Play Factorio 2.0 with Claude: an MCP server + companion mod that let Claude perceive game state and drive a legit-economy playthrough toward launching a rocket, plus skills that encode the strategy.
Use to set up chemical (blue) science in Factorio, including the oil supply chain - pumpjacks, oil refining, plastic, sulfur, sulfuric acid, advanced/red circuits, and engine units. This is the most complex pre-rocket stage (fluids).
Use at the very start of a Factorio game (empty inventory, no automation) to go from hand-mining to the first automated iron/copper smelting. Covers locating resources, hand-mining starter materials, and placing burner miners and stone furnaces.
Load this FIRST whenever playing or automating Factorio through the factorio MCP tools. Explains the coordinate system, the perceive-act-verify loop, tile/grid placement, direction encoding, the legit-economy rules, and how to recover from common errors.
Use to set up logistic (green) science pack production in Factorio, building inserters and transport belts as the inputs. Assumes red science and basic logistics research are done.
Use to set up a Factorio "mall" - assemblers that continuously produce buildings and logistics items (belts, inserters, miners, assemblers, poles, pipes) so you can pull them from chests instead of micro-crafting each one. Reference when you repeatedly need buildables.
Admin access level
Server config contains admin-level keywords
Requires secrets
Needs API keys or credentials to function
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A Claude Code plugin that lets Claude play Factorio 2.0 (base game, no Space Age) and work toward launching a rocket — under the real game economy.
Inspired by "Factorio plays itself" Lua-scripting demos like this one, but instead of a fixed scripted strategy the brain is an LLM: Claude perceives live game state, reasons about it, acts, and recovers from the unexpected.
Claude Code ──stdio──> Go MCP server ──RCON/TCP──> Factorio + companion mod
cmd/factorio-mcp) exposes typed factorio_* tools and
talks to the game over RCON, one /silent-command per call.mod/factorio_mcp) registers a factorio_mcp remote
interface with a clean named API (plus a guarded eval escape hatch) and
returns state as JSON.skills/) encode the strategy: orientation, early bootstrap,
smelting, red/green/blue science, research progression, mall builds, rocket.The economy is legit: placing a building consumes a crafted item; crafting
and research take real time and ingredients. Only navigation is a concession
(factorio_teleport, since real-time pathfinding is out of scope).
Introspection: get_player_state, get_inventory, scan_entities,
scan_resources, get_research_state, get_tech_tree, get_production_stats,
get_recipe_info.
Actions: place_entity, remove_entity, set_recipe, insert_items,
remove_items, craft, set_research, queue_research, teleport,
mine_resource. Optional cheat/debug: eval (off by default).
All are exposed as MCP tools prefixed factorio_.
brew install danielriddell21/tap/factorio-mcp
See docs/QUICKSTART.md — install the mod, enable RCON,
host a game, then:
just build
export FACTORIO_RCON_PASSWORD=changeme
./bin/factorio-mcp
| Env var | Default | Meaning |
|---|---|---|
FACTORIO_RCON_HOST | 127.0.0.1 | RCON host |
FACTORIO_RCON_PORT | 27015 | RCON port |
FACTORIO_RCON_PASSWORD | (required) | RCON password |
FACTORIO_MCP_ALLOW_EVAL | (unset) | set to enable the eval cheat tool |
just test # unit + integration tests (no game required)
just fuzz # fuzz the Lua escaping
just vet # go vet
just fmt # gofmt -s -w
just mod-zip # package the mod
just ci # fmt-check + vet + test
Requires Go 1.26+. The Factorio side can't run in CI; verify it with the quickstart smoke test.
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