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The Hypertube is a pipe-like transport system used to quickly transport pioneers over long distances. A Hypertube Entrance is required for entry, but not for an exit. Hypertubes are non-directional and can be entered from both ends if an Entrance is placed on each end.

Pioneers can change the travel direction or nearly stop during mid-flight by holding the directional key (W or S). No Tube junction or crossing is possible (unless the glitch is used). If the Tube is built through terrain or trees, pioneers traveling inside will be able to clip through.


The Hypertube has four construction modes: Default, Vertical, Noodle, and Conveyor 2D. Different build mode can be cycled by either pressing or holding R.

  • Default: The default build mode.
  • Vertical: The tube will attempt to maintain at the same level as the starting point, then turns vertically when approaching the ending point.
  • Noodle: The tube will try to maximize its curvature radius such that it appears smooth, and it is calculated by aligning its arc tangent at both the starting and ending points.
  • Conveyor 2D: Similar to default mode but with a much smaller turning radius, useful when building a tube in another build mode is not possible.

Hypertubes have a maximum length of 100 meters before an additional Hypertube Support is required. They do not transmit power, therefore each Entrance must be separately powered for it to be usable.



Travel speed is decreased when traveling upwards or marking sharp turns and is increased when traveling downwards or in a straight line. When entering a Hypertube, the pioneer's entry velocity is added to the Tube's velocity boost, which, when chained, allows for the construction of cannons that can propel pioneers with speeds exceeding 500 km/h, making it over four times faster than the Electric Locomotive. It is currently one of the most effective means of crossing large distances.

If the Hypertube booster is built correctly, this is the gained speed based on entry velocity and the number of entrances:

# of Entrances Speed



(Running with Blade Runners)

1 54 km/h 58.27 km/h
2 65.34 km/h 70.45 km/h
3 78.84 km/h 84.96 km/h
4 94.85 km/h 101.8 km/h
5 113.94 km/h 122.27 km/h

Pioneer damage

While inside, the pioneer will not aggro nearby hostile creatures, however, the damage will be received if they come in contact, which may even throw the pioneer out of the Tube. Hypertubes will shield the pioneer from out-of-bounds damage. Hypertube cannons pointed downwards can deal significant fall damage when the pioneer is slammed against the landing point.

The Tube does not shield from Radiation, however it does shield you from Poison Gas.

Useful Structures

Hypertube cannon

See Tutorial:Hypertube cannon.

Hypertube brake

See Tutorial:Hypertube brake


  • Hypertubes somewhat resemble the Tube Transport System from Futurama.
  • In a multiplayer game, pioneers phase through each other if more than one is within, and can drag pioneers standing on the top of the Tube. The Tube can be constructed into a loop once another pioneer enters it, getting them stuck with no exit.
  • The metal rings on the Tube aren't spaced out evenly.
  • While traveling inside the Tube, Blade Runners equipped by pioneers will visually disconnect from their leg. This is purely a graphical glitch.
  • If you switch hand items while traveling inside of a Hypertube, you can use them (to a limited effect).
  • There is a rare chance that when a Space Giraffe-Tick-Penguin-Whale Thing is at the exit of a Hypertube Cannon when the pioneer is launching itself out, it will bump the pioneer to hit the ground instead and die instantly.
  • For the first few frames when the player enters the Hypertube it will appear as though they are underneath it.
  • While Hypertubes require power to be entered - if power is tripped or cutoff from the Hypertube while the pioneer is still transiting it, there will be no impact and they will continue on the normal path of the tube.

Current issues

  • By using a glitch it is possible to create one way Hypertube junction. Inside the Tube an item that the pioneer is holding becomes inactive. However, if pioneer selects another item by scrolling the mouse wheel Middle, it will become active. The most useful item that can be used in Hypertubes by abusing this glitch is the Zipline. If a Power Line is placed parallel to the Hypertube, using the Zipline inside of it will put a pioneer outside, riding on the Line. Pioneer also keeps all of the speed she had in the Tube. By exiting Hypertubes at will pioneer can travel to multiple different locations using the same Tube. This also can be used to exit Tubes that clip through textures, putting the pioneer out of bounds. At last, if another Hypertube Entrance is placed on a way that pioneer will travel by exiting the Tube, pioneer will enter the new Tube keeping the speed and traveling to it's end. The only side-effect of using this glitch is a smoke cloud that appears around the pioneer when exiting the Hypertube. Can be fixed by reloading the save file.

External links

See also



  • Patch
    • Implemented network correction and smoothing for remote players moving in Hypertubes, This should make the movement inside hypertubes much smoother and prevent any kind of desync, this is also enabled for Multiplayer and Dedicated Servers Clients
    • Fixed character getting too much acceleration when braking while going downhill
  • Patch
    • Fixed the Railways, Hypertubes and Pipelines visually having incorrect rotation when set via Blueprint
      • This may also fix sinking/incorrectly rotated foundations in some scenarios
  • Patch Updated clearance for Hypertubes and Lights Control Panel
  • Patch Hypertubes and their related attachments should no longer be considered a base, therefore should not despawn any creatures when built by themselves
  • Patch Fixed player camera and hands becoming off centre for Clients when using a Hypertube
  • Patch
    • Fixed being able to upgrade Pipelines into Hypertubes
    • Hypertubes restored to their original 100 meter max length
  • Patch 0.3.6:
    • Changed the maximum segment length
    • Pipelines and Hypertubes can now be upgraded into each other (bug)
  • Patch Fixed a memory leak and crash related to building Hypertubes
  • Patch
    • When travelling in Hypertubes the player character should no longer be affected by water and the bounce effect of the Space Giraffe-Tick-Penguin-Whale Thing
    • Hypertubes no longer prompt an interaction text
  • Patch Hypertubes no longer give double refunds when dismantling
  • Patch 0.3: Introduced