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by kleff 1909 days ago
Satisfactory is really great, highly recommended from me as well. I think the verticality really adds a lot of fun over Factorio where you are restricted to keeping everything on the same level. Can make some really confusing spaghetti though...
2 comments

The loss of 3D was one of the biggest things I missed when moving on from industrial mods for minecraft (the inspiration for factorio).

I recently got an RTX card and played around with the minecraft RTX demos. I decided to look further into behavior packs, and apparently the scripting API is much more capable than it previously was. The community of people making content is basically nonexistent, but I now think it's just because people have moved on.

Everything is in place to have added blocks, oregen, ticking tile entities, power generation/distribution, multiblocks, etc. It would be nice to see a behavior pack that picks up the torch of gregtech/industrialcraft.

Unfortunately, most of the unofficial GT versions have lacked proper vision. That is, vision in a way that is not aligned with GT proper, and what really draws players of industrial games in.

Anyway, here is a promising example. I hope to see more industrial content for minecraft for windows 10.

https://mcpedl.com/advanced-machinery/?cookie_check=1

Yeah, I love both factorio and satisfactory, but factorio ended up being the one I dumped more hours into.

Satisfactory ended up hiding too many details as you move around - the first person view and the very large structures made it really hard to untangle the mess.

Satisfactory felt like writing regexes - Basically write only, hard to read and parse afterwards.

That said, man the first person view is fun when you're actually doing the building. Just not nearly as fun once things have gone wrong and you need to debug.

Don't know if I agree on the height issues... every machine has ladders, they give you a tower fairly early on, and you can always walk on conveyors

As for debugging, I've found that planning a build on paper, keeping in mind production ratios, eliminates the need to experiment and debug, and then building simply becomes figuring out how to route conveyors

I've never had issues troubleshooting by getting to a high place and looking at the big picture, but to be honest since I started planning my builds on paper it barely even comes up