Show HN: Factorio Blueprint Visualizer
107 comments
·January 9, 2025jvanderbot
This is amazing.
I did a similar thing for the game Highfleet, until I ran into roadblocks with the dev team.
My ultimate goal was to have a "print poster" button that would generate the image and ship it off to one of those poster drop-shippers for a small fee. In that game, you can annotate the maps, and the world map with battle annotations is really special with lots of memories of victories and defeats. Alas, no dice.
I suggest you do this for blueprints! The first thing I'm going to do is take my favorite space platforms and outposts and make posters - the colored block imagery is really artful.
And, if you want a real challenge, you could parse the end-game uploads (galaxy) if available, or save files themselves.
Or, slightly less ambitious - a game mod that generates links to this site directly.
Very nicely done!
alexpotato
Had never heard of Highfleet but it looks pretty awesome!
Plus, I grew up playing MicroProse games in the early to mid 1990s so wild to see that they are still around and making great content.
I also loved this quote from the reviews:
"A typical Microprose game in that you need to a) immerse yourself in it and b) READ THE GOSH DANG MANUAL in order to have any hope of enjoying it." [0]
0 - https://steamcommunity.com/profiles/76561197989787811/recomm...
jvanderbot
Oh it's alarmingly fun.
1. radio decryption and cyphers
2. Complete flying fortress customization
3. ancient tech-obsessed desert culture kinda like homeworld
4. merchant raiding and resource constrained survival
If you get deep into building customized ships, I have an automated optimizer for you to check your stats against :)
Pannoniae
"until I ran into roadblocks with the dev team." What kind of roadblocks?
jvanderbot
There were a few things that were difficult to render properly that made the maps incorrect in ways that would really look bad to a veteran player. Like certain cities not having the right links via trade routes (which is a huge part of the game).
I got radio silence from everyone when I tried to confirm the way to correctly determine links. So I moved on to an easier problem.
piebro
I actually printed a few designs and hung them up in frames in my home. Maybe I'll add the idea and some links to the readme. Can you recommend a printing service?
I think it's not possible to access the actual file upload using the galaxy hall of fame (https://www.factorio.com/galaxy) or I just can't find them. Otherwise it would be pretty cool.
Oh yeah, I like the mod idea. That should also be quite doable, thanks.
pbronez
It's cool that you support plotters. I don't have a plotter, but I DO have a 3D printer, and those can also do some pretty cool 2D visualizations.
There's a good ecosystem for Lithophanes [0][1] and maps [2][3]. This would be a cool addition to that.
[0] https://all3dp.com/2/how-to-3d-print-your-own-lithophane/
[1] https://www.youtube.com/channel/UCU13fzqAu4BTAhOSHJgHRqg
[2] https://blog.prusa3d.com/how-to-print-maps-terrains-and-land...
piebro
Oh nice, I didn't know one could print Lithophanes. If you mount a pen in your 3D Printer and the right settings it should also work as a pen plotter. But I don't know how practical that is.
The map2stl tool is also cool. I created a similar tool [0] for pen plotters using OpenStreetMap Data a while ago, which is fun to play around with.
polishdude20
I wonder if you could add in the production / consumption rates of various machines into this and have the visualizer show bottlenecks and other data
rollcat
Remember that factorio simulates every inserter swing, the exact position of each item on a sushi belt, every dip in the power grid, every biter egg about to hatch.
Some designs in 100% runs use sushi (e.g. red circuits, as they take a lot of space/time but few resources, and must initially be built by hand). You can estimate the rates, but you won't be able to find a bottleneck.
Inserter timing often comes up in plastic builds - on paper it's easy to build the exact amount of chem plants to saturate a blue belt, but if you ignore inserter timing you'll be leaving tiny gaps.
Also remember spoilage is now a thing (,: as well as loops, probabilistic recipes, thruster efficiency, probably some more.
Only Factorio can simulate Factorio. The best way to automatically find bottlenecks is probably with a mod.
caspar
A mod such as Bottleneck Lite[0], plus your eyeballs :)
natebc
thank you for the artistic contribution to the factorio community! So much stuff around this game is ruthless efficiency it's very nice to have something with some style.
grufkork
Nice! I might actually try drawing our factory with a shoddy pen plotter I built, could give some cool results. Well-built factories are really pretty, looks like small ecosystems growths when zoomed out. All the draw settings should make it easy to generate some good outlines
piebro
Thanks, pen plotting was my motivation for doing this as an SVG and not on a canvas. I never got around plotting an actual factory though, but I might do it this time.
readyplayernull
Almost full circle from discrete processing element board to diagram, the next step is: circuit design to board diagram to factoring.
spieswl
Thanks for refreshing and sharing this again!
The visualizations are so similar to integrated circuit layouts; they immediately reminded me of some of the coasters that GamersNexus sell which represent simplified computer subsystems.
toomuchtodo
Previous:
https://news.ycombinator.com/item?id=29381969 - Nov 2021 (15 comments)
jharohit
I wonder if Factorio multiplayer could be used to play with an AI companion? Here is what I am thinking:
Computer 1 - Human
Computer 2 - Claude Computer Use or other controlling the other
A chat interface or voice interface (Whisper Speech to Text) for Human to feed instructions to Computer 2?
Amazing benefits of doing this:
- infinitely scalable
- could let agents continue to implement strategy and unblock themselves without needing constant intervention
jokoon
I am a bit sad I finished factorio space age, it was such an amazing game, I wish I could have spent more time on it.
All good things have an end.
I really hope Wube could make it more interesting to play in multiplayer, in games of 50 or 100 players, unfortunately there are no incentives for it.
I suggested to add some resources trading and currency, coupled with a land ownership system, to prevent trolls and scale the game so that any player can join, but it would probably require some balancing.
This game is already 10 years old and still going strong.
Unfortunately mods are not very good quality, or too difficult to enjoy.
Space age is interesting because new planets are being added by fans, but I don't think they're going to be as well designed and really bring anything interesting.
kryptn
> Unfortunately mods are not very good quality, or too difficult to enjoy.
Most of my playtime in Factorio is with overhaul mods, there's a lot of quality content there. I'm not sure how many of them have been brought to 2.0 or even will be. I'm curious where you think quality lacks.
Space Exploration has been my favorite, but Ultracube, Krastorio2, and Nullius were all quite fun. I'll admit I haven't finished Ultracube and Nullius, but I have restarted my Ultracube run in 2.0.
> Space age is interesting because new planets are being added by fans, but I don't think they're going to be as well designed and really bring anything interesting.
Check out Maraxsis and/or Cerys, these were the kinds of planet mods I was hoping for in Space Age. Maraxsis is an ocean planet and you build underwater and in deep trenches, and the planet's building has a base 50% quality. Cerys is a moon of Fulgora that's really quite small and it's more of a puzzle than anything.
jokoon
What I mean is that the game design is poorly made, unbalanced. Only vanilla and space age seems like they're accessible games.
Generally game design revolves the concept of a effort-reward loop: the player must feel he is regularly advancing in the game, at a steady pace, with a difficulty that slowly increases.
Mods are often badly designed because they are made by hardcore factorio fans who don't understand this or follow this golden rule.
There was a FFF who talked about a game designer they hired, and wube constantly had to make his designs simpler so the game can be a success. It requires a lot of work.
Making a great game is about "easy to learn, hard to master". A lot of people don't understand it, but a game must be attractive enough for casual to medium players, or it just will not sell.
The magic of factorio vanilla and space age is that the difficulty is well designed. Mods often just don't follow that rule, or have a lower quality.
There is more psychology behind game design that we want to admit.
urda
I've been told to checkout Krastorio 2, and myself I've enjoyed the Space Exploration mod
jprete
I love Factorio, although I haven't gone far in the expansion. I don't expect any more from them. They've done a lot for this game and they've done it for a very long time. I assume they're now interested in doing something new and I hope they find success at that.
EraYaN
For multiplayer it's really about the people you play with, with is the incentive. Basically doing that stuff with friends is a ton of fun. And you can also include some people new to the game which multiplayer makes much easier for them.
xeornet
How many hours did it take you to finish space age?
lucb1e
I'm also surprised they already finished it. Without rushing, we're playing for many weeks now, not every evening but then during christmas holidays a lot so maybe that evens out, and are about to go to Aquilo (4th planet, or place to visit idk, out of the 6 new ones)
jokoon
381:52:32
brianwawok
Uhh roughly 100 hours of play got from nothing to you win screen. Could be rushed, or you could slow down and and get all legendary and spend 500 hours.
matt3210
Thanks I was meaning to find a reason to spend the next 200 hours playing factorio
FrustratedMonky
Nice.
For when Factorio has turned into a Job. And the engineer inside cant' help but optimize.
andix
I really liked the concept of Factorio, but stopped playing after a few hours. I think one of the main reasons was, that it's really hard to visually grok the factories from the in game visuals. All the shades of brown and gray made it not really enjoyable either (I like pretty and colourful virtual environments, there is enough gray and brown in the real life).
If the game would look more like those visualizations, I might have enjoyed it more.
rocqua
Did you press ALT?
It displays icons over all fabrication and storage devices showing what they are making/holding.
andix
I don't remember, but probably yes.
BlueTemplar
When was that ? Factorio has increased its colourfuness several times to make it more appealing :
https://factorio.com/blog/post/fff-320
(There's also now a saturation slider in the graphics settings.)
And maybe again with 2.0, including some more colorful new planets in the Space Age expansion.
P.S.: The Industrial Revolution overhaul mod might also be to your liking ?
duskwuff
> P.S.: The Industrial Revolution overhaul mod might also be to your liking ?
Sadly, it's not compatible with Factorio 2.0, and the developer has no intent to update it or allow others to do so.
BlueTemplar
That's not going to matter much for someone with hardly any Factorio experience. (But computer-savvy enough to install v1.1, which I would assume a HNer to be.)
jcalx
The Factorio development blog has occasional samples of concept art [0] which are more stylized and saturated than the final, "realistic" assets. I honestly prefer the concept art style, even though the more realistic sprites complement the brutalism and grittiness of the game.
[0] https://cdn.factorio.com/assets/blog-sync/fff-422-concept-v3..., might be a minor spoiler for a late-game turret.
andix
Just checked Steam: May 2020. So probably after this change.
Sohcahtoa82
Look into Dyson Sphere Program.
It's a lot more bright and colorful, though I think it lacks some depth relative to Factorio, but I think that just makes it more approachable.
duck
Have you played Shapez? It is a simpler version of a factory game, but I really enjoy it and love the complexities of the shape stacking. It is on Steam or you can play for free here: https://dimava.github.io/shapez/modZ/
tmvphil
I agree that the visual style was not for me. I had a much better time with satisfactory, which is quite pretty. It also spares you the threat of factory destruction.
Engineering-MD
I like the threat of factory destruction. It adds to the flavour, and makes designing the factory not just about pure optimisation
ddoolin
Agreed. I started playing Satisfactory a few years ago, before I ever picked up Factorio. And I played A LOT of Satisfactory. Into the thousands of hours.
I'm currently at a couple hundred hours into Factorio and I can safely say I like it better. It is way more polished and way more in-depth. It has definitely had much more time to mature and respond to user feedback. Also the threat level keeps it more interesting. But I do find Satisfactory much more beautiful, and I think the idea of having belts go directly into/out of buildings, etc, without the need for inserters, a much better style than inserters.
mmastrac
Satisfactory's scale is so massive for building that it was a shock coming from Factorio. I started a project over the holidays and I'm pretty sure it's going to end up at nearly 200x50. I am not sure it'll fit in a screenshot, hah.
bigstrat2003
The scale is both the best and worst thing about Satisfactory. On the one hand, once you finish a build it's really fun to admire everything you built. On the other hand, it's an exercise in utter tedium to actually build those things.
This is not helped by the fact that Coffee Stain has been aggressively anti-QoL as they developed the game. They absolutely refused to put any sort of blueprint feature or tool to speed up placing foundation for the longest time. Then when they finally added those things, the features sucked compared to what players had done with mods because they were so crippled. Then in 1.0 they finally grudgingly added slightly bigger blueprints, which are inexplicably locked behind high tier tech, and they actually make fun of the player for daring to want blueprints that don't suck. It's just baffling how hostile the developers have been to making the building part of the game (which is by far the biggest part) user-friendly.
Aeolun
When you’ve built 5KM of train tracks just to get around xD
proc0
Lol, it's funny I played both and like factorio much more for precisely those reasons. It's post-apocalyptic and gritty, and has enemies. Satisfactory is great but I need a threat to stay focused. To each their own :)
mrgoldenbrown
Turning off biters is one of the options during game creation. There are several options in fact, you can keep biters but reduce aggression or just eliminate them entirely.
andix
Satisfactory is on my list, once I replace my ~10 year old GPU.
brailsafe
Which one do you have? A friend recommended Satisfactory but all I have is a 5970 and an M4 Pro lmao
arcanemachiner
I always turn off the enemies when I play.
spieswl
I wonder if a mod that changes the graphics to a visual style shown in the link (I'm thinking the Carbot graphics [0] swap for StarCraft 2 in terms of scope) would make it feel more to your liking.
[0] https://news.blizzard.com/en-us/article/23053098/starcraft-c...
andix
Probably yes!
m463
I recently played The Planet Crafter. Some similar concepts to factorio, but not quite as deep. But it becomes wonderfully colorful.
Some observations - get off a planet, but in first person perspective. No guns/fighting. Less of a time suck than factorio. Upgrades seem to be less tightly tied to exactly what you do. It's somewhat unclear how to even know how to progress, but maybe it doesn't matter. When automation becomes available, it is easier. There's a struggle for food, water, air at the beginning I didn't like at first (even in menus it doesn't pause). I learned to accept and enjoy it though, and things you do make it less of an issue.
Hey there, I'm a big fan of the game Factorio and the beauty of factories in the game. That's why I created a website to artfully visualize Factorio blueprints a few years ago. With the new 2.0 update, a few things broke. I took the opportunity to rewrite everything from Python to JavaScript and support Factorio 2.0 and the Space Age DLC. It's now also possible to easily modify the style of the drawings. Let me know if you find any bugs or if you have ideas for features.