The Satisfactory World: Size, Biomes and What Is Fixed
47 square kilometres, hand-authored, with no pollution and no terrain deformation. What that means for how you plan, and what world randomization changes.
The map is the thing this game has that its competitors do not: hand-authored rather than generated. Understanding its scale and its fixed rules changes how you plan, because almost everything about it is a constant you can build around.
The numbers
| Value | |
|---|---|
| World area | 47.1 km² |
| Dimensions | 7.972 km × 6.8 km |
| Coordinate range | −3,246, −3,750 (north-west) to 4,253, 3,750 (south-east) |
| Corner-to-corner | 10.6 km |
Ten kilometres diagonally is further than it sounds when you are walking it at 6 m/s. That distance is the reason Blade Runners, hypertubes and vehicles exist, and it is why the first hours feel slow before you have any of them.
Our node browser plots every resource node against these same coordinates, so the numbers above are the frame those dots sit in.
What cannot be changed
Four constants worth building around rather than fighting.
Terrain cannot be deformed. No flattening, no digging, no terraforming. Every base on uneven ground is built over it, on foundations and pillars. The only exceptions are cracked boulders, which explosives remove.
There is no pollution. Machines emit visual smoke, and it means nothing. Nothing degrades, nothing spreads, no creature is provoked by it. If you are coming from Factorio, this removes an entire dimension of factory planning — your base has no perimeter to defend and no emissions to manage.
Water cannot be drained or added. Lakes are where they are.
The world grid is global. Foundations snap to an 800 cm horizontal grid shared across the entire map, which is why two structures built kilometres apart line up.
Biomes
The world spans deserts, forests, lakes, grass fields, mountains and caves. Four of these regions serve as starting areas, and the rest you reach by exploring.
Biomes affect appearance, terrain difficulty and what grows there — biomass availability in particular varies a lot. They do not affect production rates, machine behaviour or resource yields. A Constructor works identically in a desert and a swamp.
What does vary meaningfully by region:
Terrain flatness, which determines how much foundation work a site needs.
Water proximity, which matters enormously the first time you build coal power at 45 m³/min per generator.
Which resources are nearby, since the map is authored and node placement is deliberate rather than even.
Caves and verticality
Caves are where a disproportionate share of collectibles sit, and they are also the least pleasant places to be — enclosed, dark, and home to the fast creatures.
Two habits make them manageable: light them as you go, and check what a cave actually contains before committing. A slug you do not need yet will still be there later.
Vertically, the world has real range. Mountains, ravines and the void below all matter for route planning, and a straight line on a flat map is frequently not a straight line to walk.
Day and night
There is a day/night cycle and fog thickness varies through it. Nothing mechanical depends on it — no spawns change, nothing attacks because it is dark, no timer punishes you.
The only consequence is visibility, which makes lighting a comfort decision rather than a strategic one. It also means there is no reason to stop working at night, which players arriving from survival games often assume.
What world randomization changes
Enabled at world creation only, and it shuffles resource node placement.
What it does not change: the map geometry, the biomes, the terrain, the coordinate system, or the total quantity of nodes. The world stays exactly as familiar; only what is buried in it moves.
That is the point of the option — it invalidates every guide, every interactive map and every plan, deliberately. Worth understanding before enabling it that this includes our own node browser, which describes the standard layout.
Planning around an authored map
Because the map is fixed, a few things are worth doing that would be pointless in a generated world:
Learn the routes you use. The same terrain will be between the same places for the whole playthrough. A road or hypertube you build is a permanent improvement.
Scout before committing. Knowing what is near a site is knowable in advance, unlike in a generated world where you find out by playing.
Trust node data. Purity and position are constants, so planning a factory around a specific pure node is safe.
Expect to travel. Ten kilometres corner to corner, with resources distributed deliberately rather than evenly, means the mid-game is partly a transport problem by design.
Where the resources actually are
The authored map means node distribution is deliberate, and the counts are lopsided in ways worth knowing before you plan a chain.
From the coordinate data, the total node counts across the world:
| Resource | Impure | Normal | Pure | Total |
|---|---|---|---|---|
| Iron Ore | 39 | 42 | 46 | 127 |
| Limestone | 15 | 50 | 29 | 94 |
| Coal | 15 | 31 | 16 | 62 |
| Copper Ore | 13 | 29 | 13 | 55 |
| Crude Oil | 10 | 12 | 8 | 30 |
| SAM | 10 | 6 | 3 | 19 |
| Bauxite | 5 | 6 | 6 | 17 |
| Caterium Ore | 0 | 9 | 8 | 17 |
| Raw Quartz | 3 | 7 | 7 | 17 |
| Sulfur | 6 | 5 | 5 | 16 |
| Uranium | 3 | 2 | 0 | 5 |
Iron is everywhere and uranium is nearly nowhere. Bauxite, caterium, quartz and sulfur all sit around seventeen nodes each, which is why mid-game chains built on them feel tighter than iron chains ever do.
Two details stand out. Caterium has no impure nodes at all — every one is normal or pure, which makes it more generous than its node count suggests. And uranium has no pure nodes, so nuclear power is constrained at the source regardless of how much you invest in it.
Distance is the real mid-game constraint
Because the map is authored and the scarce resources are placed deliberately, the mid-game turns into a transport problem rather than an extraction one.
You will have plenty of iron near home and need bauxite from somewhere else entirely. That is not an accident of generation; it is the shape the designers chose, and it is why trains, drones and truck routes exist as systems rather than as conveniences.
Planning for that early — leaving room for a rail line, standardising your foundation heights so distant sites connect cleanly — costs nothing and saves a rebuild.
Common mistakes
Looking for a terraforming tool. There is none. Build over the terrain.
Worrying about pollution. There is none of that either.
Assuming biomes affect production. They affect terrain and biomass, not rates.
Enabling randomization on a first playthrough. It removes the ability to follow any advice, including your own scouting from a previous run.
Underestimating the distances. Ten kilometres diagonally, at walking pace, before Blade Runners.
See also
Sources
- Satisfactory community wiki, World page — world dimensions, coordinate range, biome list, absence of pollution, terrain deformation rules
- Coordinate dataset cross-checked against game data for 1.2.3.1 — node distribution across the world