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Factor'I/O

Factorio's inserters, transport belts and assembling machines, in Minecraft. Seven inserters, three belt tiers with ramps, three tiers of crafters, modules, and the Factorio component chain to build them.

Factor'I/O

Factorio's machines, in Minecraft.

Inserters that move items on their own, belts that carry them on two lanes, and crafters that turn plates into gears, gears into circuits, circuits into the next machine. It works with the inventories you already have — vanilla chests, furnaces, and every storage mod on Forge.

A factory hall: two rows of crafters around a belt bus

Inserters

An inserter takes from the block behind it and puts into the block in front. Seven of them, from the coal-fed burner to the stack filter inserter:

Inserter Items/s Reach Hand Filters Power
Burner 0.59 1 1 — coal
Inserter 0.83 1 1 — 8 FE/t
Long Handed 1.25 2 1 — 10 FE/t
Filter 0.83 1 1 ✔ 10 FE/t
Fast 2.50 1 1 — 25 FE/t
Stack 7.50 1 3 — 35 FE/t
Stack Filter 7.50 1 3 ✔ 40 FE/t
  • They only pick up what the target will accept, as in Factorio. One inserter on a mixed belt brings a crafter exactly the ingredient it is missing, and waits empty-handed in front of a full chest.
  • Filters by item or by whole tag, slot by slot: #forge:ingots keeps working when you add a mod.
  • The burner refuels itself from what it takes, so a whole line can run on coal.
  • A screen that tells you why: expected and measured rate, what a swing costs, and side tabs for settings, modules and redstone.

A stack inserter mid-swing

The inserter screen and its side tabs

Transport belts

Belt Items/s
Transport Belt 10
Fast Transport Belt 20
Express Transport Belt 40
  • Two lanes of four slots, curves, side merges, compression, and closed loops that keep turning when full.
  • The far-lane rule: an inserter drops on the lane furthest from it, so one inserter on each side fills each lane. Hoppers and other mods' pipes follow it too.
  • Ramps, one per tier, to climb or cross over another belt.
  • Every face is an inventory: a hopper above loads a belt, a hopper below drains it.

Iron on one lane, copper on the other

Three belt tiers, and a ramp crossing them

A belt turning on its own

Crafters

Factorio's assembling machine. Three tiers, one 3×3 machine placed in one go, with an outline showing where it will stand.

Crafter Speed Power while working Module slots
Mk1 ×0.50 30 FE/t 0
Mk2 ×0.75 60 FE/t 2
Mk3 ×1.25 150 FE/t 4
  • Pick a recipe from an icon grid, with search. Recipes above the machine's tier are locked.
  • Feed it from any side, take from any side. Inputs only accept the recipe's ingredients, and only two crafts ahead — an inserter never empties a belt into one machine.
  • Power only while working. No recipe, no ingredients, no cost.
  • Item and fluid recipes: up to two fluids in and out, through pipes from other mods or a bucket.
  • JEI lists every crafter recipe, and its + button sets it.

Inserters feeding a crafter

The crafter screen and its recipe picker

Modules

Speed, productivity and efficiency, three tiers each, for both machines:

  • In an inserter, they shorten the swing, add items per swing, or cut the cost per swing. They stack: two Speed 3 are worth more than one.
  • In a crafter, they have Factorio's effects — up to +50 % speed, +10 % free output, −50 % power — and productivity fills a bar that pays out a free craft.
  • The Advanced Redstone Module turns redstone from a stop into a comparison: run only while a chest is nearly empty, with no extra circuit.

A Mk3 crafter with four modules

The modules

Everything is crafted through Factorio's component chain — plates from the stonecutter, steel from the blast furnace, gears, cables, electronic circuits by hand; advanced circuits and processing units only in a crafter. Forge tags throughout, so other mods' plates and circuits work.

The component chain

Everything in the creative tab

Data-driven

  • A new machine is a JSON file. Drop one into config/factor_io/inserters/, belts/ or crafters/ and its block, item, screen, model and translations are built for it.
  • Every number is retunable by datapack, live on /reload — speeds, costs, module effects.
  • Crafter recipes are plain datapack recipes, factor_io:crafting, with counted ingredients, chances and fluids.
  • Validation refuses and names the problem in the log. Nothing is silently clamped.

JEI lists every crafter recipe

Not in this build

  • Placeholder models for the crafter and the ramps; the real ones are being drawn.
  • No splitters yet — they are next. No furnaces, drills or power generation: bring Forge Energy from another mod, or run on burner inserters and coal.
  • This is a beta: worlds may not survive a 0.x update. Back up.

Requirements

Minecraft 1.20.1
Loader Forge 47 or newer
GeckoLib 4.4 or newer, required
JEI optional, recommended
Power any Forge Energy generator, in survival

The 1.18.2 files on this page are the original prototype, under another mod ID: they are not compatible with this version and are no longer supported.

FAQ

Can I put it in my modpack? Yes. No permission needed, public or private, monetised or not. Credit appreciated, never required.

Does it work on a dedicated server? Yes.

Fabric? NeoForge? Other versions? Forge 1.20.1 only, for now.

Where is the documentation? The wiki covers every machine, the configuration and the datapack format.

Links

Wiki · Source · Issues · Discord

Factor'I/O Team

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