Dimensional Depot in Satisfactory: What to Upload

The Depot removes the trip back to storage. What it costs to unlock, which items are worth uploading, and the limits worth knowing before you plan around it.

PATCH 1.2.3.1 UPDATED 2026-08-13 ADVANCED

The Dimensional Depot is the single largest quality-of-life change available in the game. It lets you withdraw uploaded items from your personal inventory anywhere in the world, which removes the constant tax of walking back to storage for building materials.

What it costs

A Dimensional Depot Uploader needs, per unit:

  • 1 WAT2
  • 10 SAM Fluctuator
  • 10 Modular Frame
  • 100 Wire

And it draws 0 MW. Once built, it costs nothing to run.

The gating item is the alien material chain. SAM Fluctuators come from Reanimated SAM, and the research that unlocks the Depot runs on Mercer Spheres — 98 of them unlock every related node in that chain.

That is why the Depot arrives comparatively late despite being so useful, and it is the strongest argument for collecting Mercer Spheres deliberately rather than opportunistically.

What it actually does

Each uploader is assigned one item type. Belt that item into the uploader, and it accumulates in a central pool. From anywhere in the world, that item appears in your inventory to build with.

Three consequences worth being precise about:

It is for building, not for production. Uploaded items are available to your build gun and your hand crafting. You cannot belt items back out of the Depot into a factory.

Each item type needs its own uploader. Wanting six materials on tap means six uploaders, each with its own belt.

Capacity per item is limited and upgradeable through further research. An uploader is not an infinite warehouse; it holds a working stock.

What to upload first

The value of an uploader is how often you would otherwise walk back for that item. Ranked by that measure:

Concrete. Consumed in unpredictable quantities wherever you happen to be building, and almost never something you carry enough of.

Foundations. Same reasoning. Most construction sessions start with laying floor.

Iron Plate, Iron Rod, Wire, Cable. The generic structural parts that go into everything and that you run out of mid-build.

Steel Beam and Steel Pipe. Once you are building elevated structures, these become the constant.

What is not worth an uploader early: anything you build with rarely. A Heavy Modular Frame uploader is a lot of infrastructure for something you place occasionally.

It pairs with blueprints

Blueprints cost the full materials for everything inside them, drawn from your inventory or the Depot.

That combination is what makes stamping modules across the map practical. Without the Depot, a blueprint containing 200 concrete means carrying 200 concrete to every site you want to stamp it. With it, you walk over and place.

If you are planning to lean on blueprints, uploading their common ingredients first multiplies the benefit of both systems.

Building the uploader row

The arrangement that works: a row of uploaders next to your main production, each fed by a Smart Splitter tapping the relevant line.

Two details make it maintainable:

Feed from overflow, not from the main line. A Smart Splitter set to Overflow means the uploader only receives surplus, so it never starves the production it is attached to.

Label them. A row of identical uploaders is unreadable without signs, and you will be adding to it over time.

Limits worth knowing

No fluids. The Depot handles solid items only. Packaged fluids are solids, so a packaged fluid can technically be uploaded, though this is rarely worth the Packager infrastructure.

No withdrawal into machines. It is a personal inventory system, not a logistics network. This is the misconception that leads people to expect it to replace belts.

Radioactive items behave as expected. Uploading them does not shield you; carrying uranium out of the Depot irradiates you the same way carrying it normally would.

Is it worth prioritising?

Yes, more than most late unlocks. The reason is that its benefit is not a production increase but a reduction in tedium, and tedium is what ends playthroughs.

Every construction session before the Depot includes several trips back to storage. After it, those trips stop. Over the tens of hours a late-game factory takes, that is a large amount of walking removed for the cost of one research chain and some Mercer Spheres you were collecting anyway.

Getting the Mercer Spheres

Since the Depot is gated behind them, a note on collection.

Mercer Spheres are found in the same places as Somersloops — inside cracked boulders, around Gas Pillars, near Uranium Deposits and around Spore Flowers. Most of those locations need equipment: a Nobelisk Detonator for boulders, a Gas Mask for pillars, a Hazmat Suit for uranium.

The efficient window is after you have that equipment plus a Hoverpack or Jetpack, and before you have finished the research they feed. Collecting earlier means skipping a large share of the locations; collecting later means the artefacts have less to buy.

There are 298 in the world and 98 unlock the full research chain, so this is not a completionist grind. A few focused expeditions cover it.

What changes about how you build

Worth describing, because the effect is larger than a list of features suggests.

Before the Depot, construction has a rhythm: plan, walk back for materials, return, build until you run out, walk back again. Most people adapt by carrying enormous stacks and still running short of one thing.

After it, the loop disappears for whatever you uploaded. You go to a site and build until you are finished. Projects that felt like logistics exercises — a rail line across the map, an outpost on a distant node — become ordinary construction.

That shift is why it is worth prioritising over things that look more impressive on paper. A production increase makes numbers larger; the Depot makes the game less tedious, and that is the thing that determines whether a long playthrough finishes.

Common mistakes

Expecting to belt items out of it. It feeds your inventory, not your factory.

Uploading rare parts early. One uploader per item type; spend them on what you build with constantly.

Feeding uploaders from the main line rather than overflow. The uploader will happily starve your production.

Hoarding Mercer Spheres past 98. That number unlocks the research; the rest are for building more uploaders.

Planning around it before the alien chain. SAM Fluctuators and WAT2 gate it, and both arrive late.

See also

Sources

  • Game data for 1.2.3.1, build 23855724, stable branch — uploader build cost and power draw
  • Satisfactory community wiki, Dimensional Depot and Mercer Sphere pages — unlock requirements, upload behaviour and research chain