feed

A mix of both — process raw ore into ingots at the mine, ship ingots to central, then distribute final parts:

[Mine] → Smelt on-site → Train Ingots → Central Factory →
  → Make parts → Train to satellite factories → Final assembly
Pros Cons
Best of both worlds More complex to plan
No raw ore transport needed Requires both trains + belts
Easy to scale each satellite Higher initial infrastructure cost
Good UPS (less belt travel)

6. Load Balancers vs Manifolds (Advanced)

When to Use Each

Scenario Manifold Load Balancer
Large array of same machines (8+ smelters) ✅ Best choice ❌ Too complex
Small array (2-4 machines) ✅ Fine ✅ Also fine
One belt feeds different item types ❌ Wrong tool ❌ Wrong tool (use smart splitter)
Nuclear fuel rod production ❌ Inconsistent flow Mandatory
Perfect ratio factory (no warm-up) ❌ Slow saturation ✅ Instant
Space-constrained build ✅ Compact ❌ Bulky
Scalable to N machines ✅ Just extend belt ❌ Redesign needed

Power of 2 Load Balancer

A 1→4 load balancer (using only splitters):

          ┌──[Splitter]──┐
          │              │
     [Splitter]      [Splitter]
       │      │        │      │
      Out1   Out2     Out3   Out4

Each output receives exactly 25% of input. Works perfectly for 2, 4, 8, 16... machine counts.

Non-Power-of-2 Load Balancer (e.g., 1→3)

          ┌──[Splitter]───────┐
          │                   │
       Out1 (33%)         [Splitter]
                            │      │
                          Out2    Out3
                           (33%)  (33%)

This balances 1 input to 3 outputs evenly. The concept extends to any N-machine count using combinations of splitters and mergers.

Hybrid Approach — Clustered Manifold

Use a load balancer to distribute to clusters of machines, then manifold inside each cluster:

Input → [1→3 Load Balancer]
          ├── Cluster 1: Manifold → 8 Smelters
          ├── Cluster 2: Manifold → 8 Smelters
          └── Cluster 3: Manifold → 8 Smelters

This gives faster saturation than a pure manifold and simpler belts than a pure load balancer.


7. Logistics Decision Matrix

Choosing the right transport method:

Distance Volume Best Method Why
<100m Any Belts Simple, reliable, zero power for passive belts
100-500m High Belts Still efficient, belt cost is low
100-500m Low Tractors/Trucks Fun, no track needed, but fuel cost
500-2000m High Trains Best throughput per infrastructure cost
500-2000m Low Drones No tracks, no fuel (just batteries)
2000m+ High Trains Trains only realistic option
2000m+ Low Drones Cheaper than building 2km of track
Intercontinental Any Drones + Trains Drone to shore, train across continent

Bottleneck Troubleshooting Flowchart

Is a machine getting enough input?
├─ Yes → Check output (is output belt full?)
│        ├─ Yes → Check downstream consumption
│        └─ No → Upgrade output belt
└─ No → Follow the supply chain backward
         ├─ Belt? → Check belt speed vs required throughput
         ├─ Splitter? → Check if split is balanced
         ├─ Pipe? → Check pump head lift + pipe flow rate
         ├─ Train? → Check station loading/unloading speed
         └─ Drone? → Check battery supply + drone port throughput

8. Performance (UPS) Considerations

Logistics systems affect game performance differently:

System Performance Cost Notes
Belts Low-Medium 1000+ belt segments = measurable cost
Pipes Medium Fluid simulation is more expensive than belts
Trains Low One train = ~few belts' worth
Drones Medium Pathfinding for airborne entities
Vehicles (trucks) High Physics simulation for each vehicle

For megabases: - Prefer trains over vehicles (trucks have full physics) - Use belts for short distances, trains for long - Minimize pipe segments — use barreled delivery or trains for fluid - Drones are fine for low-count operations (5-10 drones)



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Last updated: July 2026 | Game version: Satisfactory 1.0+