
The fastest way to see every resource node in Satisfactory, with its purity, is an interactive map: the Satisfactory Calculator Interactive Map (SCIM) or satisfactory.th.gl, both listed on the official wiki. Purity decides the output: an impure node gives half, a pure node double, so a Miner Mk.1 at 100% makes 30, 60 or 120 ore per minute.
The numbers below come from the official Satisfactory wiki and Coffee Stain's patch notes for 1.2, checked on 25 October 2026, when the current patch was v1.2.4.1.
The maps worth opening
The world is hand made, 47.1 km² (7.972 km by 6.8 km), with no procedural generation (wiki). Every node sits on a fixed spot, so the maps only change when a patch moves nodes, as 1.0 did on a large scale.
- SCIM at satisfactory-calculator.com shows resources, power slugs and collectibles. Upload a save file and it shows your own factory on top of the map, with tools to analyse it.
- satisfactory.th.gl shows the same layers with more control over what is visible, and it takes a world seed, which matters for 1.2 saves with randomized nodes (see below).
- In the game, the Resource Scanner (default key V) points to the three nearest nodes or groups of nodes of the type you pick. Hand-mineable deposits do not show up on it.
The wiki's community tools page lists both maps, plus a set of static per-resource maps exported from SCIM if you prefer an image. To plan production for the nodes you claim, our Satisfactory calculator and planner tools post compares the planners that run on 1.2 data.
Purity and miner output
Every node is impure, normal or pure, and nodes never run dry. The Miner page gives the output per minute at 100% clock speed:
| Miner | Impure | Normal | Pure |
|---|---|---|---|
| Miner Mk.1 | 30 | 60 | 120 |
| Miner Mk.2 | 60 | 120 | 240 |
| Miner Mk.3 | 120 | 240 | 480 |
Each Power Shard adds 50% to the maximum clock speed, so three of them take a miner to 250% (Clock speed). That multiplies these numbers by 2.5 and the power draw by more: the Miner page lists a Mk.3 at 45 MW at 100% and 151.1 MW at 250%. A Mk.3 on a pure node at 250% makes 1,200 ore per minute.
Plan the belt before the miner. Belts carry 60 (Mk.1), 120 (Mk.2), 270 (Mk.3), 480 (Mk.4), 780 (Mk.5) and 1,200 (Mk.6) items per minute (Conveyor Belts). A Mk.3 on a pure node at 100% fills a Mk.4 belt exactly, and the same miner at 250% needs a Mk.6. Even a Mk.1 on a pure node makes 120 ore per minute, twice what a Mk.1 belt carries, which is why early factories so often look starved next to a busy node.
How many nodes the map has
Solid nodes per resource and purity, from the Resource Node page. The last column is what every node of that type gives with a Mk.3 at 250%, the most the map can produce.
| Resource | Impure | Normal | Pure | Map maximum per minute |
|---|---|---|---|---|
| Iron Ore | 39 | 42 | 46 | 92,100 |
| Limestone | 15 | 50 | 29 | 69,300 |
| Coal | 15 | 31 | 16 | 42,300 |
| Copper Ore | 13 | 29 | 13 | 36,900 |
| Caterium Ore | 0 | 9 | 8 | 15,000 |
| Raw Quartz | 3 | 7 | 7 | 13,500 |
| Bauxite | 5 | 6 | 6 | 12,300 |
| Sulfur | 6 | 5 | 5 | 10,800 |
| SAM | 10 | 6 | 3 | 10,200 |
| Uranium | 3 | 2 | 0 | 2,100 |
Iron is everywhere: 127 nodes, 46 of them pure. Uranium is the scarce one, five nodes and none pure, and the wiki notes that uranium nodes and deposits are radioactive. Caterium has no impure nodes at all. Some coal and caterium nodes sit behind cracked boulders that you blow up with Nobelisks or Explosive Rebar before a miner fits.
Oil, wells and geysers
Fluids and power work differently:
- Crude oil nodes: 10 impure, 12 normal and 8 pure. An Oil Extractor pumps 120 m³ per minute on a normal node at 100%, so 60, 120 or 240 by purity, up to 600 on a pure node at 250%. A Mk.1 pipeline carries 300 m³ per minute, so a pure node only gains from more than 125% clock speed once you lay Mk.2 pipe.
- Resource wells: a Pressurizer goes on the central node and extractors on the satellite nodes around it. Each satellite gives 30, 60 or 120 m³ per minute by purity at 100%, and overclocking the Pressurizer raises them all (Resource Well). Nitrogen gas only comes from wells: 6 wells with 2 impure, 7 normal and 36 pure satellites. There are also 8 water wells and 3 oil wells, but the wiki notes that Water Extractors on open water are usually the more power-efficient way to get water.
- Geysers: 9 impure, 13 normal and 9 pure, used only for Geothermal Generators.
1.2 Game Modes can change your map
Update 1.2 added Game Modes, a menu "available only when creating a New Game", in Coffee Stain's words in the 1.2 release notes. Once a save uses them they "cannot be turned off forever for that save" and they apply in multiplayer too. Two of the settings change the map itself:
- Resource Node Randomization: Default, Random, Basic Resource Rich, Advanced Resource Rich or Fossil Fuel Rich.
- Resource Node Purity: Default, All Pure, Mostly Pure, Average, Mostly Impure, All Impure or Random.
According to the wiki's new game page, randomization keeps every node in its place but changes what it gives, oil nodes can swap places with ore nodes, wells keep their spots while their fluids swap between wells, and geysers keep their purity whatever you pick. The world seed has no effect on Default nodes or on fixed purity options such as All Pure, and Coffee Stain notes that a friend needs your other Game Mode settings as well as the seed to get the same world.
What that means in practice: on a default save, SCIM's standard map matches your world. On a randomized save, use a map that takes your seed, such as satisfactory.th.gl. On a shared server, ask whoever created the save which Game Mode settings it uses before you plan an outpost around a node that might hold something else.
Where to build
You pick one of four start areas when you create the game, and the wiki rates them like this:
| Start area | FICSIT's advice | Flat ground | Biomass | Resources | Variety |
|---|---|---|---|---|---|
| Grass Fields | Ideal for first-time pioneers | 5 of 5 | 3 | 3 | 3 |
| Rocky Desert | Suitable for first-time pioneers | 4 | 3 | 3 | 4 |
| Northern Forest | Good for more experienced pioneers | 1 | 5 | 4 | 5 |
| Dune Desert | Recommended for advanced pioneers | 4 | 2 | 5 | 2 |
Some notes from the wiki's world page that help choose:
- Grass Fields is open and flat but "often with impure nodes", and the distances between mining spots mean you will build outposts and long transport lines sooner.
- Rocky Desert is "the textbook example of a FICSIT-approved building location", close to the sea, so water is easy, and the wiki calls it rich with resource nodes.
- Northern Forest has the best variety and plenty of biomass, but the uneven ground makes early building hard without foundations.
- Dune Desert has the most resources, but foliage and water are rare, so the first power setup is the hard part.
Wherever you start, the start area is not a commitment: the wiki notes that you can reach every other area later in the game. Many groups end up with a main base fed by trains or belts from outposts. When you pick the main site, look for flat ground with water nearby and several node types within belt range, then check on the map that the pure nodes you plan around really are pure in your save.
Hard drives, somersloops and mercer spheres
The same maps show the collectibles:
- Hard drives: one in each of the 118 crash sites. You find them with the Object Scanner after the Radio Signal Scanning research, and each one unlocks a choice of alternate recipes in the MAM (Hard Drive).
- Somersloops: 106 in the world since 1.0, usually in hard to reach, guarded spots. In a production building they can double the output, at up to four times the power (Somersloop).
- Mercer spheres: 298 in total, of which 98 are needed to unlock all their MAM research (Mercer Sphere).
Checking a server world on the map
A dedicated server keeps its saves on a Linux machine in ~/.config/Epic/FactoryGame/Saved/SaveGames/server (wiki). Download a copy of the latest .sav over SFTP and open it in SCIM to see your group's factory on top of the node map. Work on the copy: the server keeps writing to its own save while it runs. If the server is not set up yet, our Satisfactory dedicated server guide covers the install and the ports. On our Satisfactory server hosting you reach the server's files through the panel's file manager or over SFTP, and the servers run Update 1.2 in nine regions. How much RAM a growing factory needs is in our Satisfactory server hosting comparison.
FAQ
Where can I see all resource nodes in Satisfactory? On the Satisfactory Calculator Interactive Map (SCIM) or satisfactory.th.gl. In the game, the Resource Scanner shows the three nearest nodes of the type you pick.
What do impure, normal and pure mean? They multiply a miner's output by 0.5, 1 and 2. A Miner Mk.1 at 100% makes 30, 60 or 120 ore per minute; a Mk.3 makes 120, 240 or 480.
How many iron nodes are there? 127: 39 impure, 42 normal and 46 pure, according to the official wiki.
Can a resource node run out? No. All resource nodes are infinite.
Is the map the same in every save? On default settings, yes. Since Update 1.2 a new save can use Game Modes that randomize node types and purity, and then the map depends on the world seed and the other settings.
Which start area is best for a first game? Grass Fields or Rocky Desert. The game itself calls Grass Fields ideal and Rocky Desert suitable for first-time pioneers; Rocky Desert has water close by.