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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.
  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.
  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 and caves readable.
  • 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.
  • Life and rewards. The game's creature spawners became vanilla mobs, and ore nodes became real ore. Mercer spheres and Somersloops open the End. Drop pods became vaults that ask for the same unlock cost as the game.
  • 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.

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.