This atlas is generated from the official ASA DevKit map rather than copied community coordinates: it exports every World Partition foliage cell, keeps only reviewed harvestable meshes, and converts world transforms with the same bounds ASA's Scorched Earth minimap uses. Wide zoom clusters the 78,850 verified points and zoom 6 reveals individual nodes with a copyable in-game GPS coordinate and shareable URL filters, while Small Tribes mode changes the planning advice - oil and water veins create predictable stops, and mountain runs can expose a heavy farming tame on the return path - without hiding any data.
#How the Scorched Earth atlas was built
The extractor enumerated 61,782 World Partition actor descriptors and audited all 910 InstancedFoliageActor packages. Those packages contained 29,193 components and 4,415,479 total instances. An exact mesh whitelist reduced that field to 78,850 resource nodes with zero package or component errors.
GPS uses the official MinimapData_SE bounds: world X/Y from -393,650 to 393,750. Duplicate IDs, unknown resources and points outside 0-100 GPS stop the build rather than being silently dropped.
Metal and Rich Metal are best filtered separately because their weight and tool requirements are the same but their density is not. Crystal overlaps many mountain approaches, while Obsidian tends to make the return trip more valuable and therefore more contested.
- Filter one mineral before choosing a mountain cluster.
- Inspect the return path before filling an Ankylo.
- Use close zoom to distinguish adjacent individual nodes.
#Sulfur, Raw Salt and Silica Pearls
Sulfur and Raw Salt are specialist Scorched Earth runs and should not be treated as generic rock fields. Silica Pearls use the water layer so they can be separated from surface routes. The atlas includes only the reviewed sulfur, salt and sand-oyster meshes used by the map.
#Oil and water veins
Oil Veins and Water Veins are descriptor actors rather than foliage instances, so their markers use the center of their official actor bounds. They are tactically different from ordinary rocks: the stop itself is predictable and often worth checking before committing structures or a loaded mount.
23 Oil Vein actors are present in this DevKit build.
- 46 Water Vein actors are present in this DevKit build.
- PvP mode keeps them visible and emphasizes approach and exit risk.
#Why cactus remains raw
The atlas includes 71,072 reviewed cactus instances instead of replacing them with editorial zones. That makes the dataset honest and allows close inspection, but it also explains why wide zoom must cluster points. Filter Cactus Sap only when you actually need individual plant density.
#Use the map without overpromising yield
A node count is not a stack guarantee. Harvest rates, respawn settings, tools, tame melee and server balance decide real output. Use the atlas for density and travel planning, then verify current rates in game before comparing runs.
Four scored routes are drawn straight over the densest verified nodes. The Northern Metal Circuit starts around GPS 22.7 / 51.6 and runs flat along the northern ridgeline, linking four metal veins and an obsidian pocket - the quickest early metal without leaving the low mountains. When you need Rich Metal in bulk, the Southern Rich-Metal Deep Run begins near 73.8 / 22.3 in the deep south, where the map's richest metal stacks alongside crystal, but the walk back is long and cold. The South Crystal & Obsidian Shelf from 68.1 / 13.3 sweeps a west-to-east mixed-Tek loop.
Open a route from the sidebar to fit the map to its path, read its efficiency, environmental, PvP-risk and escape scores, and copy its start GPS. The gear selector penalizes routes above your tier so an efficient path your current kit cannot finish never ranks first.
- Northern Metal Circuit - start 22.7 / 51.6, early gear.
- Southern Rich-Metal Deep Run - start 73.8 / 22.3, mid gear.
South Crystal & Obsidian Shelf - start 68.1 / 13.3, mid gear.
#Oil and water vein control on Small Tribes
The three eastern Oil Veins sit in a tight triangle around GPS 50.6 / 62.5, 62.9 / 68.4 and 58.4 / 71.2, with a Water Vein inside - a single lap covers gas and hydration for a Small Tribes base, which is exactly why it is the most contested ground on the server. Turn on Small Tribes view before you plan it: the route re-ranks for contested play and the advice shifts to approach cover and a rehearsed exit, without hiding a single node.
Because veins are fixed actors rather than respawning rocks, an enemy who has scouted the triangle knows where you will stop. Vary your approach line and never run it loaded without an escape mount staged.
Oil Vein triangle centre - roughly 57 / 67 in the eastern badlands.
- Small Tribes view re-ranks routes; it never removes markers.
- Treat every vein as a known ambush point.
#Pins, routes and the density heatmap
Right-click (or long-press on touch) anywhere to drop a personal pin, add a note, and it saves to your device - free, no account. Copy a pin link or the full map link to share exact filters and a marker with a tribemate; opening that link drops the same cyan pin and offers to save it. The quicksearch box also accepts a GPS pair like “45.3, 62.1” to fly straight there.
The flame tool swaps the clustered nodes for a density heatmap so you can read where a resource concentrates at a glance, and the fullscreen tool expands just the map while the filters stay usable. None of these tools change the underlying node data.
- Right-click / long-press → personal pin with a note (device-only).
- Copy pin link or map link to share exact coordinates and filters.
- Flame = density heatmap; it visualizes the same verified nodes.
#Scorched Earth survival and farm notes
The atlas handles the mineral nodes; this is the map knowledge that keeps you alive and stocks the rest of the base. Water is the first problem: Cactus Sap is the main source and a chainsaw harvests it fastest, while a tamed Morellatops works as a portable water tank that refills itself from any Cactus Sap in its inventory. Water and oil jug bugs are passive early sources, and you can pen an oil jug bug for a slow, unlimited trickle. Carry a tent for insulation and to cure heat stroke, keep a Jerboa on your shoulder for its weight reduction and storm warnings, and build in Adobe since metal structures cook you alive.
For power, hold H to read an area's wind percentage; it also shows in the centre of your inventory. The open desert hits 100%, plus one inland spot, and building there lets a wind turbine run your electrics full-time with no gasoline.
The Manticore is the map's only boss and one of the easiest in the game: a modest Rex army clears Alpha for roughly 428 Element. Move everything onto a tame first, Element included, because you ascend and respawn with an empty inventory.
Cactus Sap: cactus bushes and trees in the map centre; chainsaw is fastest, and a Morellatops stores and self-refills it.
Silk: purple flowers map-wide by whip or sickle, or kill a Lymantria for a bulk drop.
Chitin: desert bugs with a Megatherium and its insect-killer buff, death worms included.
Organic Polymer: Mantis harvested with a chainsaw; breed a Mantis pen for an on-demand farm.
Sap: dark-shade Joshua trees only, since the lighter ones give none; best with a chainsaw.
Rare Mushrooms and Rare Flowers: the Artifact of the Crag cave by the blue obelisk, cleared fast with a Procoptodon kick.
Black Pearls: death worms and Alpha death worms, the only real source here and never plentiful.
#Build the farming kit around the return trip
Compare farming tames and transport lines or resource options when the exposed return path costs more than the farm saves. Ask in Discord for live availability.