Modpack exists! Curse page: https://minecraft.curseforge.com/projects/manufactio
Playthrough by @Anakardian https://www.youtube.com/playlist?list=PLcpniwl34toml2DKozeMahvS4mc3SPZOi
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Following a Factorio discussion with @Drbretto @ShneekeyTheLost and @KingTriaxx my one brain cell got itching about replicating Factorio style progression in Minecraft.
I've worked out how to do a research tree using a quest book and item stages, combined with the EFab mod which can provide more functionality as a result of the multi-block crafter.
Like Factorio, the idea is that you'll be automating all the things, with a hell of a lot of resource gathering. Within a few minutes you should have a simple quarry and transportation.
Currently the modpack is very light, only 40 mods in total so far (and that includes some fluff stuff) but naturally uses Immersive Engineering & Petrolium as the starter tech, then advancing to Mekanism & other mods. There's no way to rush to "end game" mods due to it all being locked behind research.
Like Factorio, you'll need a lot of resources, and autocrafters constantly churning out stuff.
This is pretty much a "total conversion" on how you play and many recipes will be drastically different.
I'm hoping to get to a point "fairly quickly" where you can create and use red & green science packs (aka the early tier) and see how it plays out.
Playthrough by @Anakardian https://www.youtube.com/playlist?list=PLcpniwl34toml2DKozeMahvS4mc3SPZOi
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Following a Factorio discussion with @Drbretto @ShneekeyTheLost and @KingTriaxx my one brain cell got itching about replicating Factorio style progression in Minecraft.
I've worked out how to do a research tree using a quest book and item stages, combined with the EFab mod which can provide more functionality as a result of the multi-block crafter.
Like Factorio, the idea is that you'll be automating all the things, with a hell of a lot of resource gathering. Within a few minutes you should have a simple quarry and transportation.
Currently the modpack is very light, only 40 mods in total so far (and that includes some fluff stuff) but naturally uses Immersive Engineering & Petrolium as the starter tech, then advancing to Mekanism & other mods. There's no way to rush to "end game" mods due to it all being locked behind research.
Like Factorio, you'll need a lot of resources, and autocrafters constantly churning out stuff.
This is pretty much a "total conversion" on how you play and many recipes will be drastically different.
I'm hoping to get to a point "fairly quickly" where you can create and use red & green science packs (aka the early tier) and see how it plays out.
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