Why I Built a Factory Logging & Analysis Mod:
Observability in Logistics Education
Factorio is typically viewed as a game centered on efficiency and automation. However, I have always viewed it as something different: a remarkably capable logistics and production simulator. Almost every core concept of operations management, such as inventories, flows, buffers, machines, constraints, and feedback loops, can be modeled inside the game with surprising realism.
link to factorio mod portal |
Instead of gameplay automation, the mod focuses on observability.
The mod does not try to make Factorio easier, faster, or more convenient. It doesn't automate decisions, suggest layouts, or optimize blueprints. Instead, it focuses on one specific question: What is actually happening inside the factory over time?
Factorio already exposes a vast amount of information through its UI, statistics screens, and circuit networks. This is not a weakness, but a strength. The difference this mod introduces is persistence and structure, not access to values. By periodically logging inventory changes, machine activity, power usage, and pollution, the factory becomes a time-based system that can be examined outside the game environment.
This fundamental shift in perspective transforms the question from "What do I see right now?" to "How did the system behave over time?" It transforms the player from an operator into an analyst.
Why External Analysis Is the Point
In real-world logistics, analysis rarely happens entirely inside operational dashboards. Decisions are based on data that is exported, transformed, compared, and discussed. Models are built, assumptions are tested, and the system is observed again.
Although Factorio supports building and changing systems exceptionally well, it does not naturally support this analytical loop. This mod enables you to collect clean, reproducible data that can be examined with tools like Excel, Python, R, or advanced monitoring stacks.
The mod intentionally avoids built-in dashboards. In industrial environments, visualization is rarely the bottleneck; rather, it is data quality and structure. I have previously written about how Factorio can be used to explore real logistics concepts, such as push/pull strategies, the bullwhip effect, and pragmatic material flow fixes. This mod provides a direct means to that end. (Reference: Link to earlier article on Factorio and Logistics Concepts).
Education as the Starting Point, Not the Constraint
The original motivation for this mod comes from logistics education. In a traditional classroom, students work with real data, but they cannot alter the underlying physical system to rerun an experiment. In Factorio, however, they can.
They design a factory, collect data, analyze bottlenecks, modify control policies, and immediately see the consequences. Incorrect assumptions become apparent instantly. This makes modeling and abstraction tangible. Importantly, this does not require turning Factorio into a "teaching game"; the game remains unchanged. The mod simply adds observability to an already realistic simulation.
Background: Logic, Observation, and the "Sherlock Method"
Years ago, I wrote a German-language article about logic and reasoning in Factorio, inspired by Sherlock Holmes’ method of deduction. The core idea was that careful observation and systematic thinking are the foundations of technical intuition.
Factorio is an excellent environment for this. Logical circuits and feedback loops are not abstract concepts, but rather concrete mechanisms. Many structures used in automation engineering, such as registers, edge detection, and state-dependent control, can be explored directly. (Reference: Link to German article on Logic and Observation).
This mod is the natural continuation of that idea. If we treat Factorio as a serious logical system, observing its behavior systematically becomes essential.
A Niche Tool, by Design
Some community feedback correctly pointed out that this mod is not for everyone—and that is true. If you prefer intuitive optimization or purely experiential play, you don't need to export data.
This mod is for the experimenters: people interested in system behavior, robustness, and tradeoffs. This includes educators, but also "Megabase" builders who care more about structured measurement than new gameplay features.
Regarding the development process: while I use modern tools and AI to assist with implementation, the design decisions, scope, and purpose remain human. The value lies in what the mod enables the user to do—moving from guesswork to data-driven science.
Current State and Feedback
The mod is usable but intentionally "living." Discussions on Reddit, Discord, and the forums continue to sharpen its positioning. Feedback on metrics and performance is always welcome.
The mod is available on the Factorio Mod Portal: Link to Mod Portal
Factorio does not need to be "gamified" to be educational. It is already a powerful simulation. What it needs—for teaching, experimentation, and serious analysis—is better access to its own behavior. That is what I am building.
Transparency and Augmented Workflow Disclosure
- Human Vision & Logic: The core concepts, educational philosophy (the Theory of Constraints), and logistical system design are entirely my own and are based on years of teaching and consulting experience.
- AI as a Multitool: I treat Large Language Models (LLMs) as a high-speed "technical laboratory." This article, the LogSim mod's Lua code, and the visual assets were developed through a tight human-AI feedback loop.
- The "Skill of Tools": The real work wasn't "letting the AI write," but rather precisely orchestrating tools. This involved knowing where to use AI to bridge language barriers (English/Lua) and where to apply my professional expertise to ensure the data is scientifically sound.
Blog: , Seite:
Version: 1.4 April 2025, Kontakt: E-Mail Martin Wölker
Pirmasens, Germany, 2018-,
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CC BY
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