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Factorio or Satisfactory

Factorio or Satisfactory

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Poop_Head27
Posting Freak
820
10-03-2016, 11:31 AM
#1
Right i am having a debate with a few friends and at the moment is 50/50 for both. can you the community give your favorite and the reasons why?
Mine is Factorio because of the simplicity of the graphic and the semi indie game feel.
Factorio:
https://www.factorio.com/
Satisfactory:
https://www.satisfactorygame.com/
P
Poop_Head27
10-03-2016, 11:31 AM #1

Right i am having a debate with a few friends and at the moment is 50/50 for both. can you the community give your favorite and the reasons why?
Mine is Factorio because of the simplicity of the graphic and the semi indie game feel.
Factorio:
https://www.factorio.com/
Satisfactory:
https://www.satisfactorygame.com/

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_LogischerBug_
Junior Member
30
10-08-2016, 05:52 PM
#2
I like it because it features attractive graphics and is quite straightforward to use.
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_LogischerBug_
10-08-2016, 05:52 PM #2

I like it because it features attractive graphics and is quite straightforward to use.

S
seamonsta
Junior Member
23
10-09-2016, 01:58 AM
#3
I don't believe it is either or. The two titles differ significantly, appearing only superficially alike. I won’t discuss mods since that shifts focus away from the game's developers and toward the skill of its mod designers and its growing popularity.
Comparing mods will steer you away from the core experience and its creators, focusing instead on the creativity of its modders and its rising appeal.
Factorio:
Factorio is exact in its design, crafted for constructing expansive bases, featuring combat throughout, and operates strictly within two dimensions.
It includes a train for automated or manual transport, and you can build vehicles like cars and tanks to engage in battles (the car also has a turret, while the tank carries a cannon and a turret). Neither vehicle functions independently unless inside them.
There exists a fluid system that is still under development (the most advanced version hasn't been released yet).
Items are transported by robots or inserters.
It supports three distinct belt speeds.
A 2 to 2 device simultaneously splits and merges, offering an item throughput capacity. Attach a blue belt to a yellow splitter, and the resulting blue belt will deliver items at the splitter's speed.
There are underground belts as well.
The game provides blueprints and robotic systems that eventually enable rapid, large-scale construction—always on a grid layout. There’s no need to manually position elements; everything fits into a structured grid: a belt spans one block, a splitter two blocks, a factory occupies three by three blocks.
The networked circuits offer remarkable complexity and control.
It may not be the most visually appealing, but it is extremely functional, and its graphics are decent for the time.
Resources are finite, so constant expansion is necessary to sustain operations.
The map is infinite and generated procedurally.
Recipes remain consistent once the game is set up; even after 1000 hours, you’ll still use the same methods for crafting components.
Satisfactory
is visually appealing. You can enjoy the vistas and see your progress.
You have room to expand. The third dimension adds real value, not just as a novelty—it’s practical. Building high and constructing factory floors is possible, though you’ll need to maneuver around or over significant terrain features like waterfalls or cliffs.
The map is hand-crafted, unique, and consistently sized—about 30 km squared in area.
Resources are abundant; a miner will produce them indefinitely.
There are six belt speeds (claimed or confirmed), simplifying material transport.
Vehicles include two load-bearing types, one exploration unit, and a train. None of these are combat units; monsters don’t attack structures or vehicles, and you’re safe from them while driving. They can follow recorded routes, and the train can visit stations as planned.
Combat plays a minor role—wildlife only targets players, never vehicles. No turrets are present.
There’s no dedicated fluid system; oil is mined, then converted into barrels that move via belts.
No inserters exist; all connections are direct belt feedings. A belt exits the miner and enters storage or a smelter.
Splitter and merger units handle three outputs from one input, meaning direction changes are distinct from Factorio’s approach.
There are no underground belts—Satisfactory is a 3D experience, so it doesn’t require crossing multiple belts in that way.
No blueprint interface; no robots beyond the basic mechanics.
Placement is free on land but requires foundation pieces. Foundations can pass through terrain and interlock to form smooth surfaces.
Exploring yields researchable items that unlock alternative recipes—some of which you won’t find unless you discover them first. Your initial builds won’t match your final creations.
These titles cater to different tastes, appealing to distinct audiences.
Edited
June 7, 2019
by seePyou
Clarification / additional vehicle details for both games.
S
seamonsta
10-09-2016, 01:58 AM #3

I don't believe it is either or. The two titles differ significantly, appearing only superficially alike. I won’t discuss mods since that shifts focus away from the game's developers and toward the skill of its mod designers and its growing popularity.
Comparing mods will steer you away from the core experience and its creators, focusing instead on the creativity of its modders and its rising appeal.
Factorio:
Factorio is exact in its design, crafted for constructing expansive bases, featuring combat throughout, and operates strictly within two dimensions.
It includes a train for automated or manual transport, and you can build vehicles like cars and tanks to engage in battles (the car also has a turret, while the tank carries a cannon and a turret). Neither vehicle functions independently unless inside them.
There exists a fluid system that is still under development (the most advanced version hasn't been released yet).
Items are transported by robots or inserters.
It supports three distinct belt speeds.
A 2 to 2 device simultaneously splits and merges, offering an item throughput capacity. Attach a blue belt to a yellow splitter, and the resulting blue belt will deliver items at the splitter's speed.
There are underground belts as well.
The game provides blueprints and robotic systems that eventually enable rapid, large-scale construction—always on a grid layout. There’s no need to manually position elements; everything fits into a structured grid: a belt spans one block, a splitter two blocks, a factory occupies three by three blocks.
The networked circuits offer remarkable complexity and control.
It may not be the most visually appealing, but it is extremely functional, and its graphics are decent for the time.
Resources are finite, so constant expansion is necessary to sustain operations.
The map is infinite and generated procedurally.
Recipes remain consistent once the game is set up; even after 1000 hours, you’ll still use the same methods for crafting components.
Satisfactory
is visually appealing. You can enjoy the vistas and see your progress.
You have room to expand. The third dimension adds real value, not just as a novelty—it’s practical. Building high and constructing factory floors is possible, though you’ll need to maneuver around or over significant terrain features like waterfalls or cliffs.
The map is hand-crafted, unique, and consistently sized—about 30 km squared in area.
Resources are abundant; a miner will produce them indefinitely.
There are six belt speeds (claimed or confirmed), simplifying material transport.
Vehicles include two load-bearing types, one exploration unit, and a train. None of these are combat units; monsters don’t attack structures or vehicles, and you’re safe from them while driving. They can follow recorded routes, and the train can visit stations as planned.
Combat plays a minor role—wildlife only targets players, never vehicles. No turrets are present.
There’s no dedicated fluid system; oil is mined, then converted into barrels that move via belts.
No inserters exist; all connections are direct belt feedings. A belt exits the miner and enters storage or a smelter.
Splitter and merger units handle three outputs from one input, meaning direction changes are distinct from Factorio’s approach.
There are no underground belts—Satisfactory is a 3D experience, so it doesn’t require crossing multiple belts in that way.
No blueprint interface; no robots beyond the basic mechanics.
Placement is free on land but requires foundation pieces. Foundations can pass through terrain and interlock to form smooth surfaces.
Exploring yields researchable items that unlock alternative recipes—some of which you won’t find unless you discover them first. Your initial builds won’t match your final creations.
These titles cater to different tastes, appealing to distinct audiences.
Edited
June 7, 2019
by seePyou
Clarification / additional vehicle details for both games.

X
Xo_PVP_Girl_oX
Senior Member
500
10-09-2016, 09:15 AM
#4
I have both games and a few hundred hours in satisfactory and a few thousand in Factorio. I agree with other comments, they seem similar on the surface. Factorio has a million times more content than basic versions, multiplied by another thousand with mods. Satisfactory offers pretty graphics and mostly ineffective enemies.
X
Xo_PVP_Girl_oX
10-09-2016, 09:15 AM #4

I have both games and a few hundred hours in satisfactory and a few thousand in Factorio. I agree with other comments, they seem similar on the surface. Factorio has a million times more content than basic versions, multiplied by another thousand with mods. Satisfactory offers pretty graphics and mostly ineffective enemies.

H
HEROBRITT
Junior Member
35
10-09-2016, 10:37 AM
#5
I would prefer Satisfactory instead of Factorio since it offers an open world experience, which feels more like a real environment compared to the confined Factorio setting.
H
HEROBRITT
10-09-2016, 10:37 AM #5

I would prefer Satisfactory instead of Factorio since it offers an open world experience, which feels more like a real environment compared to the confined Factorio setting.