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Satiscraftory

Satisfactory's entire world, rebuilt in Minecraft at 1 block = 1 metre from the game's own 3D geometry. Next up: a Create mod layer that brings the factory game's systems along.

Top-down render of the whole Satiscraftory map in Minecraft: orange desert in the north-east, red and pink forests in the middle, green forests and grasslands to the south, grey badlands in the north-west, all surrounded by sea

Satiscraftory is Satisfactory's world, rebuilt in Minecraft Java 26.3 at one block per metre. I didn't trace any of it by hand. The terrain, caves, rivers, trees and landmarks all come from the game's own files, so every rock, cliff and cave has the shape the game gives it, at its true size.

Explore the interactive map →

From game files to blocks

Satisfactory runs on Unreal Engine 5.6. A small extractor reads the game's packages and dumps the map once: every placed mesh with its position, the landscape heightfield and its paint layers, and the game's actor data (resource nodes, creature spawners, drop pods, fog volumes and more). From there, Python turns the geometry into blocks one 512 × 512 region at a time and writes Minecraft's region files directly.

I built the world up in layers:

  1. Stone. Every mesh gets tested for what's solid and what's air. Caves were the hard part. The game's own cave decorations (lanterns, ivy, stalactites) only exist in open space, so they became the ground truth for finding caves that had been filled in by mistake. The game builds many cave floors from pieces bent along splines, and the build now bends them the way Unreal does, so those caves come out as tunnels instead of walls and boxes.
  2. Water. Seas, lakes and rivers come from the game's water volumes and river splines. Waterfalls aren't drawn. They're seeded at the top, and a real Minecraft server runs until the water settles on its own. Unreal can draw a river surface that bulges upward; Minecraft water can't stand like that, so a river's surface never rises as it flows downstream.
  3. Ground. The landscape's paint layers become grass, sand, mud and the rest.
  4. Rock. Each rock family gets its own blocks, from desert terracotta bands to dripstone pillars and coral.
  5. Vegetation. The game's trees become vanilla logs and leaves, so they can still be felled with Create's saw.
  6. Landmarks. Power slugs, Mercer spheres, Somersloops, drop pods, geysers and wrecks, each where the game puts it.

Making it a Minecraft world

A faithful copy of the terrain isn't enough to play in, so a set of passes runs after the base build:

  • Light. Minecraft has no global illumination, and the jungle floors measured light level 0 at noon. Hidden light blocks and glow berries under dense canopy keep the forests readable. In caves, glow berry vines hang from the ceiling and end 8 to 16 blocks above the floor, so their length follows the height of the room.
  • Fog. The game's atmosphere volumes became their own biomes, so the fog changes as you move through the world the way it does in Satisfactory.
  • The Nether. It's a 1/8 model of the whole map, so portals double as fast travel. Fortresses and bastions sit in it, wither skeletons spawn in the fortresses, and the model's edges blend into the Nether Minecraft generates around it.
  • Resource nodes. All 410 of the game's nodes are real ore that grows back after you mine it, at roughly the rate a Mk.1 miner would get from a node of that purity. Bauxite is redstone, limestone is lapis and uranium is diamond. Water wells are sea lanterns that drop prismarine, SAM is amethyst, and nitrogen is blue ice.
  • Life. The game's creature spawners became vanilla mobs. Lizard doggos became sniffers, and they dig up the doggo's own loot. Crab hatchers became trial spawners.
  • Rewards. Mercer spheres and Somersloops open the End. Drop pods became vaults that ask for a vanilla stand-in for the game's unlock cost, shown as a floating price over the vault when you walk up to it. The pods the game gives away free take a trial key, which the trial spawners nearby sometimes drop.
  • Structures. An ancient city sits in its own deep dark cavern, and two trial chambers open into the game's caves. /locate finds them all.
  • Checks. Every build is loaded and re-saved on a headless Minecraft server and compared with what was written. An obtainability check confirms that everything in vanilla Minecraft can be obtained in this world.

Faster builds

A full rebuild had grown to about three hours. Each region is now built only within the band of height that actually holds terrain, and the passes after the base build redo only the chunks that changed. A full rebuild now takes about 80 minutes, and a fix that touches a few dozen regions is back in game in under half an hour.

What's next: the Create layer

Next is a mod that brings Satisfactory's systems into Minecraft with Create. I'm not copying the machines block for block. For each one I'm asking what it actually does, and filling only the gaps Create leaves. The first piece already works: resource nodes that never run out, which a Create drill mines forever at a rate set by the node's purity. Blueprints and a Satisfactory-style build tool come next.

How it's made

I'm building Satiscraftory with Claude, Anthropic's AI, as a team. I own the direction and the taste, and I test everything in game. Claude builds, measures and verifies.