one dataset · paper, tables, graph, wiki
simgrammar the grammar of simulation

parts

28 mechanics, as Factorio does them

core · 8

risk & failure

Adaptive threat scaling

An evolution factor rises with elapsed time, total pollution produced, and spawners destroyed, squashed as total over one plus total, and unlocks medium, big, and behemoth enemies.

logistics & networks

Conveyor transport

Two-lane belts in four tiers carry 15, 30, 45, or 60 items per second; splitters, undergrounds, and lane priorities shape flow, and inserters move items between belts and machines.

environment & ecology

Pollution spread

Machines emit pollution into 32x32 chunks; above 15 units a chunk diffuses 2% to each cardinal neighbor every 64 ticks, and water, grass, and trees absorb it.

resources & production

Power grid

Steam engines, solar panels, accumulators, and nuclear reactors feed a pole-connected grid; under shortage power is shared evenly so all machines slow proportionally.

resources & production

Production chains

Assembling machines, furnaces, chemical plants, and refineries run fixed recipes with crafting times; science packs require multi-step trees from ore to circuits, oil products, and rocket parts.

conflict & defense

Raid defense

Biter and spitter nests send attack groups when their chunk absorbs pollution, recruiting units at pollution costs from 4 for a small biter to 400 for a behemoth; turrets, walls, and flamethrowers defend.

resources & production

Resource extraction

Electric and burner mining drills extract iron, copper, coal, stone, and uranium from ore patches at rates set by drill tier and mining productivity research; pumpjacks extract crude oil.

progression & goals

Tech tree

Labs consume science packs of rising recipe complexity to research a technology graph that leads through oil processing, robots, and nuclear power to the rocket silo.

supporting · 20

control & automation

Blueprints

Selected areas save to blueprints, books, and a personal library that persists across saves; exchange strings are shared online, and construction robots build pasted ghosts.

space & construction

Building placement

resources & production

Deposit depletion

Ore tiles run out as they are mined, and crude oil wells decline toward a 20% yield floor, pushing expansion to new patches.

control & automation

Direct avatar control

The engineer walks the map, mines by hand early, and places buildings within reach, later driving cars, tanks, and spidertrons.

logistics & networks

Fluid pipe networks

Pipes and pumps carry water, crude oil, petroleum, and steam; version 2.0 merged pipes into segments that share contents.

resources & production

Hand crafting

The engineer crafts early buildings and items from inventory using the same recipes as assemblers, with a crafting queue.

resources & production

Machine boosting

Speed, productivity, efficiency, and (Space Age) quality modules fill machine slots, and beacons project module effects onto neighboring machines at a power cost; productivity bonuses are capped at +300%.

progression & goals

Megaproject sink

The rocket silo consumes rocket parts for each launch, and launching a rocket ends the base game; Space Age moves the goal to a space platform reaching the edge of the solar system.

multiplayer & persistence

Modding API

Mods use a modified Lua 5.2 with data and control stages and are distributed through an in-game mod portal; overhauls such as Krastorio 2 replace progression.

world generation

Procedural terrain

Maps are generated from a seed with settings for ore frequency, size, and richness, water, cliffs, and enemy bases.

resources & production

Quality tiers

The Space Age expansion adds five quality levels from normal to legendary, raised by chance from quality modules, with a recycler that returns 25% of ingredients.

logistics & networks

Rail signaling

Rail and chain signals divide track into blocks that one train reserves at a time, letting train networks share track.

logistics & networks

Request-provider logistics

Roboports define logistic zones where logistic robots carry items among active provider, passive provider, storage, buffer, and requester chests by priority, one item per trip at 3 tiles per second before research.

control & automation

Signal circuits

Red and green wires carry item-count signals into arithmetic, decider, constant, and (in 2.0) selector combinators that control inserters, belts, train stops, and lamps.

resources & production

Spoilage

In Space Age, Gleba's agricultural products spoil over fixed timers into spoilage, and recipe outputs inherit ingredient freshness.

information & legibility

Stats dashboards

Production and consumption graphs per item over time windows and an electric network panel show where ratios fail.

resources & production

Storage and buffers

Chests, storage tanks, and the logistic network's storage chests buffer items, and full outputs stall machines upstream.

space & construction

Track laying

Straight and curved rail pieces are placed to build train networks, with elevated rails in Space Age, and the rail planner lays segments between points.

logistics & networks

Vehicle routes and schedules

Trains run schedules of stations with wait conditions on cargo, time, inactivity, or circuit signals.

space & construction

Vertical layers

Space Age elevated rails let a second track layer cross over ground tracks and buildings.

watch

2 shorts with this record on screen
Short 1: The five most common parts, opening frameplay · 0:38
rendered · short-01.mp4 · drawn from the dataset

short 1 0:38

The five most common parts

transcript

The five parts that turn up most often in simulation games don't simulate anything.

We broke 179 of them into their parts. First is the pause button, in 46 percent of them. Then placing buildings where you like, support for mods, a tech tree, and scenario goals.

Production chains come sixth, and they're the first part on the list that models something in the world: ore into plates, plates into gears.

The parts a game is known for are rare. RimWorld's storyteller, its mood breaks and its body-part injuries each show up in fewer than ten catalog games.

also on the pages for

Short 7: Most used, barely touched, opening frameplay · 0:36
rendered · short-07.mp4 · drawn from the dataset

short 7 0:36

Most used, barely touched

transcript

The kind of mechanic simulation games use most is among the kinds AI research has touched least.

Resources and production is the most used family in our catalog. Of its 14 mechanics, 12 have no AI technique pointed at them, production chains included.

A furnace starves far upstream, and the player blames the building in front of them. The record for production chains lists that as a known failure in games without flow statistics.

Instead the techniques pile up on stories and characters. Narrative and generation is the most exposed family in the set.

also on the pages for

core loop

mine ore -> smelt and assemble on belts and inserters -> feed science packs to labs -> research new machines -> pollution draws biter attacks -> defend and expand outposts by rail -> launch a rocket

design notes

Lead designer Michal Kovarik cited the Minecraft tech mods IndustrialCraft and BuildCraft; Factorio turned their pipes and machines into a standalone game where ratio planning and layout are the challenge. Item movement is discrete and deterministic (belts carry 15, 30, 45, or 60 items per second across two lanes), which makes throughput legible and lets the lockstep multiplayer simulate identical worlds. Pollution couples industry to combat: chunks above 15 units diffuse 2% to neighbors, spawners that absorb it send attack groups, and total pollution produced drives the enemy evolution factor. Each layer of logistics (belts, trains with block signals, roboport-based logistic and construction robots, circuit combinators) is a mechanic the player adopts when the previous one stops scaling, and blueprints let solved layouts be reused. Speed, productivity, and efficiency modules and beacons that trade power for throughput, and the rocket silo as a terminal sink for produced parts, have no taxonomy entry; this run proposed both.

appears in

the paper, 4 sections · 9 chapters · 8 episodes · 2 shorts
paper

1. Introduction

linked in this section of the paper

paper
paper

5. The structure of the design space

linked in this section of the paper

paper
paper

6. Five ceilings

linked in this section of the paper

paper
paper

Appendix A. Game catalog

linked in this section of the paper

paper
catalog

The catalog

listed with its year, developer, subgenre, and number of mechanics

book
ch 1

Chapter 1. Same parts

linked from the text

book
ch 2

Chapter 2. Six layers

linked from the text

book
ch 3

Chapter 3. Old parts

linked from the text

book
ch 4

Chapter 4. Families

linked from the text

book
ch 5
book
ch 6

Chapter 6. Five ceilings

linked from the text

book
ch 9

Chapter 9. Vacant lots

linked from the text

book
ch 10

Chapter 10. Bets

linked from the text

book
ch 11

Chapter 11. What breaks

linked from the text

book
ep 2

Where the parts came from

on screen at 1:13 a date is a lower bound, 5:18 after 2000, 7:21 built from older parts

episode
ep 3

Families across genres

on screen at 0:00 cold open, 0:27 same chain, different games, 5:12 series and descendants

episode
ep 5

The five ceilings

on screen at 4:06 same inputs, same world

episode
ep 7

Where AI lands

on screen at 5:10 the economic core

episode
ep 8

Vacant lots

on screen at 4:03 shared designs

episode
ep 9

Bets worth making

on screen at 0:00 cold open, 1:25 what a bet contains

episode
ep 10

What breaks

on screen at 1:05 same inputs, same world

episode
short 1

The five most common parts

0:38 · on screen in the short

short
short 7

Most used, barely touched

0:36 · on screen in the short

short

relations

1 stored edges
influenced by

claims

2 with sources
c01medium

Factorio was publicly purchasable as an alpha from its official site in 2013, after the February 2013 Indiegogo campaign, three years before Steam early access on 2016-02-25; `year` records the 2013 alpha.

src-rose-2014-factorio-trailer, src-wikipedia-factorio

c02high

The design grew out of the Minecraft tech mods IndustrialCraft and BuildCraft, which lead designer Michal Kovarik cited; the `influenced_by` edge to Minecraft records that mod lineage.

src-wikipedia-factorio

sources

16
Wikipedia contributors (2026). Factorio. Wikipedia
Mike Rose (2014-05-27). How a single game trailer turned the tide for Factorio. Game Developer
Factorio Wiki contributors (2026). Enemies. Factorio Wiki
Factorio Wiki contributors (2026). Pollution. Official Factorio Wiki
Factorio Wiki contributors (2026). Transport belts/Physics. Official Factorio Wiki
Factorio Wiki contributors (2026). Electric system. Official Factorio Wiki
Factorio Wiki contributors (2026). Crude oil. Official Factorio Wiki
Factorio Wiki contributors (2026). Rail signal. Factorio Wiki
Factorio Wiki contributors (2026). Logistic network. Factorio Wiki
Factorio Wiki contributors (2026). Space Age. Factorio Wiki
(2015-05-29). Friday Facts #88 - Combinators. Factorio blog (Wube Software)
(2016-12-23). Friday Facts #170 - Blueprint library GUI design and redesign. Factorio blog (Wube Software)
kovarex (2023-09-08). Friday Facts #375 - Quality. Factorio blog (Wube Software)
V453000 (2024-06-07). Friday Facts #414 - Spoils of Agriculture. Factorio blog (Wube Software)
raiguard (2024-06-21). Friday Facts #416 - Fluids 2.0. Factorio blog (Wube Software)
Wube Software (2026). Factorio Lua API documentation. lua-api.factorio.com

provenance

runs in log/runs
2026-10-24
created2026-10-24-catalog-ghcatalog
2026-10-24
reviewed2026-10-24-review-fixesmaintenance
2026-10-25
reviewed2026-10-25-store-ids-pilotcatalog