Conveyor Rerouter
One belt in, two belts out — the humble fork that keeps your factory from clogging.
The Conveyor Rerouter is a compact Tier 1 logistics component in Satisfactory that takes a single conveyor-belt input and forks it into two separate output streams. It is one of the earliest routing pieces an engineer encounters, and it quietly underpins nearly every branching factory layout from the first few hours of play onward.
While it looks no bigger than a small junction box bolted to a belt, its role in a mature factory is anything but small. Without the Rerouter, a single input line can only feed one destination; with it, you can fan a stream of components out to multiple assembly stations, sort by destination, or simply keep two parallel production lines fed from a single shared source. It is the logical 'if-else' of Satisfactory's conveyor grammar.
- Type
- Conveyor Component
- Inputs
- 1
- Outputs
- 2
- Tier
- 1
- Category
- Logistics / Conveyor
- Function
- Splits a single conveyor stream into two directional output paths
Lore & Background
In the FICSIT field-manuals that litter the alien world's outposts, the Conveyor Rerouter is listed under 'Basic Flow Control' alongside the standard belt segment and the merge point. The manuals describe it in the same dry, utilitarian tone as everything else: a passive junction that divides throughput between two exit ports without altering item speed or order. There is no AI, no sensor, no FICSIT core inside. It is, by design, gloriously dumb. You point the two outputs where you want them, and the belt simply carries whatever arrives down both paths, alternating or splitting as the game's internal logic dictates.
That simplicity is precisely what makes it so central to the player's experience. The alien planet is vast, resources are scattered, and the FICSIT Corporation's abandoned infrastructure gives you blueprints but not a finished factory. Every time you want to feed two different machines from one ore vein, or route a batch of refined components to both a crafting station and a storage silo, the Rerouter is the piece you reach for. It is the 'aha' moment of logistics: the instant a linear line of belts becomes a network.
Fans often joke that the Rerouter is the most overworked part in the entire game. In a Tier 1 factory it might appear three or four times. In a late-game megabase with hundreds of conveyor lines, it can number in the thousands, forming a dense web of forks and branches that turns the factory floor into something resembling a circuit board laid out in steel and plastic.
In Their Own Story
The hum of the belt was the only sound out here, past the ridge where the sky turned that impossible violet. Mara wiped grease from her gloves and stared at the junction. One input. One output. And a second assembly station thirty meters to the left, starved, its intake port blinking a patient amber.
She pulled the Rerouter from her inventory, the little steel-and-plastic box clicking into the belt's mounting rail. Two output sockets faced outward like open palms. She rotated the second one until it aligned with the left-hand line, locked it in, and watched the first batch of refined steel split cleanly down both paths.
The amber light on the far station flickered, then turned green. The belt shuddered, caught, and kept moving. Two streams now where there had been one. Somewhere behind her, the rest of the factory groaned and settled into a new rhythm, a thousand tiny decisions about where each component should go, all resolved by a dozen little forks like this one. She tapped the Rerouter's housing once, a small nod of respect, and walked on to the next bottleneck.
Reader's Guide
The Conveyor Rerouter is a Tier 1 conveyor component with one input socket and two output sockets. Its sole job is to take whatever arrives on the input belt and distribute it across the two output paths. There is no sorting logic, no item filtering — it is a pure geometric fork. You place it, you aim the two outputs, and the belt does the rest.
What makes the Rerouter so satisfying to slot in for the first time is the immediate spatial clarity it gives your layout. Before you have one, your factory is a series of straight lines. The moment you install a Rerouter, you can suddenly think in branches. Feed a single iron-ore stream to both a smelter and a crafting station. Split a line of plastic to two different assembly recipes. The mental shift from 'line' to 'tree' is the game's core logistics unlock, and the Rerouter is the key that turns it.
Design-wise, the piece is intentionally minimal. No power draw, no FICSIT core, no recipe complexity beyond a handful of steel and plastic. The design intent is clear: routing should be free and frictionless so that your creative energy goes into *what* you build, not *how* you wire it. It is the unsung hero of every factory floor, the little junction box that makes the whole network possible.
Pro tip: because it has no internal buffer, items can momentarily queue at the fork if both outputs are briefly blocked. In dense layouts, a short straight-belt segment before the Rerouter gives the flow a tiny breathing room and keeps things smooth.
Did You Know?
- The Conveyor Rerouter is a passive component with no power consumption, no FICSIT core, and no internal processing — it is purely a geometric split of the belt path.
- Because it is Tier 1, it is available almost immediately in a new playthrough, making it one of the first logistics decisions a player makes.
- In large late-game factories, a single player's base can contain thousands of Rerouters, forming a dense branching network that visually resembles a printed circuit board.
- The Rerouter does not alter item speed or order; it simply directs the existing belt flow into two separate output channels.
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