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Mineforgian

Satiscraftory

Satiscraftory is a factory automation mod inspired by the game Satisfactory. Build world-spanning factories and process fully renewable resources by solving logistical challenges.

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108
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7
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22 августа 2026 г.
Лицензия
GPL-3.0-or-later

Опубликован 20 июля 2026 г.

READ THIS PLEASE

This mod is currently a very early alpha/technical demo. Do not expect a feature-complete or survival-friendly experience. Expect bugs, crashes, save instability (between mod versions), and general lack of polish. Things will break.

What is Satiscraftory?

Satiscraftory, as you might have guessed, is a factory automation mod inspired by the game Satisfactory. It is built from the ground up to support massive, world-spanning factories, allowing you to harvest and process infinitely renewable resources by solving logistical challenges.

A True Factory Mod

Like in any actual factory game, every factory component always ticks globally across the world and continues to produce resources, even when the chunks they are in are completely unloaded. Blocks/BlockEntities are only an abstraction for rendering and to provide interactibility, and the simulation of the factory runs entirely separate.

​⚠️ Technical Tradeoffs ⚠️

This mod operates entirely on its own simulation layer so that it is not reliant on chunkloading. What this means is:

  • ​Limited vanilla interoperability - With the exception of Containers, factory components cannot interact with redstone, item entities, hoppers, mobs, etc. Containers function like vanilla chests and can be used as a bridge between Satiscraftory and vanilla/other mods.
  • No integration with other tech mods - Since the actual simulation of factories is self-contained, Satiscraftory cannot connect to pipes, cables, or machines from any other tech mods. Also, as mentioned above, you could use Containers as a bridge, but obviously this would be dependent on chunk loading. Using Containers in this way somewhat defeats the whole intent of the mod, but do whatever you want.

Factory

Getting Started

  1. Locate a Resource Node: Explore the world to find Iron or Copper resource nodes (or use /findnode).
  2. Place a Miner: Build a Miner on top of the node. Miners output raw ore at a rate based on node purity.
  3. Build a Power Grid:
    • Place a Biomass Burner and load it with organic fuel (leaves, wood, etc.).
    • Use Cables to connect your Miner to the Biomass Burner. Use Cable Cutters to cut any misplaced cables.
    • Place Power Poles to expand your power grid and link multiple factory components together.
  4. Build Your Factory: Connect Belts from your Miner going to Machines to automate production lines. Use Splitters and Mergers for more complex logistics.

For more detailed documentation, see the Satiscraftory Wiki.

Recommended Mods

  • Sodium: Massively increases FPS with large amounts of factory components/belt items on screen. In some extreme cases, FPS can be more than doubled. In my testing with 5000 belt items (2500 belts), FPS went from ~22 to ~48
  • Spark: Immensely useful for finding performance bottlenecks and viewing system resource usage. Also greatly helps in the process of reporting performance issues when you provide a Spark report
  • Entity Culling: Helps a bit with block entity culling (most notably for belts)
  • FerriteCore & ModernFix: Memory optimizations, among other things
  • WorldEdit: Copy/Paste factories to create stress tests or make building repetitive factories faster. There will eventually (probably) be official features in Satiscraftory for these sorts of things later on. Note: may not work as expected with things like power grid connections

Additional Performance Notes

Note: This section was written shortly after initial release - most of it should still apply the same, but things may have changed since. Feel free to do your own testing and report results

Tick Lag (CPU & Networking)

TPS slows to a crawl when a massive amount of belts are in loaded chunks near a player. This is not necessarily a critical issue, but something that should be kept in mind when stress testing. This is due to the network overhead of sending so many sync packets, and while the packets are batched in some capacity (150 belt lines, which is 2400 belts), having around 100K belts is still enough to break it. This shouldn't realistically be anywhere close to normal use case, but may still be further optimized eventually.

When factories are spread apart, as you would normally do in a regular playthrough, performance shouldn't be much of a concern. This is a test with 100K (unloaded) belts in a completely empty superflat world with no mob spawning or anything else: https://spark.lucko.me/IAj24rSlrH

FPS

Rendering is easily the largest bottleneck of the mod right now. As mentioned above in the recommended mods section, 5000 moving items (2500 belts) on screen dropped to less than 50 FPS, even with Sodium.

While 5000 on-screen items is still pushing the upper bounds of what's normally expected in a playthrough, there is still massive room for improvement - especially considering that this is without having a ton of animated machines on screen, which will only worsen the FPS problem when that time comes. This will be fixed in the near future once Flywheel's 26.1.2 port is finalized. Flywheel will allow Satiscraftory to take advantage of instanced rendering and hopefully push those FPS numbers up a decent bit.

Known Issues

  • Side-loading a belt puts the items onto the belt at the start of that belt lane, instead of the exact block. This "feature" will likely be entirely removed in the future, which is why it isn't fixed yet - use the actual Merger block
  • Occasional minor visual glitches with belt items, most often when handing off from one belt line to the next

Roadmap

Listed approximately in order; things may change, and small patches may fall in between

  • 0.7.0: Smelters and Constructors to replace generic Machine
  • 0.8.0: Assemblers (the first multi-input machine) and more items that require the Assembler, such as reinforced iron plates
  • 0.9.0: Fluids, pipes, Water Extractor, and Coal Plant. Very large update, maybe even larger in scope than 0.5.0. Expect it to take a while
  • Other: Expect more items or smaller features from Satisfactory (e.g. Blade Runners, AWESOME Sink). The goal is to fully flesh out tier 1 & 2 progression, and have some elements of tier 3, for the mod to be considered ready for a full release. Also Space Elevator to come eventually...
  • Future: In the future, I would like to add some more Minecraft elements to the mod, and not just copy Satisfactory 1:1. For example, automating common vanilla building blocks, adding biome-specific and dimension-specific custom resources, and maybe reworking progression a bit to utilize more vanilla stuff. But that's far away, and for now the focus is making a functional factory game

Get Involved

Help Needed!

Currently, the bottleneck of the mod is art. I am not an artist by any means, but I do what I can to make things not just boring placeholders. However, trying to develop the mod while also handling all of the art is quite a large task which slows down development tremendously

So, if you are an artist, animator, or sound designer, and you want to help out, please join the Discord server or message me directly (stasis_the_shattered)

Feedback

Having other people stress test their system, report bugs, and any other feedback is incredibly valuable! Please feel free to share any thoughts - whether it's an issue, feature request, something you like or don't like, whatever. This mod is still in its early stages so I'm open to pretty much anything

Reporting Issues

When reporting logical (CPU, RAM) performance issues, include:

  • Exactly how many total factory components exist, and how many are in loaded chunks. Use the /factory count and /factory loaded commands
  • Link to results of a Spark profiler and run it for at least 30+ seconds. If Spark is unavailable in your case, provide an average TPS and players on server as a bare minimum. More info is always helpful
  • (If available) CPU specs, RAM dedicated to the Minecraft instance, and total system RAM

When reporting rendering performance issues, include:

  • Approximately how many factory components are actively being rendered, and how many are in client-loaded chunks. Use the /factory rendered command
  • Average FPS when the factory components are on screen, and average FPS you would have if you were normally going about your world with no factories on screen
  • Any notable rendering mods installed, such as Iris. If using shaders, name the shader pack
  • GPU specs

Credits

Some assets (mainly models and sounds) are derivatives of other works. For more information, see ATTRIBUTIONS.md on GitHub

Ченджлог

0.6.2-alphaАльфа26.1.2 · 22 августа 2026 г.

Belt Building & Balancing Changes

Building belts has been reworked to be less tedious and more balanced for survival gameplay:

  • Belts can now be built in 3 different modes; Lane, Lane Reversed, and Single. A belt lane is a single contiguous line of belts which can be up to 16 belts long. This allows up to 16 belts to be placed by the Build Gun in one motion. The belts will automatically curve and slop to reach the destination. Placement is invalidated if a belt would pass through a solid block
  • The cost to place belts has been drastically reduced; a single lane (16 belts) will cost the full amount, while a single belt will cost 1/16, two belts 2/16, and so on. The cost for each required material will always be at least 1. Example: a Belt Mk. 2 costs 6 iron plates and 12 screws for a full lane of 16, while half a lane (8 belts) would only cost 3 iron plates and 6 screws. A single belt would only cost 1 of each
  • Entire belt lanes can now be demolished as a single object while the Build Gun is in Lane or Lane Reversed mode. Each belt in the lane will be highlighted, and clicking on any belt in the lane will mark the entire lane to be demolished. You may still want to only remove individual belts, so Single mode will work exactly the same as before this update, but with fractional material refunds as per the changes to building costs
0.6.1-alphaАльфа26.1.2 · 19 августа 2026 г.

New Features

Added a recipe selection menu to Machines because I forgot that they needed a survival-friendly way to set the recipe...

In the menu, you'll see 3 lines in the top right near the large item. Click this, and from there you can select a recipe, with a menu resembling the build menu. The recipe can be changed while a Machine is actively working and will refund all items stored in its buffers.

0.6.0-alphaАльфа26.1.2 · 17 августа 2026 г.

New Features

Survival-friendly recipes, building, and resource scanning!

Recipes: All factory items can now be crafted by hand in a crafting table. Future items probably won't get the same treatment, but there needed to be some way to obtain them in survival to get a factory initially going

Build Gun: Crafted with basic factory items, the Build Gun adds a survival-friendly way to place and demolish factory buildings. Press B to open the build menu, where you can select buildings and see a preview of them. Placing a building requires you to have all materials on hand (configurable) for that building's recipe.

To delete things with the Build Gun, left click on them, and you'll see a red box outline the building. Up to 50 things can be selected at once. Hold left click (while not looking at a block) to delete all selected buildings, and have the materials refunded (configurable)

Resource Scanner: Like the Build Gun, the Resource Scanner is also crafted from basic factory items. Using it will open a radial menu where you can select the node type to scan for. Upon making your selection (left click), the scan will ping all of the nodes for that type within 1000 blocks (configurable). The bar at the top of the screen shows the distance to each node, showing only the closest node when multiple nodes sit close together on the bar.
CREDIT: The scan shader was adapted from Scannable

New Config Options

Building Costs: Whether buildings should require materials to be built with the Build Gun
Demolition Refund Percent: What percent of materials are returned when demolishing buildings with the Build Gun
Generate Resource Nodes: Whether newly generated chunks should generate Resource Nodes. Must restart the world/server to take effect
Resource Scanner Range: The maximum range the Resource Scanner can detect nodes at. Does not load chunks, so increasing the range won't make it find nodes that haven't already been generated

Afterword

For better explainations and stuff for the things in this changelog (e.g. listing out each recipe), I'll probably be working on the wiki over the coming week. For now, you're kinda on your own to figure things out

Anyway, sorry the update took a bit longer than anticipated, I got a little carried away... This was initially meant to be 0.5.1 and just add recipes, but I realized that the Build Gun was pretty much a necessity to add, and adding standard recipes for buildings simply would not work the way Satisfactory's building system works. The Resource Scanner was just for fun though :)

As for what's next, 0.7.0 is going to take a while (upward of 2 weeks), and it will add Smelters and Constructors. This will be a huge breaking change and will make Machines completely irrelevant

0.5.0-alphaАльфа26.1.2 · 9 августа 2026 г.

⚠️ BREAKING CHANGES ⚠️

Machines now require 4 MW of power to function; Miners require 5 MW. Existing factories will stop working when you load into the world, but power requirements can be disabled in Manifold's config in the mod list

New Features

The largest update so far: power grids!
Biomass Burner: burns combustible, organic items to produce 30 MW of power
Power Pole: supports up to 4 cable connections to make power grids machines and other power poles
Cable: now used to link factory buildings and power poles to form power grids
Cable Cutter: used to remove a cable connection between two endpoints
Also, Miners get a menu now :)

Changes & Fixes

  • Fixed shift-clicking items into a Machine menu slot deleting the item stack when the slot already had an item(s)
  • Fixed manually adding items to a Machine menu not initiating the crafting process

Sorry this took a bit longer than expected. Modeling and texturing were quite draining, and bugs kept popping up...

0.4.1-alphaАльфа26.1.2 · 3 августа 2026 г.

New Features

Added new items!
Copper Sheet: 2x copper ingot -> 1x copper sheet; 6 sec (10/min)
Wire: 1x copper ingot -> 2x wire; 4 sec (30/min)
Cable: 2x wire -> 1x cable; 2 sec (30/min)

Coming Up

0.5.0 is on the way, and it's bringing power grids! I'd estimate it's about 70% done; backend stuff is done, but I need to model and implement power poles & biomass burners. This update will bring machines/miners requiring power, cables with placement preview and daisy-chaining, power poles, and biomass burners. Also, don't worry, there's a config setting to disable power requirements. A survival-friendly gameplay loop is starting to take shape!

0.4.0-alphaАльфа26.1.2 · 30 июля 2026 г.

⚠️ BREAKING CHANGES ⚠️

Any Machine that isn't using the default iron ingot recipe will stop working and will need to have its recipe reset. This is a necessary change to implement the new menu.

New Features

Added a menu to Machines!

  • Right click a Machine to open its menu. Here you can put in and take out items, and see the crafting progress and items per minute
  • Added new /factory presetrecipe <id> command - any Machines you place will automatically have that recipe applied to them, so you don't have to do it manually for each one. This state is volatile and will reset when the game is restarted
0.3.1-alphaАльфа26.1.2 · 29 июля 2026 г.

New Features

Added new items!
Iron Rod: 1x iron ingot -> 1x iron rod; 4 sec (15/min)
Screws: 1x iron rod -> 4x screws; 6 sec (40/min)

Changes & Fixes

  • Fixed Machines not crafting when flushing their outputs, which caused noticeable discrepancies in the expected ratios of factories compared to what they actually produced. This fixes manifold designs not filling up the Machine's buffers, and they now work properly
  • Added factory items (iron plate, iron rod, screws) to their own Factory Items creative tab
0.3.0-alphaАльфа26.1.2 · 27 июля 2026 г.

New Features

Added resource nodes and miners!

Resource Nodes: Patches of renewable resources which spawn around the world and can be extracted by miners. This update adds two nodes: iron, and copper. Nodes have a purity of impure, normal, or pure which affect the miner's production rate.

Miners: Can only be placed on a resource node; extracts renewable resources from the node. Extraction rate is based on the resource node's purity. There is also a placement preview to show where/if a miner can be placed.

These are both steps toward creating a survival-friendly gameplay loop, but there are still no recipes for creating miners or any other factory components. Maybe some basic crafting recipes and more machine recipes to come in 0.3.1 perchance?

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