Satisfactory Mobility Gear: Blade Runners, Jetpack, Hoverpack, Zipline

How to unlock each movement item, what it actually does to your speed, and the Hoverpack power draw that never shows up on your power chart.

PATCH 1.2.3.1 UPDATED 2026-08-10 INTERMEDIATE

Getting around is the quiet bottleneck in this game. You spend a surprising amount of time walking between things, and each of these items removes a different part of that cost.

What each one gives you, and where it comes from

ItemUnlocked viaEffect
Blade RunnersMAM — Quartz Research+50% running speed, +100% jump height, dampens fall damage
ParachuteMAM — Mycelia ResearchControlled descent; glide speed matches Blade Runners
ZiplineMAM — Caterium ResearchTravel along power lines at 13.5 m/s
JetpackTier 5 milestonePowered flight, fuel-burning
HoverpackTier 7 milestoneHover and vertical movement near power lines, 100 MW draw

Three of the five come from MAM research rather than milestones, which is why players who ignore the MAM often reach mid-game still walking everywhere.

Blade Runners are the highest-value item in the list

Running speed goes from 6 m/s to 9 m/s, jump height doubles, and fall damage is reduced. They cost 20 Silica, 3 Modular Frame and 3 Rotor in the Equipment Workshop.

Get these first. The +50% applies to every minute you spend on foot for the rest of the playthrough, and the Quartz research chain that unlocks them is short. Almost every other movement item assumes you already have these.

Zipline: the one people forget they have

The Zipline attaches to power lines and moves you along them at 13.5 m/s — the same speed as running with Blade Runners, but in a straight line over any terrain in between.

The detail that decides whether it is useful: going downhill along a line speeds you up, going up a steep or near-vertical line slows you down considerably. So a zipline network works when your power lines already run roughly where you want to travel, and is frustrating when they climb.

It is crafted from 1 Xeno-Zapper, 30 Quickwire and 3 Iron Rod, which makes it cheap for what it does. If you already string power between outposts, you already have the infrastructure.

Jetpack: fuel, and the speed trick

The Jetpack is a Tier 5 milestone item, crafted from 5 Motor, 10 Steel Pipe, 25 Iron Plate and 50 Wire. It burns fuel, and different fuels give different performance — Solid Biofuel works from very early, better fuels give longer flight.

The thing worth knowing: your air speed is inherited from your speed at takeoff. Launch while sprinting with Blade Runners and you fly considerably faster than launching from standing. Taken to its extreme, this is why players exit a hypertube and immediately hit the jetpack — you keep the tube’s velocity.

There is also a Jetpack Hog that drops one, which is how some players get a jetpack long before Tier 5. It can be used as early as Tier 2, once Solid Biofuel is available.

Hoverpack: powerful, and it hides its cost

The Hoverpack lets you hover and move vertically, which transforms building work — placing a roof or the top of a tall structure stops being a scaffolding exercise.

Two constraints:

It only works near power lines. The Hoverpack draws from your grid through nearby power infrastructure. Away from lines, it does nothing. In practice this means running power to a build site before you can comfortably build it.

It draws 100 MW, and that draw does not appear on the power chart. This is worth saying twice, because it produces one of the most confusing failure modes in the game: your grid trips, you check the chart, and the chart does not show the 100 MW that caused it. If you are flying around a marginal grid and it keeps browning out, the Hoverpack is the first thing to suspect.

It is a Tier 7 milestone item costing 8 Motor, 4 Heavy Modular Frame and 8 Computer. Normal flight speed is 23.4 km/h, sprinting flight roughly double that.

Parachute: cheap insurance

Crafted from 20 Fabric and 10 Cable, unlocked through Mycelia research. It gives you a controlled descent at roughly Blade Runner speed.

Before Tier 7, the standard way to get an overhead view of an area is to climb something tall and jump with a parachute. After you have a Hoverpack, most people stop using it.

It is also the cheapest answer to fall damage while you are still exploring, and it weighs nothing to carry.

A sensible acquisition order

  1. Blade Runners. Everything else is better once you have them.
  2. Parachute, if you are still exploring. Cheap, and it makes cliffs a route rather than an obstacle.
  3. Zipline, if your power lines already run between the places you travel.
  4. Jetpack at Tier 5, or earlier if a Jetpack Hog obliges.
  5. Hoverpack at Tier 7, at which point building tall stops being a chore.

Equipment slots

You have a limited number of equipment slots, and body-slot items compete. The Jetpack and Hoverpack occupy the same kind of slot, so you carry one at a time and swap as needed. Blade Runners are a legs item and do not compete with either.

This matters for combat: a Hazmat Suit or Gas Mask also occupies a body slot, so travelling into a radioactive or gas area means giving up flight while you are there.

Combining them

These items stack in ways that are more than the sum of the parts, and a few combinations are worth knowing deliberately.

Blade Runners plus Jetpack is the workhorse pairing for exploration. Sprint to build speed, launch, and you cover ground far faster than either alone. Because air speed inherits ground speed, the Blade Runners bonus carries into flight.

Hypertube exit plus Jetpack is the long-distance version of the same idea. You leave the tube carrying its velocity; hitting the jetpack immediately converts that into a very long glide. This is the practical use of hypertube cannons for anyone who does not want to build a receiving tube at every destination.

Blade Runners plus Parachute turns cliffs into shortcuts. The parachute glide speed matches Blade Runner running speed, so dropping off a plateau and gliding is not slower than running around it, and it is usually much shorter.

Hoverpack plus foundations is the building combination. Place a foundation at height, hover up, work from it. The Hoverpack removes the need for scaffolding entirely once power reaches the site.

Getting around before any of this

The first several hours have none of these items, and the movement tools you do have are easy to overlook.

Jumping while running is faster than running. A rhythm of jump-jump-jump covers ground noticeably quicker than plain sprinting, and costs nothing.

Foundations are a road. A line of foundations between two frequently visited places is flat, fast and free of the terrain snags that slow you down. People build these for vehicles and forget they help on foot too.

The Factory Cart, once you can craft one, is faster than walking on flat ground and costs almost nothing. It is unglamorous and it works.

None of these replace Blade Runners. They make the stretch before Blade Runners less tedious, which is the part of the game where movement hurts most.

Common mistakes

See also

Sources

  • Satisfactory community wiki, Blade Runners, Jetpack, Hoverpack, Zipline and Parachute pages — unlock requirements, crafting recipes, speeds and power draw
  • Game data for 1.2.3.1, build 23855724, stable branch — equipment slot behaviour and recipe verification