GG Atlas

Exploration and farming

How to plan a farming route with a game map

Start with the resource and quantity you need, then select a short group of reachable locations. A useful route includes travel, inventory and a stopping point—not just the largest possible number of map markers.

By GG Atlas · Reviewed · About 5 min read

Choose the output before opening the map

Write down the project and what is missing. If a crafting project requires several materials, expand the recipe and subtract the stock you already have. This prevents a familiar mistake: farming the easiest resource while the actual bottleneck remains untouched.

Give the trip an end condition. That could be a quantity, one completed objective or a fixed amount of play time. Without one, a map full of markers can turn a short errand into a session of collecting things you did not need.

Remove locations you cannot use yet

Before drawing the route, check the world or scenario, region, travel options, tools and progression requirements relevant to your game. A location can be accurately marked while still being inaccessible to your character. In a procedural world, a map may be a general reference rather than a representation of your particular seed.

Show the target resource and a few useful supporting layers, such as travel points or objectives you already plan to complete. Hide the rest. The question is not what exists in the world; it is which reachable stops belong in this trip.

Build a short loop with an exit

Choose a start point, a small cluster of stops and a place to return or deposit items. Account for how you will leave if the trip becomes unproductive. A visually tidy loop is not necessarily efficient when it crosses difficult terrain or fills your inventory before the final stops.

Group necessary detours together. If you also have a quest nearby, decide whether it is part of the plan or merely an option. Optional stops should be easy to skip when you are short on time, carrying valuable items or already have what you need.

Example: six nearby stops versus ten scattered stops

Consider an illustrative resource trip, not measured data for a real game. Route A takes 12 minutes to travel and collect about 30 useful units. Depositing and returning to the start adds 3 minutes. Route B collects about 36 units in 18 minutes, with another 4 minutes to finish and reset.

A produces about 2 useful units per minute across the full 15-minute cycle. B produces about 1.64 across 22 minutes. B has more stops and a larger haul, but A is the better repeatable route under these assumptions. Different danger, competition or side rewards could change that choice.

Include the whole cycle when comparing your own routes. Counting only the collection section can hide long travel, sorting and return trips. If the route is not safely repeatable in your world, keep the estimate as a single-trip result rather than a guaranteed hourly rate.

Use your first run to correct the map-based plan

Record a few simple observations: total time, useful quantity, blocked stops and the main reason for delays. You do not need a detailed spreadsheet for every trip. A short note is enough to identify a long detour or a location that was not worth visiting.

After the run, remove low-value stops and add only those that address an observed gap. In shared worlds, another player's activity or a reset can change availability. A map marker is a location reference, not a reservation of the resource.

Keep progress tracking separate from discovery

Use a tracker when you need to remember objectives or collectibles, not because every marker needs a tick. A one-time collectible and a recurring resource stop have different meanings. Clearing one should not lead you to assume the other can never be useful again.

If progress is saved only in a browser, check how to export or back it up before clearing browser data or changing devices. Keep important notes somewhere you can recover. Your useful route is the result of your own observations, not the default state of somebody else's map.

  • I know the missing quantity or objective.
  • The stops fit my world, access and travel options.
  • The plan includes depositing, returning and a way to stop early.
  • I will compare useful output across the full trip, not marker count.