FluxWerks Guide

Logistics and drones: moving ore across the map

Long-distance transport is the question players are asking loudest in the launch discussions, and the developer has already shipped a patch aimed at it: v0.5.13 "Drone logistics improvements" landed on September 18, 2026 — five days before Early Access opened. The rest of the answer comes from what the official feature list says about terrain and logistics.

A sunset valley with a neatly planted crop field ringed by industrial conveyors and glowing machines

The four ways across the map

The official feature list names terrain reshaping as a logistics tool outright: you can dig shafts to deep ore veins, carve canals for your cooling water, flatten mountains for a mega-factory, or tunnel your logistics straight through rock. That last one is the point — tunnels are a intended route, not a workaround.

ApproachWhat it is good forWhat to watch
Belts and pipes on the surfaceShort-to-medium runs, visible and easy to re-routeDistance is the cost; terrain gets in the way
Tunnels through rockCrossing a mountain instead of over itThe official list calls tunneling your logistics an intended move
Drone logisticsLong runs once production justifies itShipped in v0.5.13 with improvements; still recent
Relocating the factoryWhen ore, water and flat ground disagreeOften cheaper than a very long route

Starry night over hilly grass terrain with lit buildings, a farmed plot and connected pipe and conveyor runs

Route length is visible in this official night shot: the buildings are lit and linked by runs of pipe and conveyor across open terrain, which is exactly the span the table above is asking you to judge.

What v0.5.13 and v0.5.14 changed

Patch titles are the most reliable public record of what is in flux right now, taken from the official Steam news feed:

PatchDateTitle
v0.5.14Sep 21, 2026Bug fixes and QoL
v0.5.13Sep 18, 2026Drone logistics improvements
v0.5.12Sep 14, 2026Router clusters???
v0.5.9 – v0.5.11Sep 11, 2026Bug fixes and polish
v0.5.5 – v0.5.8Sep 6, 2026QoL and better light configurations
v0.5.1 – v0.5.4Sep 2, 2026Achievements, Cloud saves and QoL
v0.5.0Aug 29, 2026End game goal, events, farming...

"Router clusters???" three days before launch is the one to read if you are moving lots of items — routing behaviour is being actively reworked, which means a route that misbehaves today may be a bug rather than your design.

The planner's view of moving things

The in-game Production Planner is how the game wants you to size a transport problem. Its summary panel totals Total buildings, Grid power and fuel burn for a plan, and it flags a single Bottleneck with a multiplier — in the official screenshot, Foundry MK 2, x7.11. If you are hauling ore a long way, the planner tells you whether the distance is your problem or whether one machine upstream is starving the line anyway.

It also carries an explicit caveat in its own footer: "Estimates: machines assumed at 100% rate. Weather, heat and wear are not counted." That sentence is the reason logistics plans drift — heat and weather are simulated, and the planner assumes they are not. Full breakdown on the Production Planner page.

Storage between long runs

"storage" is an open player thread (Dark_Robyzorf), and buffering is the standard answer to any long route: put storage where two rates disagree, so a temporary upstream slowdown does not halt everything downstream. What we cannot yet confirm is which storage types exist, their capacities, and whether fluid storage behaves differently from item storage.

What we could not confirm yet

Unverified in the Early Access build: drone range, capacity, power draw and unlock condition; belt speeds and pipe throughput; router-cluster behaviour after v0.5.12; and the map's actual dimensions (a player thread asking "Map Size?" is still open). There are zero player-written guides on Steam for FluxWerks as of this page's verification date, so there is nothing to cross-check against yet.

Next: Production Planner · Fluids & Pipes · FAQ & Known Issues