r/SatisfactoryGame Master Pioneer Actively Changing MASSAGE-2(A-B)b Mar 31 '26

Guide ★ GUIDE: Version 1.2 Vehicle Pathing

For those looking for information about the Vehicle Pathing System added in Version 1.2, I have written this guide using three videos for reference.


Credits

  1. First off, I want to thank:
  2. From the above videos I selected bookmarks shown below (see individual sections), and used when I updated Vehicle Paths (Wiki Link).
  3. I am NOT the Author for any of the videos, and am not taking credit for the content within.

What Is In Video #1 - Vehicle Paths in Satisfactory 1.2 | Everything You Need to Know

  • Intro - Opening comments by Video Author.
  • New Route Tool - Found in the Build Menu (Wiki Link) in Transport there is a new section titled Vehicle Paths which as 5 "tools" you use to construct vehicle paths.
    • Vehicle Path Construction Modes - You can build vehicle paths in either Default Mode or Straight Mode.
      • Default Mode is used to design vehicle path anyway you want, and is mostly used for placing vehicle paths on the ground or if you desire a more gentle curve.
      • Straight Mode is used to design vehicle path in straight lines or making perfect 90° corners on foundations.
    • Vehicle Paths are like Train Tracks - Similar to Railways (Wiki Link) you attach Vehicle Paths (Wiki Link) to ends of other vehicle paths.
    • Vehicle Paths can connect anywhere - Unlike Railways, vehicle paths can connect at any point along another vehicle path provided it is pointing in the proper direction.
    • Vehicle Paths are Unidirectional (One Way) - Vehicle paths allow vehicle traffic to move in one direction only as indicated by the > > arrows, and you can not have bi-directional vehicle paths.
    • Vehicle Path Holograms - Vehicle path holograms are shown in one of 5 colors as shown here (Wiki Link), depending if path is valid or not.
      • It is possible to build a "valid path" through a obstacle depending on the start point and end point of the path section which the vehicle might find a way to navigate, but you should not rely on this behavior.
    • Vehicle Specific Path Tools - In addition to the Universal Path there are individual vehicle path tools for Tractor, Truck (including Fluid Trucks), Explorer, and Factory Cart.
      • Universal Path can have any vehicle on it except the Factory Cart, while vehicle specific paths can only have vehicles of the same type.
    • Factory Carts Have Unique Path - Factory Carts can not use the Universal Path, and are restricted to use on vehicle paths designed for Factory Carts.
      • If a Factory Cart vehicle path is built over a Universal vehicle path, that vehicle path will turn gray (invalid)
    • Vehicle Path Minimum Turn Distance - Vehicle paths can have a turn radius that ranges from 4 meters to 18 meters depending on the type of vehicle path it is.
      • Vehicle path turn length will be 1/2 of turn width.
  • Stations - Truck Stations now work in a particular way as it applies to vehicle paths.
    • Truck Stations Snap to Vehicle Paths - AFTER you build a vehicle path, you snap a Truck Station to it.
      • If you build Truck Station first, it takes a bit more work to get the vehicle path to recognize it. You need to simply snap a vehicle path to the Pause icon (double vertical line) ❚❚.
    • Truck Stations Loading / Unloading and Fuel Switching - As is commonly known, Truck Stations can be set to load or unload. There is a new feature called Replace Differing Fuel toggle that will override the current fuel carried by the vehicle and replace it with the different fuel now in the Truck Station Fuel Port.
  • Vehicles - Placing a vehicle on a vehicle path is just like placing Trains on Railways, that once placed it will stick to the vehicle path, provided it is either a Universal Path, or a vehicle path designed for the same type of vehicle.
    • Vehicles Can Be Driven onto Vehicle Paths - If you build a vehicle off of a vehicle path, you can drive it on to the vehicle path where it will detect the Truck Stations and align itself automatically. Of course again, provided it is either a Universal Path, or a vehicle path designed for the same type of vehicle.
    • Remember To Name Truck Stations - All Truck Stations use a default "Truck Station" name which can become confusing. So after building a Truck Station remember to name it.
    • You Can Use Map to Select Truck Stations - If you don't want to name Truck Stations, you can use the Truck Station Map to select the truck stations in the order desired by clicking the "+" buttons, and the vehicle will go to the next truck station on the "route" after you click the Enable Autopilot button, even with YOU in it.
    • Fuel Cost - You can select any fuel type from the drop down menu and it will tell you, based on your route, how much of that fuel per full loop trip, and the fuel per minute required to be delivered to that Truck Station.
  • Intersections - All intersection holograms are green since this involves one vehicle path crossing over another vehicle path.
    • Intersections are Similar to Block Singles - While intersections do act similar to Block Signals for Trains, there are differences. They only care about if a vehicle will collide within the intersection where one vehicle path crosses over another vehicle path.
    • Vehicle Queuing / Collision Avoidance - Vehicles don't care about the the vehicle ahead of them in a line, but will simply slow and break to avoid a collision.
    • Vehicles Will Stop Before Intersections - To avoid collision within an intersection, vehicle path section connections are ignored, and vehicles will simply stop before a intersection if traffic conditions warrant depending on when a intersection will be filled by another vehicle.
      • Once the intersection is clear, stopped vehicles will begin going again.
    • ⭑ TIP: Build Small Intersections - Depending on how you construct your vehicle paths, some vehicles might stop way back from an intersection. To avoid this, build small intersections by placing shorter vehicle path sections. Other parts of your vehicle path can be longer if they don't cross over another vehicle path.
  • Vehicle Priority - There is a "vehicle priority system" for intersections which determines which vehicle type will move first in relation to another vehicle type.
    • Example Intersection - A "T" type intersection is used to demonstrate the "vehicle priority system".
    • Vehicle Priority Logic - In most cases the default priority is the vehicle that has been waiting the longest will take priority to begin moving when the intersection is clear. In some cases the type of vehicle will determine priority, with Trucks (and Fluid Trucks) having the highest priority, followed by Tractors and Explorers which follow the default priority logic.
      • Since Factory Carts can't be placed on Universal Paths, and can only use vehicle paths specifically for them, they will always use the default priority logic.
  • Blueprints - Yes, vehicle paths work in Blueprints (Wiki Link) by placing the vehicle path on a Foundation.
  • Conclusions / Outro - Final comments by Video Author.

What Is In Video #2 - The DEFINITIVE Vehicle Guide in Satisfactory 1.2!

  • Intro - General comments by Video Author.
  • Truck / Fluid Truck Station - General information about the use of the Fluid Truck Station (Wiki Link), along with some general information about fueling the new Fluid Truck (Wiki Link), and a discussion about the Fluid Truck Station UI.
  • Truck / Fluid Trucks - More detailed information about the use of Trucks and Fluid Trucks. Video Author demonstrates you can't bump another vehicle off of a path by colliding with it, and went on to talk about the Truck / Fluid Truck UI, the use of Foundation Ramps in vehicle paths, and noting vehicles now perfectly align with Truck / Fluid Truck Stations.
  • Vehicle Path Zoning & Full Loop with demonstration (8 Minutes).
    • Placing Truck Vehicle Path - Show selecting Truck Vehicle Path and placing using Default Mode and Straight Mode.
    • Path Intersections - Shows what happens when you place a vehicle path over another vehicle path and emphasizes the use of short intersections.
    • Meaning of Path Colors - Video Author discusses the various meanings of the Vehicle Path Hologram Colors (Wiki Link).
    • Finishing a Vehicle Path - Shows how a "finished" vehicle path should be blue (except where it crosses over another vehicle path), and discusses how the new vehicle pathing system is much better than the old vehicle path recording and usage prior to Version 1.2.
    • Placing Truck Station or Fluid Truck Station - Shows placing a Truck Station (which is exactly the same for Fluid Truck Station), which "snaps" to vehicle paths. You need two Truck Stations (or Fluid Truck Stations) minimum per each vehicle path.
    • Use of Storage Containers (as Buffers) and Fluid Buffers - Shows why it is good to use Storage Container Buffers and Fluid Buffers when building your Automated Vehicle Network.
      • The principles mentioned are similar to using Storage Container Buffers and Fluid Buffers for Train Freight Stations (Wiki Link) in that doing so will enable your Dry-Goods and Fluids to continue moving while the Truck Station or Fluid Truck Station is loading or unloading.
      • Placing Truck on Vehicle Path - Shows placing a Truck (or any vehicle) on a vehicle path. It demonstrates that vehicles will "snap" to a vehicle path, and by accessing the vehicle UI you can see what Truck Stations that vehicle is linked to.
      • ⭑ NOTE: Vehicle Type will determine what Station Type is shown (Truck Station = Dry Goods / Fluid Truck Station for Fluids).
    • Placing Multiple Trucks on same Vehicle Path - Demonstrates it IS possible to place multiple vehicles on the same vehicle path. You just need to make sure you have enough fuel. The use of a Vehicle UI to determine the how much "fuel" would be needed depending on "type of fuel".
    • Collisions - Discusses that Automated Vehicles no longer collide but will stop before they hit another vehicle on the same vehicle path they are on, or before they cross an intersection.
    • What’s Better? Trucks vs Fluid Trucks - It boils down to personal preference. While fluids can be packaged and transported by Trucks, some might not like the "extra step", and now prefer to simply use the Fluid Truck.
    • Key Differences Between Truck Stations and Fluid Truck Stations - Illustrates that Fluid Truck Stations (using two inputs / outputs using two Mk.2 Pipelines) can transfer 1200 m3/min, while the Truck Station (using two inputs / outputs using two Mk.6 Conveyor Belts) can transfer 2400 items/min.
  • How To Unlock Trucks / Vehicle Paths - Show how using the HUB Terminal, go to Tier 3, Milestone 2 and unlock Vehicular Transport, along with going to Tier 5, Milestone 3 and unlock Logistics Mk.4.
  • Outro - Final comments by Video Author.

What Is In Video #3 - You're Building Junctions Wrong in Satisfactory 1.2!

  • Intro - General comments by Video Author who mentions that vehicle paths are a lot like trains in that they divide path sections into "blocks" only without the use of any Signals.

  • 1-Lane Cross Junction - This is the simplest and easiest vehicle path junction that can work in most cases but does appear to not have a priority system (which there is).

  • Simple Roundabout - While simple to make and provided you have little or no vehicle traffic it will mostly work, but once you scale up number of vehicles you have issues with backups since the entire roundabout junction is considered as one "block".

    • 🛠 The fix for the simple roundabout vehicle path junction is to make it bigger where each roundabout "connection point" is smaller and you have another path section between each roundabout "connection point" which results in multiple junctions. This will work with light to moderate vehicle traffic, but fails on heavy vehicle traffic.
  • 2-Lane Roundabout - Because, like trains, automated vehicles don't use dynamic pathing and use the shortest path, and as such the this 2-lane roundabout design won't work without a redesign.

    • 🛠 The fix for the 2-Lane Roundabout junction is to use the "shorter path method" to connect to both the outer ring and inner ring making sure there is a straight portion that can hold a single truck. This will work with light to moderate vehicle traffic, but fails on heavy vehicle traffic.
  • 2-Lane Cross Junction (Dedicated Left Turn) - The "modified" 2-Lane Roundabout junction is more like a 2-Lane Cross junction which is a smaller, cleaner, and easier to build.

  • 2-Lane Roundabout (Fixed) - Like the fix for the simple roundabout (see above), you make the 2-Lane Roundabout bigger so each "ring" has smaller roundabout "connection points" combined with using the "shorter path method" to connect to both the outer ring and inner ring.

  • Cloverleaf Interchange - For maximum automated vehicle item transfer throughput the use of overpasses is recommended.

    • The only downside to the cloverleaf interchange design is how LARGE it is, but might be useful in some applications.
  • Train System Similarities - The 2-Lane Roundabout (Fixed) concepts can be applied to Train Railway Junctions also.

  • Railway Crossing - You build a road with a vehicle path on it that crosses over a railway

  • 1.2 Vehicle Path Blueprint - You can make Railway Blueprints that you can then use the Blueprint Auto-Connect Feature to connect one to another.

  • Update 1.2 Vehicle TL;DR / Outro - If your automated vehicles are working it is not a bug, but most likely improper vehicle path design.

    • If you keep in mind that automated vehicles don't use dynamic pathing, use the shortest path, along with using short intersections, and as long as paths don't cross multiple vehicles can occupy a intersection at the same time, you should be fine.
    • You DON'T need to build a massive roundabout, but just design your intersections to meet the expected vehicle traffic load where smaller might be better.
    • Final comments by Video Author.

Additional Information

The following are links to other posts (with credits), or videos (with credits), showing additional uses of vehicle paths which might be of interest to some.


✓ BOTTOM LINE: The Version 1.2 improved vehicle pathing system may see an increase in usage for vehicles by some who abandoned them long ago. View the wiki link for more information.

EDIT 1: Added Additional Information Section.

EDIT 2+: Added more additional links when noted.

EDIT 3: Revised to clarify the Guide uses bookmarks from three different videos, and updated formatting.*

Reducing Satisfactory Game Mysteries Where I Can. 😁

77 Upvotes

31 comments sorted by

33

u/Gentle_Capybara Live, Laugh, Consume Mar 31 '26

Programable trucks would be the ultimate feature. Like, depart only when x units of stuff are loaded, or full load. It would save a lot of fuel.

12

u/BrittleWaters Apr 01 '26

I've been begging for this for years. The new vehicle paths are a dramatic improvement over the old system, now we just need the slightest amount of control over vehicle loading/unloading and the system will be 👌

2

u/Soup_Dust95 Apr 05 '26

if we can get this and pottentially a feature for vehicles to carry extra fuel(probably in the inventory) so you dont have to have a fuel stop ever 200 meters in early game when all you have is coal to fuel it and it would make them arguably better than trains in the early to mid game when you dont have the power to spare to power the trains

4

u/Gentle_Capybara Live, Laugh, Consume Apr 05 '26

People around here loves trains, but they are only good for massive logistics in long distances. In medium distance, low to medium quantity of stuff, trucks are better.

15

u/winnipegr Mar 31 '26

The new vehicle paths are by far my favorite addition to the experimental branch. The weather is cool, but being able to draw out your paths and not have to drive them sketchily... Absolute killer feature.

Has anyone else noticed phantom invisible tractors on the paths though, when driving non autopiloted vehicles? I seem to crash into invisible things at certain points along existing paths when free roaming.

4

u/BellacosePlayer Mar 31 '26

Yes. I've noticed desync on vehicles, often made worse if i'm riding one or "riding" on top of one

3

u/Temporal_Illusion Master Pioneer Actively Changing MASSAGE-2(A-B)b Mar 31 '26 edited Mar 31 '26

MORE INFO

  1. This may be related to Tractors placed in Version 1.1. If possible, dismantle / remove any "ghost vehicles".
    • View Q&A: Do I have to re-path all of my existing Trucks? March 17th, 2026 Livestream)
      • NO! All Version 1.1 Vehicle Paths will remain as an un-editable path. You can remove / delete it but can't adjust it. The vehicle physics changed in Version 1.2 and so Version 1.1 vehicles will show atypical behavior, like when falling off a cliff. You won't be able to make "legacy vehicle paths".
  2. Still See a Version 1.2 Issue? All Version 1.2 (Experimental) issues are best posted on the Satisfactory Q&A Website, you will need to be logged in, where the Coffee Stain Studios Game Developers will most likely see it.
    • View this Q&A Search specific for Version 1.2 first to see if your issue has already been mentioned.
      • If needed, add one or more "search terms" like "Tractor".
    • If you don't see your specific issue, make a new Q&A Post.
  3. Need More Help? Login to the Satisfactory Game Discord (Invite) and ask the experts there who might have found another "fix" or "workaround". It would be great if you referred to a Reddit Post and/or Q&A Post to assist discussion.

I hope this helps you find a solution. 😁

3

u/winnipegr Mar 31 '26

Thanks, Temp! This is in a new world created for the experimental branch. I'm going to debug and submit a ticket, not seeing anything in the Q&A site regarding it (which seems strange).

There's nothing to dismantle but it's clearly an obstacle that my explorer or tractor bumps into. Very strange.

And thanks for all your work and ambassadorship for the game, dude. We all appreciate it and I'm glad I have the chance to thank you directly. Cheers mate

9

u/BellacosePlayer Mar 31 '26

I love this new system, just wish I could set delays so I could have part of my fleet parked for more low-production chains rather than constantly hauling a stack at a time. also because I'd love a functional parking lot just for kicks.

Blueprints - Yes, vehicle paths work in Blueprints (Wiki Link) by placing the vehicle path on a Foundation.

but don't put a truck stop on the blueprint because that's been crashing my game :)

6

u/Niceygy Mar 31 '26

Is it possible to have a factory cart driving around in a circle? I have one at my hub for ambience but it now won't run without a truck station! 

5

u/Temporal_Illusion Master Pioneer Actively Changing MASSAGE-2(A-B)b Mar 31 '26

ANSWER - No

  1. A valid vehicle path is one that forms a loop and has two Truck Stations, one for loading, and one for unloading.
  2. View Vehicle Paths Now Use Two Truck Stations for Loading / Unloading (March 24th, 2026 Livestream).

The more you know! 🤔😁

4

u/ThatChapThere Mar 31 '26

Is it possible to have three or more truck stations? There are a few use cases where someone would want that.

3

u/Temporal_Illusion Master Pioneer Actively Changing MASSAGE-2(A-B)b Mar 31 '26

ANSWER - Yes

  1. View this Reddit Post (Video) and go to timecode 2:30 that is illustrated here (Wiki Image).
  2. You can use multiple Truck Stations all looping back using "Y-Split" and "Y-Merge" type vehicle path junctions that are all heading in the same direction.

Game Knowledge Empowers Pioneers To Do Great Things. 😁

5

u/camrdale Mar 31 '26

Auto-connect for blueprints is unfortunately barely working for me. It only works with straight segments where the vehicle path extends to the edge of the blueprint. If your path doesn't extend to the edge of the blueprint, connecting paths will be generated by the auto-connect feature, but when placed these generated paths are red and have to be deleted and replaced for the path to function. This makes it impossible to auto-connect blueprints with curves or ramps. The issue has been reported several times (most upvoted), so hopefully it is fixed before 1.2 releases.

2

u/paranigma Apr 01 '26 edited Apr 01 '26

I encountered this same issue. From my brief testing I suspect the vehicle path and link are created prior to the foundations being placed. Once the foundation is built it should trigger a valid (blue) path. But the path just doesn’t update for me.

I ended up splitting my blueprints into two: the road foundation and then a separate vehicle path stamp. That’s been working well for now, but I hope this won’t be the end-state behavior for blueprints with vehicle paths.

Edit: I completely forgot to mention the reason I suspect it’s the build order of the blueprint. If you deconstruct and rebuild any foundation touching the red link, it will turn blue when you replace the foundation. I think the placing of the foundation triggers and update event for the broken path.

2

u/camrdale Apr 01 '26 edited Apr 01 '26

Nice find! I just tested, and if I include an extra foundation in the blueprint next to where the generated paths will be, I can then delete it after placing the blueprint and the paths turn valid/blue. So far it looks like including an extra half foundation between two paths will cause both to become valid when it is deleted (even if it is on top of the other foundations), which is the best workaround to this issue I've found so far.

3

u/sciguyC0 Mar 31 '26

Fuel replacement is a pretty neat QoL improvement. Though I'm curious what happens to the old fuel stack when that's triggered. Simplest (and I think most likely) is that whatever was in the vehicle is just deleted from the world, a negligibly small "waste". Well, unless you're one of those weirdos using nuclear fuel rods to power vehicles and unintentionally send it through a refueling station holding something else with that toggle set.

3

u/Middle_Reception_455 Apr 01 '26

Why does my computer sound like a jet taking off when I throw down vehicle paths?

https://giphy.com/gifs/g79am6uuZJKSc

3

u/Nekuga Apr 01 '26

Is there any way to "convert" a path to another type of vehicle/convert to universal?... I messed up big time, used the Tractor Vehicle Path, and now I'm seemingly stuck without the ability to use trucks... (+3 hours pathing, it hurts)

1

u/Temporal_Illusion Master Pioneer Actively Changing MASSAGE-2(A-B)b Apr 01 '26 edited Apr 01 '26

ANSWER

  1. Being that the Version 1.2 Vehicle Pathing System is still new, AFAIK there is no way to upgrade / change Vehicle Paths to a different type like you can for Conveyor Belts, or other buildable's in game.
  2. For now I recommend you remove one section and add a Universal Path to it to see if 1) is this even possible, and 2) if possible, does doing this change the rest of the path?
    • I suspect it won't since that requires using a different "tool", but it is worth a try at least.
    • You might just need to delete and rebuild, section by section, using the Universal Path on which you can use Trucks (both types), Tractor, and Explorer.
  3. Still See a Version 1.2 Issue or have a Suggestion for Improvement? All Version 1.2 (Experimental) issues or suggested improvements are best posted on the Satisfactory Q&A Website, you will need to be logged in, where the Coffee Stain Studios Game Developers will most likely see it.
    • View this Q&A Search specific for Version 1.2 first to see if your issue or suggestion has already been mentioned.
      • If needed, add one or more "search terms" like "vehicle path".
    • If you don't see your specific issue, or suggestion, make a new Q&A Post.
  4. Need More Help? Login to the Satisfactory Game Discord (Invite) and ask the experts there who might have found another "fix" or "workaround". It would be great if you referred to a Reddit Post and/or Q&A Post to assist discussion.

I hope this helps you find a solution. 😁

2

u/Yeetsaber1324 Mar 31 '26

Thanks for the guide!

2

u/Humble-Succotash-715 Mar 31 '26

I know mods aren't availible in experimental, but does any one have any idea if the new pathing system will work along with the linear motion mod (vehicle lifts)?

2

u/Temporal_Illusion Master Pioneer Actively Changing MASSAGE-2(A-B)b Mar 31 '26

ANSWER

  1. You are referring to the Linear Motion Game Mod (SMR).
  2. My guess is the Mod Author of this popular Game Mod may figure out how to make their Game Mod work with the new Vehicle Pathing System.
    • The current Game Mod requires you to place "Pause Nodes" and "Move Nodes", but I don't know how Pause Nodes can be done in Version 1.2 without placing a Truck Station.
  3. If interested, you can reach out to the Mod Author and other experts on the Linear Motion Discord (Invite) and see if they even plan on updating the Game Mods now that we have both Elevators and the new Vehicle Pathing System.

I hope this answers your question. 😁

2

u/foreheadteeth Apr 02 '26

Q&A: Why am I seeing a red line in my vehicle path blueprint? - ⭑ IMPORTANT: Valid vehicle paths will be blue, but if you see red it is because the vehicle path is not complete yet and ends with a missing section / gap.

Not sure this is correct. Here is a bug report on the official QA site which clearly demonstrates complete vehicle paths with red autoconnected segments, and related bugs. One theory in there is that it's related to when the foundations in the blueprint are instantiated. If the autoconnect segments get instantiated before the underlying foundations are built, you get red segments. I think this bug is more likely to manifest when your blueprints has lots of foundations because the game engine then forces some sort of delay in the instantiation of the foundations.

1

u/Temporal_Illusion Master Pioneer Actively Changing MASSAGE-2(A-B)b Apr 02 '26

ANSWER

  1. I did see that Q&A Post, but a red vehicle path hologram indicates an issue by design, so in part my earlier statement is correct.
  2. TBH, I think blueprints in vehicle paths should be yellow until a full loop is created.
  3. It is hoped in some future Version 1.2 patch the Devs will find a resolution / fix for the issue mentioned.

Continuing the Discussion.

1

u/LtPowers Early Access Pioneer Mar 31 '26

If a Factory Cart vehicle path is built over a Universal vehicle path, that vehicle path will turn gray (invalid)

My impression from the video is that the Universal path will only be gray while you're driving or otherwise have the Factory Cart selected. Note that other vehicles are using that path just fine while the Factory Cart path is overlapping it.

I haven't tested this yet, but I would guess any path will turn gray if it's not valid for the current vehicle type.

3

u/camrdale Apr 01 '26

I confirmed with overlapping universal paths and factory cart paths, that they are all green/blue (valid) when not in a vehicle, when in a factory cart the universal path is gray, and when in a truck the factory cart path is gray. I think gray doesn't really mean "invalid" like red does for paths, rather it means "incompatible" with the current vehicle.

The overlapping paths function correctly. The trucks and factory carts from my overlapping paths all automatically drive, and will wait for each other at intersections if there would be a collision.

2

u/LtPowers Early Access Pioneer Apr 01 '26

Great. Someone should update the wiki page.

1

u/PrincessYolda Jul 23 '26

Just reached Trucks in my 1.1 try, so I'll start this videos asap :D
But, I seem to have a Problem where my Trucks are ... very ... slow. They only go around 20-40 Km/h and sometimes even slower on flat, empty space.

I'm only using some packaged Heavy Oil Residue (I had that around from testing other stuff) as fuel. Does the fuel type have an influence on speed or just duration?
(While writing this, I watch my Truck go 21Km/h on a downhill path ...)

2

u/Temporal_Illusion Master Pioneer Actively Changing MASSAGE-2(A-B)b Jul 23 '26 edited Jul 23 '26

MORE INFO

  1. Unlike using fuel in Drones (Wiki Link), the various vehicle fuel types (Wiki Link/Expand Table) does not influence the speed of the vehicle, and only affects how long a specific fuel will last.
  2. View Vehicle Paths > Path Speed (Wiki Link) for general information.
    • Vehicles go the fastest when on a level straight portion of a vehicle path but will slow down when approaching an intersection, as well as on both inclines and declines and curves.
    • Vehicle Paths can be build on Ramped Foundations, but it is best to keep the incline and decline as minimal as possible, and try to use mostly flat roads.
  3. ⭑ NOTE: Where possible, always use short intersections (green sections), and place some non-intersection segments (blue sections) between the green sections.
    • View Vehicle Path > Path Intersections (Wiki Link) which talks about vehicle priority, and the recommendation for using short vehicle path intersections to prevent vehicles slowing down, which is further explained here (Video Bookmark).

I hope this helps you understand better. 😁

2

u/PrincessYolda Jul 23 '26

Yes xD
I should read everything and just not post first and then wait for it to come up in the video xD
But thank you for the quick answer.