factory

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SUMMARY

Build architecture diagrams by making a Factorio factory

README.md

Factory

A skill for building software architecture diagrams as a Factorio factory.

Agent Skills compatible Apache 2.0 license Node 24 Needs Factorio 2.0 with Space Age

Quick start · Game assets · Install · Usage

The OBS Studio example as a factory under network congestion. Pumpjacks for the camera, mic and desktop audio feed belts through the graphics thread, the x264 and AAC encoders, and the stream and recording outputs. The send buffer holds 47 packets, 400 ms of video, and 26 P-frames have been dropped.

examples/obs-pipeline A high level sample of OBS Studio's architecture./factory explain how OBS works


/factory explain how my application architecture works

This skill will build a working, moving architecture diagram using a Factorio factory to explain a program, an algorithm or a whole system.

Extremely useful for planning work for software engineering. After you've written your plan on what you're going to build, give this skill your RFC or planning documents and your code repo. Simply run /factory explain <how this is going to work> When it's done, you get a great visualization of your architecture. Much, much better than trying to build confusing mermaid charts, or heaven forbid, UML diagrams or other nonsense. Factorio objects give you a shared design language too, so as you build architecture diagrams, you'll be able to spot common patterns easily.

Quick start

You need the Vite+ CLI, vp, Node.js 24, and your own copy of Factorio 2.0 with Space Age.

Support games! Wube is an excellent company. Besides, are you really a professional software engineer until you own a copy of Factorio?

If on some odd chance you've never heard of Factorio, you can read about it here.

git clone https://github.com/echohack/factory.git ~/.claude/skills/factory
cd ~/.claude/skills/factory
vp install

Export the game's data and icons once, as described in Game assets, then import the art and open the examples:

vp run assets
vp run dev

Open https://factory.localhost/array-pipeline/ in your browser.

In your harness, type

/factory explain how an LRU cache with 4 slots evicts entries

Game assets

Factory draws with Factorio's sprites, so you'll need to own the game.

  1. Export Data. Start the game twice, once with each option. Each run writes into the script-output folder and quits. You can either do this by hand in Steam or Standalone. Your LLM can probably just do this for you with standalone if you ask nicely.
    • Steam: in your Library, right-click Factorio and open Properties → General → Launch options. Enter --dump-data and press Play. When the game has closed, enter --dump-icon-sprites and press Play again. Then clear the launch options.

    • Standalone: run the game binary with each option, for example on macOS:

      /Applications/factorio.app/Contents/MacOS/factorio --dump-data
      /Applications/factorio.app/Contents/MacOS/factorio --dump-icon-sprites
      

      On Windows the binary is bin\x64\factorio.exe in the install folder; on Linux it is bin/x64/factorio.

  2. Import. From this repository, run vp run assets. That's it!

vp run assets looks for the game and its exports in these places:

Game data Exports
Windows, Steam C:\Program Files (x86)\Steam\steamapps\common\Factorio\data %APPDATA%\Factorio\script-output
Windows, standalone C:\Program Files\Factorio\data %APPDATA%\Factorio\script-output
macOS, Steam ~/Library/Application Support/Steam/steamapps/common/Factorio/factorio.app/Contents/data ~/Library/Application Support/factorio/script-output
macOS, standalone /Applications/factorio.app/Contents/data ~/Library/Application Support/factorio/script-output
Linux, Steam ~/.steam/steam/steamapps/common/Factorio/data ~/.factorio/script-output
Linux, standalone factorio/data, where you unpacked it factorio/script-output

If your copy is somewhere else, name the folders:

vp run assets --data "/path/to/Factorio/data" --script-output "/path/to/script-output"

Install

Factory is a standard Agent Skill: a folder with a SKILL.md at its root. Clone this repository into a skill folder, then run the import inside it.

Command
Claude Code, for you git clone https://github.com/echohack/factory.git ~/.claude/skills/factory
Claude Code, for one project git clone https://github.com/echohack/factory.git .claude/skills/factory
Codex git clone https://github.com/echohack/factory.git ~/.agents/skills/factory
OpenCode git clone https://github.com/echohack/factory.git ~/.config/opencode/skills/factory

To update, run git pull in that folder. The imported art stays, because Git ignores it.

Claude Code picks up new skills in a running session; start a new session if /factory does not show. In Codex, run it with $factory.

Usage

Type /factory (in Codex, $factory) and say what the figure should explain:

/factory explain how Kubernetes works

It's best if you have your planning documents, source code, or other artifacts available for your LLM to parse.

More prompts
/factory explain how PostgreSQL makes a COMMIT durable, go into detail about how the WAL handles it
/factory explain how Kafka handles a produce request
/factory explain how Redis runs commands on its event loop
/factory explain how Nginx serves a request
/factory explain how Chromium produces a frame

Factory browser

You can browse any of your created architecture diagrams at https://factory.localhost. Just run vp run dev to start the local server. vp build writes a static copy to dist/, and vp preview serves it.

The same sidebar holds the object library and the factory patterns: 36 arrangements from real Factorio builds, such as worker rows, splitter fan-outs, main buses and backpressure, each with its software meaning and a running example. The skill builds every diagram from them.

Contributing

Pull requests are welcome.

License

Apache 2.0 © 2026 echohack

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