SATISFACTORYBASE
Biomes

Biomes

All 21 biomes of MASSAGE-2(A-B)b with their character, biomass, terrain difficulty, hostility, typical resources and hazards – plus day/night, water heights and the world grid.

The world is roughly 7.972 × 6.8 km including sea and void; the usable land mass is about 5.4 × 5.4 km (47.1 km² buildable). Sea level is at Z ≈ −18 m, the highest point (Rocky Desert, with a Uranium node on top) at about Z +470 m. Coordinates in the game and in this planner's map use the same axes: X grows east, Y grows south, Z up; internally the game counts in centimetres (100 000 = 1 km).

Ratings below are on a 1–5 scale from the wiki's biome table: Biomass high = plenty of leaves and wood; Terrain high = difficult to build on; Hostile high = dangerous fauna and gas. Grid cells refer to the community map grid.

All 21 biomes

Biome Grid Character Biomass Terrain Hostile
Abyss Cliffs X5Y1 Small mountain range with stone bridges and mesas at different heights 1 5 2
Blue Crater X4Y0–Y1 Sunken basin full of multi-storey giant mushrooms with hollows; Mycelia and Bacon Agaric are common 3 4 4
Crater Lakes X2Y3 Highland with crater lakes, transition to the Red Bamboo Fields 3 3 3
Desert Canyons X2Y4–X4Y3 Long canyon with indestructible stone mushrooms between Spire Coast and Northern Forest 2 3 3
Dune Desert X5Y3–X6Y5 Start area; dunes and rock, biomass only in tree oases, cave entrances under rocks 2 2 2
Eastern Dune Forest X3Y1–X4Y1 Sandy forest in the east, dune patches separated by strips of grass 3 2 2
Grass Fields X2Y0 Start area; large grass plain, often impure nodes, stone arches, many Hogs 3 1 2
Jungle Spires X1Y1 Ravines, trees, arch rocks; the highest cave in the world; the “Doggo Cave” 3 5 3
Lake Forest X3Y3 Forest around a large lake, small patch of swamp at the cliff 3 3 3
Maze Canyons X4Y3 3D labyrinth of stone bridges; Gas Pillars on the heights; good coal-power site; night spawners 2 4 2
Northern Forest X2Y4–X4Y3 Start area; hills, medium biomass, hard to build on without foundations 4 3 2
Red Bamboo Fields X2Y2–X3Y2 Highland, dense bamboo, indestructible trees; many Spitters, Stingers and Power Slugs 5 4 5
Red Jungle X1Y2–X2Y2 Highland with red foliage, stone arches, open caves; many enemies 5 5 5
Rocky Desert X0Y3–X1Y4 Start area; rich in nodes, highest point (Z 470 m, Uranium node on top) and the longest cave 3 3 3
Snaketree Forest X2Y1 Small hilly forest next to the Grass Fields 3 3 2
Southern Forest X3Y0–Y1 Dense forest with blue foliage; Stingers at night 4 4 3
Spire Coast X3Y4–X5Y5 Coast with waterfalls, mesas towards the Dune Desert; many multi-level caves; highest Power Slug density 3 4 2
Swamp X5Y2 Water, trees, poison gas, Elite Stingers, Alpha Spitters; large caves (Uranium behind a waterfall) 3 5 5
Titan Forest X3Y2–X5Y3 High plateau with giant indestructible trees, large caves underneath 3 5 5
Western Beaches (“Islands”) X0Y1–Y2 Island group with Grass-Fields flora, many Crude Oil nodes 2 2 3
Western Dune Forest X1Y2–X2Y1 Sandy forest in the west with lakes and a waterfall; good coal-power site; hostile at night 3 3 2

Former biome names: Savanna → Rocky Desert, No Man's Land → Grass Fields. Since 1.0 Paradise Island (south-west) lies inside the world border.

Resources and hazards by region

The biome table above is what the wiki documents per biome; resource nodes are placed individually and are best explored on the map with the resource layers switched on. What the knowledge base notes per region:

Region Notable resources Hazards
Grass Fields Iron, Copper and Limestone close by (often impure), Coal a bit further; Uranium cave with 2 entrances; SAM node in the Stone Arch Ravine cave Many Hogs; few other dangers
Rocky Desert Very node-rich (Iron, Copper, Limestone, Coal); Uranium node on the highest point; Desert Cave with 3 Raw Quartz + 1 SAM node (5 entrances) Little biomass; Nuclear Hogs near Uranium
Northern Forest Many nodes, Caterium and Raw Quartz nearby Uneven ground – build on foundations
Dune Desert Very many pure nodes; oasis lakes at 55.3 m for gravity-fed water Biomass and water only in the oases
Western Beaches Many Crude Oil nodes Aquatic Spitters
Western Dune Forest / Maze Canyons Water and coal close together – good coal-power sites Night spawners (Stingers); Gas Pillars on the Maze Canyons heights
Swamp Uranium behind a waterfall, large caves Poison gas without visible source, Elite Gas Stingers, Alpha Spitters
Red Bamboo Fields / Red Jungle Many Power Slugs Spitters and Stingers everywhere (hostility 5)
Blue Crater Mycelia and Bacon Agaric in abundance Stingers, gas
Spire Coast Highest Power Slug density; many multi-level caves Cliffs – bring a Parachute

Node counts per resource and purity are listed in Resource nodes & miners; collectible counts in Collectibles.

World mechanics

Topic Value
Day/night 1 day = 60 real minutes: 45 min day, 15 min night, 30 s of darkness at each transition. Two stars: Massage-2A (yellow) and Massage-2B (blue-white dwarf – the “moon”)
Weather Rain was removed in Update 8 and returned in 1.2 (presets Default / Dry / Wet / The Great MASSAGE-2 (AB)b / Clear / Raining Kittens and Puppies / Extreme; wetness effect, thunderstorms, fog slider). No effect on factories or spawns; foundations and walls shield rain; rainbows possible; aurora (FICSMAS 2024+, 13 % chance on a clear night)
Gravity ≈ 11.85 m/s²; terminal fall speed 40 m/s; jump height still 2 m
Build volume Z limit −244 … +1 997 m → at least 68 storeys of Particle Accelerators (32 m each); 47.112 km² / 105.578 km³ buildable
Seas Two seas (north/west and east), sea level Z −18 m (the wiki counts heights from sea level)
Void Below the world and in openings: 5 HP/s at the bottom, instantly lethal below a certain Z; the death boundary in X/Y is polygonal, building is possible up to 100 m beyond it; vehicles protect
Currents Since 1.0 rivers and waterfalls push swimming players and creatures (not vehicles)
World grid One global foundation grid (hold Ctrl while placing to align north); nodes and wells are not on the grid
Caves More than 52 mapped; see Hazards
Manta routes The Giant Flying Manta circles over Grass Fields and Northern Forest, 5 min per lap

Water bodies and heights

Height differences replace pumps: water from an elevated lake flows by gravity to lower factories (a Water Extractor is still needed – see Belts & pipes). Water Extractors need ≥ 9 m of water depth; west of the Oil Islands and south-east of the Swamp the water does not count as a water volume.

Water body Height (m above sea level)
Red Bamboo Jungle Lake 233
Dune Desert Abyss Cliffs 228
Crater Lakes 154
Twin Falls Lake (Bamboo Fields / Northern Forest) 130
Lake Forest Lake 97.3
Lake above the Giant Falls (Swamp) 93.5
Dune Desert Oasis Lakes 55.3
Western Dune Forest (upper lake) 2.3
Grass Fields upper lake −7.3
Swamp −17
Gold Coast shore −17.5
Rocky Desert Lake −17.7
Dune Desert north coast −18.4
Grass Fields Lake (north) −26.8
Western Dune Forest (lower lake) −55.4
Blue Crater Lake −93.9

Game modes (1.2)

Chosen when starting a new game; achievements stay enabled. Planning tools have to scale recipe, elevator and power values when non-default multipliers are used; the node counts in this wiki apply to “Default” only. This planner's World seed reproduces the node randomisation and purity options.

Setting Options (default in bold)
Space Elevator Deliverable Cost Multiplier 0.25 / 0.5 / 0.75 / 1 / 2 / 5 / 10 / 25 / 50 / 100
Recipe Parts Cost Multiplier 0.25 / 0.5 / 0.75 / 1 / 1.25 / 1.5 / 1.75 / 2 (rounded to whole numbers)
Power Consumption Multiplier 0.25 / 0.5 / 0.75 / 1 / 2 / 5 (all buildings)
Resource Node Randomization Default / Random (types swapped, positions unchanged; wells swap fluid type among themselves) / Basic Resource Rich (Iron, Coal, Copper, Caterium, Limestone) / Advanced Resource Rich (Quartz, Sulfur, Bauxite, SAM, Uranium) / Fossil Fuel Rich (Coal, Oil, Sulfur)
Resource Node Purity Default / All Pure / Mostly Pure (+1 step) / Average (all normal) / Mostly Impure (−1) / All Impure / Random – geysers unchanged
World Seed Shown and shareable; vanilla seed 1 (patch notes: 0); range −2 147 483 648 … 2 147 483 647; only affects the “Random” options
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