The Satisfactory Map and Where Resources Are

The map is authored and fixed, so node positions are knowable. What is where, which resources are scarce, and what interactive maps can and cannot tell you.

PATCH 1.2.3.1 UPDATED 2026-08-14 NEW

Satisfactory’s map is hand-authored rather than generated, which has one consequence that shapes everything else: node positions are fixed and therefore knowable in advance. You can plan a factory around a specific pure node before you have ever been there.

The map at a glance

Area47.1 km² (7.972 × 6.8 km)
Coordinate range−3,246, −3,750 to 4,253, 3,750
Corner to corner10.6 km
Resource nodes459
Geysers31
Resource well cores17, with 118 satellites

Those counts are exact, cross-checked against the game’s own data across every resource and purity bucket with zero deviation.

What is actually scarce

The distribution is deliberately lopsided, and knowing which way saves a lot of misplaced planning:

ResourceImpureNormalPureTotal
Iron Ore394246127
Limestone15502994
Coal15311662
Copper Ore13291355
Crude Oil1012830
SAM106319
Bauxite56617
Caterium Ore09817
Raw Quartz37717
Sulfur65516
Uranium3205

Two details worth pulling out.

Caterium has no impure nodes at all. Every one is normal or pure, which makes it more generous than its count of 17 suggests — and caterium unlocks the best wire recipes, the best stator recipe and the best circuit board alternate.

Uranium has no pure nodes, and only five exist. Nuclear power is constrained at the source no matter how much you invest downstream.

Purity is a multiplier

An impure node yields half a normal one; a pure node yields double. The ore is identical.

The equivalence worth remembering: a Miner Mk.1 on a pure node produces exactly what a Mk.2 produces on a normal one — 120/min either way. So when a scarce miner upgrade appears, putting it on a pure node returns four times what putting it on an impure node does.

What an interactive map gives you

Several community sites host interactive maps with terrain, node markers and collectible locations overlaid. They are genuinely useful and we are not trying to replace them.

We do not host one, because doing it properly means reproducing the game’s map artwork, and that is not ours to redistribute. What we publish instead is the data underneath: every node with its exact coordinates, purity and type, filterable, with a distribution plot.

That is more useful than a map for some questions — how many pure iron nodes exist, where bauxite clusters, what the total count of anything is — and less useful for others, like navigating to a specific spot. Use both.

Resource wells are a different thing

Easy to confuse with nodes. A resource well is a cluster: one core where the pressuriser goes, plus satellite extraction points around it that each need their own extractor.

There are 17 cores and 118 satellites, carrying water, nitrogen gas and oil. They are worth knowing about because a single well can outproduce several ordinary nodes, at the cost of a 150 MW pressuriser and a more complicated build.

Geysers

31 in the world, and they are the only free power in the game — no fuel, no water, no logistics beyond a power line.

Output varies by purity and fluctuates continuously: an impure geyser averages 100 MW, a pure one 400 MW but swinging between 200 and 600. Total average output across all 31 is about 7,100 MW.

Size against the minimum, not the average, or add Power Storage to smooth the variation. A grid built on averaged geothermal trips at the dips.

World randomization changes all of this

Enabled at world creation only, it shuffles node placement. The map geometry, biomes and terrain stay exactly as they are; only what is buried in them moves.

Everything on this page — and every interactive map, and every planned build — describes the standard layout. That is the point of the option, and it is why it suits a second or third playthrough rather than a first.

Planning around a fixed map

Three things worth doing that would be pointless in a generated world:

Scout before committing. What is near a site is knowable in advance rather than discovered by playing.

Build permanent routes. The same terrain sits between the same places for the whole playthrough, so a road or hypertube is a permanent improvement rather than a temporary one.

Plan for the scarce things early. You will have iron near home and need bauxite from somewhere else. That is the designed shape of the mid-game, and leaving room for a rail line before you need one costs nothing.

Reading coordinates

The game stores positions in centimetres; our node browser divides by 100 so the figures are readable metres. If you paste them into a tool expecting raw game units, multiply by 100.

Orientation follows the usual convention: X increases eastward, Y increases southward, and Z is height. The coordinate range above puts the origin roughly in the middle of the map rather than at a corner, which is why so many figures are negative.

Vanilla Satisfactory does not display your own coordinates on screen, so coordinates are mainly useful for cross-referencing against other tools rather than for navigating directly.

Caves are worth knowing about separately

A disproportionate share of collectibles sit in caves, and caves are the least pleasant places to be — enclosed, dark, and home to the fast creatures.

They are not marked in our node data, because the dataset covers resource nodes rather than terrain features. Some caves do contain nodes, and those appear like any other.

Two habits make caves manageable: light them as you go, which turns an ambush corridor into a room you can see, and check what a cave actually contains before committing — a slug you do not need yet will still be there later.

What is not in any public dataset

Worth stating because people look for it: collectible coordinates. Somersloops, Mercer Spheres, Power Slugs and hard drives are not in the node data, and no public static source for them exists.

The only known route to those positions is parsing a save file, which is outside what a website can offer. Interactive map sites that show collectibles have compiled those positions themselves over time, which is real work and a good reason to use them for that specific job.

Common mistakes

Treating purity as quality. It is a rate multiplier. The ore is the same.

Upgrading miners on impure nodes first. The same upgrade returns four times as much on a pure node.

Assuming caterium is scarce because there are 17 nodes. None of them are impure, which changes the effective supply considerably.

Planning nuclear around finding a pure uranium node. There are none.

Enabling randomization then following a guide. The two are mutually exclusive by design.

See also

Sources

  • Coordinate dataset cross-checked against game data for 1.2.3.1 — node counts by resource and purity, verified against the official data with zero deviation across every bucket
  • Satisfactory community wiki, World page — map dimensions and coordinate range