Satisfactory Wiki
Advertisement
This article may need cleanup to meet quality standards.
Please help improve this if you can. The Discussion page may contain suggestions.

This article is outdated. You can help Satisfactory Wiki by updating it.

Loading truck

A Truck arriving at an outpost.

There are 7 types of vehicles that pioneers can use for either personal travel, transporting items or both: Tractors, Trucks, Explorers, Cyber Wagons, Factory Carts, Trains and Drones. There is no limit on the number of vehicles in the world.[1] Pioneers and all living creatures (such as Lizard Doggos) can be run over by vehicles, but Pioneers receive no damage.[2]

Wheeled vehicle UI

The Self-driving menu for a wheeled vehicle.

Every vehicle except for the Drone can be driven by the Pioneer.

Motor vehicles[]

Fuel consumption[]

Motor vehicles (excluding the Factory Cart) require fuel to operate, and can use every kind of fuel item. Fuel is input into a fuel slot by accessing the vehicle's inventory, which is usually a red box in the rear of the vehicle.

Different fuels are consumed at different rates, based on the item's fuel value and the vehicle's energy consumption rate. The Tractor consumes the least fuel, followed by the Truck, then the Explorer, and finally the Cyber Wagon which consumes the most. Below is a table of how long, in seconds, each fuel type lasts at maximum acceleration.

Fuel consumption
Fuel Type Fuel Value
(MJ)
Biomass
Burner

(30 MW)
Coal
Generator

(75 MW)
Fuel
Generator

(150 MW)
Nuclear
Power
Plant

(2500 MW)
Cyber
Wagon

(150 MW)
Tractor
(55 MW)
Truck
(75 MW)
Explorer
(90 MW)
Chainsaw
(75 MW)
Jetpack
(250 MW)
Leaves Leaves 15 0.50s - - - 0.10s 0.27s 0.2s 0.17s - -
Wood Wood 100 3.33s - - - 0.67s 1.82s 1.33s 1.11s - -
Mycelia Mycelia 20 0.67s - - - 0.13s 0.36s 0.27s 0.22s - -
Hog Remains Hog Remains 250 8.33s - - - 1.67s 4.55s 3.33s 2.78s - -
Plasma Spitter Remains Plasma Spitter Remains 250 8.33s - - - 1.67s 4.55s 3.33s 2.78s - -
Stinger Remains Stinger Remains 250 8.33s - - - 1.67s 4.55s 3.33s 2.78s - -
Hatcher Remains Hatcher Remains 250 8.33s - - - 1.67s 4.55s 3.33s 2.78s - -
Flower Petals Flower Petals 100 3.33s - - - 0.67s 1.82s 1.33s 1.11s - -
Color Cartridge Color Cartridge 900 - - - - 6.00s 16.36s 12.00s 10.00s - -
Fabric Fabric 15 0.50s - - - 0.10s 0.27s 0.20s 0.17s - -
Biomass Biomass 180 6.00s - - - 1.20s 3.27s 2.40s 2.00s - -
Solid Biofuel Solid Biofuel 450 15.00s - - - 3.00s 8.18s 6.00s 5.00s 6.00s -
Liquid Biofuel Liquid Biofuel 750 - - 5.00s - - - - - - -
Packaged Liquid Biofuel Packaged Liquid Biofuel 750 25.00s - - - 5.00s 13.64s 10.00s 8.33s - -
Coal Coal 300 - 4.00s - - 2.00s 5.45s 4.00s 3.33s - -
Compacted Coal Compacted Coal 630 - 8.40s - - 4.20s 11.45s 8.40s 7.00s - -
Petroleum Coke Petroleum Coke 180 - 2.40s - - 1.20s 3.27s 2.40s 2.00s - -
Fuel Fuel 750 - - 5.00s - - - - - - -
Packaged Fuel Packaged Fuel 750 - - - - 5.00s 13.64s 10.00s 8.33s - 3.00s
Turbofuel Turbofuel 2000 - - 13.33s - - - - - - -
Packaged Turbofuel Packaged Turbofuel 2000 - - - - 13.33s 36.36s 26.67s 22.22s - -
Packaged Heavy Oil Residue Packaged Heavy Oil Residue 400 - - - - 2.67s 7.27s 5.33s 4.44s - -
Packaged Oil Packaged Oil 320 - - - - 2.13s 5.82s 4.27s 3.56s - -
Battery Battery 6000 - - - - 40.00s 109.00s
(1m 49s)
80.00s
(1m 20.00s)
66.70s
(1m 6.70s)
- -
Uranium Fuel Rod Uranium Fuel Rod 750000 - - - 300.00s
(5m)
5000.00s
(1h 23m 20s)
13636.00s
(3h 47m 16s)
10000.00s
(2h 46m 40s)
8333.00s
(2h 18m 53s)
- -
Plutonium Fuel Rod Plutonium Fuel Rod 1500000 - - - 600.00s
(10m)
10000.00s
(2h 46m 40s)
27272.00s
(7h 34m 32s)
20000.00s
(5h 33m 20s)
16666.00s
(4h 37m 46s)
- -
Fuel stack energy
Fuel Type Energy (MJ) Stack size Energy/stack (MJ)
Leaves Leaves 15 500 7500
Fabric Fabric 15 100 1500
Mycelia Mycelia 20 200 4000
Flower Petals Flower Petals 100 500 50000
Wood Wood 100 200 20000
Biomass Biomass 180 200 36000
Petroleum Coke Petroleum Coke 180 200 36000
Alien Carapace Alien Carapace 250 50 12500
Hatcher Remains Hatcher Remains 250 50 12500
Stinger Remains Stinger Remains 250 50 12500
Plasma Spitter Remains Plasma Spitter Remains 250 50 12500
Hog Remains Hog Remains 250 50 12500
Alien Organs Alien Organs 250 50 12500
Coal Coal 300 100 30000
Packaged Oil Packaged Oil 320 100 32000
Heavy Oil Residue Heavy Oil Residue 400
Packaged Heavy Oil Residue Packaged Heavy Oil Residue 400 100 40000
Solid Biofuel Solid Biofuel 450 200 90000
Compacted Coal Compacted Coal 630 100 63000
Liquid Biofuel Liquid Biofuel 750
Packaged Fuel Packaged Fuel 750 100 75000
Fuel Fuel 750
Packaged Liquid Biofuel Packaged Liquid Biofuel 750 100 75000
Color Cartridge Color Cartridge 900 200 180000
Packaged Turbofuel Packaged Turbofuel 2000 100 200000
Turbofuel Turbofuel 2000
Battery Battery 6000 200 1200000
Uranium Fuel Rod Uranium Fuel Rod 750000 50 37500000
Plutonium Fuel Rod Plutonium Fuel Rod 1500000 50 75000000


where the fuel consumption rate is 55MW for the Tractor, 75MW for the Truck, 90MW for the Explorer and 150MW for the Cyber Wagon.

If running at full speed all the time is wasteful (such as if the vehicle's throughput far exceeds that of the source or sink), the vehicle's path can be "underclocked" by including a lengthy pause, during which it will use no fuel. This pause should not be inside a station, as this will cause the station to consume power. Vehicles do not stop recording if the pioneer dismounts, so the player can get out and watch the bottleneck station fill or empty and then resume driving. Alternatively, you can edit the pause node to any desired length in seconds.

Acceleration time is a timer counting down whenever the vehicle is accelerating or otherwise trying to move. This countdown does not occur while a vehicle is stationary or "coasting" down a slope. When a vehicle has no Acceleration Time left and tries to move it will pull one item from its fuel tank and adds its value to the Acceleration Time. The type of fuel being consumed is not recorded, only the burn time is added. This means radioactive fuels such as the Uranium Fuel Rod or the Plutonium Fuel Rod will only make a vehicle radioactive while sitting in the tank, once consumed and added to the Acceleration Time the radiation it produced will cease. (Additional Fuel Rods in the tank or inventory will still generate radiation however.)

Vehicles gallery

A gallery of wheeled vehicles.

Piloting[]

Pioneers can enter or exit vehicles by interacting E with it from any angle other than the rear side. Interacting a vehicle from its rear will open up its inventory slots instead, including the fuel slot.[3] When piloting a vehicle, the camera switches to a third-person perspective.[3] Pressing C while in a vehicle locks the view to straight ahead, a second press unlocks the view. There are currently unknown features which will allow performing stunts.[4] Vehicles cannot be upgraded.[5] Some small foliage can be destroyed when run into by a vehicle. In addition, the Tractors can destroy some smaller trees which Trucks cannot.

Drifting[]

Trucks and Explorers can perform drift by pressing Spacebar while driving. This allows for tighter, sliding turns, for greater control. It is also possible to "J" turn by backing up S quickly, steering A or D, and pressing Spacebar at the same time, essentially a backwards drift. The Factory Cart has uncontrollable drift when driven on any surface which is not perfectly flat unless driving backwards.

Creature interactions[]

If a wheeled vehicle runs over any creatures such as Hogs or Spitters, it will knock them down and cause them to ragdoll. However, this will not cause any damage to their health, and they will be able to get up after some time or if the vehicle moves out.

Most creatures ignore the pioneer while driving a vehicle. The exception is Stingers, which will still pursue and attack, but cannot actually do any damage to the vehicle or Pioneer except via the Elite Stinger's poison cloud. Flying Crab Hatchers will hatch when the pioneer approaches in a vehicle, but the Flying Crabs themselves will remain idle.

Fall Damage[]

Pioneers can receive fall damage when riding in some vehicle if the vehicle falls from a height. To avoid damage, exit the vehicle just before reaching the ground. Alternatively, an pioneer falling from height with the vehicle at the lower ground can avoid the fall damage by entering the vehicle just before hitting the ground (such as, by spamming E).

Vehicles themselves are immune to fall damage.

Fire Damage[]

Wheeled vehicles can receive minor damage when hit by a Spitter's fireball attacks. When the HP of the vehicle (displayed at bottom left) depletes to zero, the vehicle is dismantled.

Poison damage[]

Pioneers in vehicles can receive poison damage from Poison Gas, regardless of if they are wearing a Gas mask or not.

Radiation damage[]

Pioneers are immune to Radiation damage while inside a vehicle.

Water[]

Wheeled vehicles become disabled if they enter deep water, ejecting the pioneer and refusing to let them remount. This appears to happen when the water level reaches the center of the vehicle's hitbox, so Trucks can handle deeper water than Explorers or Tractors. If a vehicle does get stuck, it's sometimes possible to push a Truck back onto land, but usually the only solution is to dismantle the vehicle and rebuild it out of water.

Out-of-bounds damage[]

While in a vehicle the pioneer is immune to out-of-bounds damage.

Automated vehicle paths[]

To setup autopilot: use the vehicle menu (press Q while driving) to record a path.[6] When recording, way-points (displayed as blue triangles) are placed periodically along the vehicle path.[6] Paths can be saved after recording, and loaded via the vehicle menu to other vehicles of the same type.

The automation uses way-points for pathing: It is a point-to-point system, which means vehicles will always face the current way-point until they reach the next.[6] This means that vehicles will not correctly execute recorded three-point turns, though they can perform multi-point turns on their own initiative. Waypoints and pause points can be edited by interacting with them, to delete superfluous nodes or adjust pause times.

Automated driving requires a clear straight path between way-points and a closed loop of them to work optimally. If a vehicle collides with an obstacle (including another vehicle), it will reverse and adjust its course, but vehicles will not actively avoid each-other.[7]


Railed vehicles[]

Train time table

In the Train Station UI, switch to timetable tab and set the train schedule.

Monorail trains that consist of Electric Locomotives and Freight Cars can be driven manually or automated using the vehicle menu V. Trains are bound to Railways and cannot derail from them (with the exception of a train crash), even when reaching a dead end which will make them stop instantly.

It is not possible to couple or de-couple Freight Cars. Locomotives and Freight Cars have to be snapped to each other when being constructed, otherwise they will be counted as separate trains and will be able to collide with each other.

Automation[]

A train can be automated by adding Train Stations to its schedule. Trains will cycle through them in loops according to their timetables. Automated Trains will always be stopped at a train station if they fail to brake in advance, for example when the station is right after a steep down slope.

Fuel[]

Trains run exclusively on power which ranges between 25MW for each locomotive when it is idle up to 110 MW when speeding up. All train stations also consume 50 MW constantly, in addition +50 MW for every active Freight Platform.

Damage[]

Trains and all pioneers riding in it are completely immune to all forms of damage, as they lack the Vehicle Health bar completely.

Water[]

  • Trains cannot be built on water, they can, however, be automated to pass through a Railway that is built underwater.
  • Pioneers will be ejected out of a Locomotive as soon as the train enter the water's surface.


Flying vehicles[]

Drones can be used for low throughput long-range transportation as they don't need any infrastructure besides two drone ports which both need to be connected to power. Drones can be stood on by pioneers although it is recommended to wear a jetpack or parachute, as the pioneer might be thrown off of the drone as the drone accelerates, turns, raises or lowers.

Automation[]

Drones can be automated to bring resources between two drone ports, consuming 4 batteries per trip plus an extra battery per kilometer. Additionally, it takes roughly 50 seconds for the drone to take off or land at a drone port. This means a drone becomes more efficient over longer distances.

Fuel[]

Drones run exclusively on batteries, and at least one of the drone ports needs a supply of batteries.

Throughput[]

The throughput of a drone can be seen at a drone's home port, here you can see the max throughput, current throughput and trip duration.

Gallery[]

References[]

  1. "no there isnt varrili" - Jace on Discord when asked "Is there a cap of how many vehicles a player can have?" by Varrili
  2. "you can run over people :smile:" - Jace on Discord
  3. 3.0 3.1 https://www.youtube.com/watch?v=IxoCzb2M0vQ&t=90
  4. "ive already added some secret features to the vehicles that i didn't share that will facilitate stunts" - Jace on Discord
  5. "not at the moment" - Jace on Discord when asked "Is there plans to have these vehicles be upgrade-able?"
  6. 6.0 6.1 6.2 https://www.youtube.com/watch?v=IxoCzb2M0vQ&t=131
  7. "if they run into stuff they try and fix themselves eg. reverse away etc" - Jace on Discord


Advertisement