Claim set · data/claims/factorio-lineage.yaml

Factorio's influence graph, to three hops

Game: Factorio.

Michal Kovařík (kovarex), Factorio's founder, wrote in 2014 that modded Minecraft, "mainly buildcraft/industrialcraft", was a huge inspiration to create Factorio, and that he had made private changes to those mods before he had the idea for a game of his own. factorio-lineage/modded-minecraft

Dev blogkovarex on Factorio and modded Minecraft (Nerd³ video thread) · kovarex's comment, 1 August 2014I never ever tried to hide the fact, that Modded minecraft, mainly buildcraft/industrialcraft, was huge inspiration to create Factorio. In fact, before even the idea to create my own game came to my mind, I started to make my own (private) changes to these minecraft mods.Checked by claude, 2026-10-26 — found both sentences in the pinned 2015 Wayback capture of the Reddit thread

Cited by: BuildCraft, Factorio, IndustrialCraft, Infiniminer, Minecraft, Power network, Production chain

Friday Facts #50 (2014) says "Factorio was inspired by Buildcraft". In 2013 kovarex wrote that a topic he had started (linked to mod-buildcraft.com's forums) made him start thinking about making his own game. factorio-lineage/buildcraft

Dev blogFriday Facts #50 - Growing secretly · Automation genreFactorio was inspired by Buildcraft, this game might be inspired by Factorio and it is in fact honour for us.How it all begun — Factorio forums, Off topic · first post, kovarex, 6 October 2013This topic I started (1 year, 7 months ago) made me start thinking about making my own game.Checked by claude, 2026-10-26 — found both quotes in the pinned captures; read the forum link's host

The forum post's link points at mod-buildcraft.com/forums; the capture shows it truncated, so the topic's subject isn't read here.

Cited by: BuildCraft, Factorio, Production chain

In a February 2013 plan for Factorio's energy, kovarex proposed oil, saying he didn't want to copy BuildCraft's oil concept completely but liked it a lot, and that processing oil into fuel or other products "as in build craft" would be nice. It is a proposal; the post doesn't say what shipped. factorio-lineage/buildcraft-oil

Dev blogElectric energy — Factorio forums, Development Proposals · first post, kovarex, 7 February 2013, under "Oil"I don't want to ripoff the buildcraft oil concept completely … but I like it a lot. … Processing oil to fuel or other products as in build craft would be niceChecked by claude, 2026-10-26 — found the Oil paragraph in the pinned capture of the topic

Cited by: BuildCraft, Factorio, Production chain

Friday Facts #266 (2018) says early Factorio had the player craft a wooden pick, then a stone pick, then an iron pick, and calls it "clearly Minecraft affecting our ideas". The post says the chain was soon cut to the iron and steel picks, and that 0.17 removes mining tools altogether. factorio-lineage/minecraft-pickaxes

Dev blogFriday Facts #266 - Cleanup of mechanics · Pickaxe removalIn the ancient times, you first had to create a wooden pick, to create a stone pick, to mine basic resources, to make iron, so you can make an iron pick. Yes... this was clearly Minecraft affecting our ideas. … So we kept only the iron/steel pick to streamline things. … So the change for 0.17 is that we completely removed mining tools from the game.Checked by claude, 2026-10-26 — read the Pickaxe removal section in the pinned capture

Cited by: Factorio, Minecraft

Friday Facts #423 (2024) says Factorio's online players window, added for multiplayer, "was inspired by Minecraft's \"tab menu\"". factorio-lineage/minecraft-tab-menu

Dev blogFriday Facts #423 - Research info tooltip & Online players GUI · Online players GUI (raiguard)This GUI was inspired by Minecraft's "tab menu", so it is fairly compact.Checked by claude, 2026-10-26 — found the sentence in the pinned capture

Cited by: Factorio, Minecraft

Friday Facts #126 (2016) says Factorio's single train screen gained an "open ttd" inspired preview of the train, with a camera view and a map view. factorio-lineage/openttd-train-preview

Dev blogFriday Facts #126 - Steam Status II and Trains Stuff · Updated train screenNamely adding the "open ttd" inspired preview of the train. There is a switchable "camera view" and "map view".Checked by claude, 2026-10-26 — found the sentences in the pinned capture

Cited by: Factorio, OpenTTD, Transport Tycoon

Friday Facts #416 (2024) says that in the discussions on Factorio 2.0's fluids, Rseding proposed an algorithm "very close to" one from the Minecraft mod Thermal Expansion by Team CoFH, in which pipes, underground pipes, and storage tanks merge into fluid "segments". factorio-lineage/thermal-expansion-fluids

Dev blogFriday Facts #416 - Fluids 2.0 · The new algorithmRseding proposed an algorithm very close to one he had played with several times, an algorithm from the Minecraft mod Thermal Expansion by team CoFH: Pipes, underground pipes, and storage tanks are merged into fluid "segments".Checked by claude, 2026-10-26 — found the paragraph in the pinned capture

Cited by: BuildCraft, Factorio, Fluid network, Thermal Expansion

In February 2013 kovarex wrote that "the game is inspired by Transport Tycoon" and proposed using its concept for Factorio's trains almost completely: stations, a route for each train, and trains that wait at a station until the inserters have nothing to do. factorio-lineage/transport-tycoon-trains

Dev blogRailroad — Factorio forums, Development Proposals · first post, kovarex, 7 February 2013We are saying everywhere, that the game is inspired by Transport Tycoon. … I believe, that we could use the concept of transport tycoon in this area of the game almost completely. Player would create stations and specify rout of the train, the train would stop at the station and wait until inserters have nothing to do.Checked by claude, 2026-10-26 — found the post in the pinned capture of the topic

Cited by: Factorio, Transport Tycoon

Factorio's 2013 Indiegogo campaign says its developers grew up playing games "like Transport Tycoon, Civilization or Simcity", games about designing, building, and creating things, and then tells how the idea of a game where you build your factory came. factorio-lineage/indiegogo-motivation

PublisherFactorio — Indiegogo campaign · MotivationWe have spent a significant portion of our childhood and youth messing with lego, programming and playing games like Transport Tycoon, Civilization or Simcity. … They were all about designing, building and creating things. … Then there came the idea for a game where you build your factory.Checked by claude, 2026-10-26 — read the Motivation section in the pinned April 2013 capture

The campaign calls these games formative, not sources of particular features. The quoted sentences are two paragraphs of the same section.

Cited by: Factorio, Transport Tycoon

In a February 2013 proposal for Factorio's combat, kovarex wrote that he wasn't afraid to get inspired by games like StarCraft and Baldur's Gate. A design proposal that names no feature taken. factorio-lineage/fight-proposal

Dev blogFight — Factorio forums, Development Proposals · first post, kovarex, 7 February 2013Fight shouldn't definitely be just about dealing damage, I'm not afraid to get inspired by games like starcraft and baldurs gate in this topic.Checked by claude, 2026-10-26 — found the sentence in the pinned capture of the topic

Cited by: Baldur's Gate, Factorio, StarCraft

In Friday Facts #12 (2013) Tomáš Kozelek reports that kovarex had been playing some games, "including classics like Dune 2000", looking for inspiration. A passing mention that ties Dune 2000 to no feature. factorio-lineage/dune-2000

Dev blogFriday Facts #12 · first section (Tomas)Kovarex was playing some games (including classics like Dune 2000) looking for inspiration.Checked by claude, 2026-10-26 — found the sentence and the next one in the pinned capture

The next sentence reports a long conversation about how the new oil and chemical industry should work; the post doesn't connect the two.

Cited by: Dune 2000, Factorio

Friday Facts #81 (2015) says Factorio's chain signals have some similarities with "TTD pre signals" but work differently, so they were given a different name. The TTDPatch manual describes pre-signals as a new type of signal that its switches introduce to Transport Tycoon Deluxe; who had them first isn't shown here. factorio-lineage/chain-signals

Dev blogFriday Facts #81 - Chain signals · The chain signal in detailThe chain signals have some similarities with the TTD pre signals, but as they actually work differently, we also decided to call them differently to avoid confusion.TTDPatch Manual: Pre-signals · 3.12 Pre-signalsThese switches introduce a new type of signal to TTD, the "pre-signal."Checked by claude, 2026-10-26 — read the chain signal section of FFF-81 and section 3.12 of the TTDPatch manual in their pinned captures

A comparison, not an influence statement, so no influence edge rests on it. OpenTTD's About page says many of its features were inspired by TTDPatch, and lists presignals among its enhancements without saying which of them came from TTDPatch.

Cited by: Factorio, OpenTTD, Rail signalling, Transport Tycoon, TTDPatch

In February 2014 kovarex listed Dwarf Fortress, RimWorld, SpaceChem, and Industry Giant as games people compare Factorio with that the team had never played. factorio-lineage/never-played

Dev blogFactorio <> Industry Giant 2 — Factorio forums, Ideas and Suggestions · kovarex's reply, February 2014These are games people tend to compare us with, that we never played: Dwarf fortress, Rimworld, Spacechem, Industry giant and much more.Checked by claude, 2026-10-26 — found the reply in the pinned capture of the topic

A negative. No influence edge from these games to Factorio has a source.

Cited by: Dwarf Fortress, Factorio, Production chain

Markus Persson wrote in 2009 that RubyDung, the prototype he worked on before Minecraft, was meant to be a base-building game inspired by Dwarf Fortress. In a 2010 interview he called Dwarf Fortress and roguelikes in general some of the biggest inspirations for Minecraft's gameplay. factorio-lineage/minecraft-dwarf-fortress

About: Minecraft

Dev blogThe origins of Minecraft · The origins of Minecraft, first paragraphwas supposed to be a base building game inspired by Dwarf Fortress, but with a heavy focus on accessibility.Interview: Markus 'Notch' Persson Talks Making Minecraft · interview, on Dwarf FortressDwarf Fortress and roguelikes in general are some of the biggest inspirations for the gameplay of MinecraftChecked by claude, 2026-10-26 — found both quotes in the pinned captures

Cited by: Dwarf Fortress, Factorio, Production chain

Persson wrote in 2009 that he tried a first-person view for following RubyDung's minions, "kinda like in Dungeon Keeper", and left it out because the graphics got pixellated and distorted. factorio-lineage/minecraft-dungeon-keeper

About: Minecraft

Dev blogThe origins of Minecraft · The origins of MinecraftI started thinking about adding a first person view for following your minions around, kinda like in Dungeon Keeper. It worked ok, but the graphics got very pixellated and distorted, so I left it out.Checked by claude, 2026-10-26 — found the paragraph in the pinned capture

A feature tried in Minecraft's predecessor and dropped, so the edge is considered.

Cited by: Dungeon Keeper

Persson wrote in 2009 that on finding Infiniminer he realized "that was the game I wanted to do". He found it flawed and tried a first-person engine in its style. factorio-lineage/minecraft-infiniminer

About: Minecraft

Dev blogThe origins of Minecraft · The origins of MinecraftBut then I found Infiniminer. My god, I realized that that was the game I wanted to do. … I thought a fantasy game in that style would work really really well, so I tried to implement a simple first person engine in that styleChecked by claude, 2026-10-26 — found the paragraph in the pinned capture

Cited by: Dwarf Fortress, Infiniminer, Minecraft

In a 2010 interview Persson described the builder game he was working on when he came across Infiniminer as "a lightweight Dwarf Fortress", "kinda like if DF and Rollercoaster Tycoon had a baby". factorio-lineage/minecraft-rollercoaster-tycoon

About: Minecraft

InterviewInterview: Markus 'Notch' Persson Talks Making Minecraft · How did you come across Infiniminer?It was supposed to be a lightweight Dwarf Fortress. Kinda like if DF and Rollercoaster Tycoon had a baby.Checked by claude, 2026-10-26 — found the answer in the pinned capture

The interviewer's question spells the game "Infiminer". "Supposed to be" frames the blend as what the prototype set out to be, and Persson left that prototype for an Infiniminer-like game, so the edge is considered.

Cited by: Dwarf Fortress, RollerCoaster Tycoon

OpenTTD's About page says the game is based upon Chris Sawyer's Transport Tycoon Deluxe and attempts to mimic it as closely as possible while extending it with new features. factorio-lineage/openttd-transport-tycoon-deluxe

About: OpenTTD

PublisherOpenTTD — About · AboutOpenTTD is an open source simulation game based upon the popular Microprose game "Transport Tycoon Deluxe", written by Chris Sawyer. It attempts to mimic the original game as closely as possible while extending it with new features.Checked by claude, 2026-10-26 — read the About and Features paragraphs in the pinned capture

The same page says "Many features were inspired by TTDPatch while others are original", without naming them.

Cited by: Factorio, OpenTTD, Transport Tycoon

OpenTTD's About page says many of its features were inspired by TTDPatch, and others are original. It doesn't name which. factorio-lineage/openttd-ttdpatch

About: OpenTTD

PublisherOpenTTD — About · FeaturesMany features were inspired by TTDPatch while others are original.Checked by claude, 2026-10-26 — found the sentence in the Features paragraph of the pinned capture

Cited by: Rail signalling, Transport Tycoon, TTDPatch

Chris Sawyer said in 2014 that he thought Railroad Tycoon's gameplay was fantastic and set out to take it further, with more modes of transport and his isometric view. In 2000 he put his aim as something "less complex but more fun than Railroad Tycoon". factorio-lineage/transport-tycoon-railroad-tycoon

About: Transport Tycoon

InterviewInterview with Chris Sawyer and the development team of Transport Tycoon mobile · question 5I really enjoyed Sid Meier's Railroad Tycoon, and I thought the gameplay side of Railroad Tycoon was fantastic. I enjoyed playing it, and I just started to think "Maybe I can take this a bit further." … I think it was probably the isometric, and trying to take Railroad Tycoon a bit further, to have more modes of transport, and it just sort of gradually grew.The Pursuit of Fun — Chris Sawyer interview · Transport TycoonMy aim was to create something less complex but more fun than Railroad Tycoon.Checked by claude, 2026-10-26 — found the answers in the pinned captures of both interviews

Cited by: Factorio, Railroad Tycoon

Asked in 2014 about other world-builder games of the time, Sawyer said he hadn't played SimCity. factorio-lineage/transport-tycoon-not-simcity

About: Transport Tycoon

InterviewdisputedInterview with Chris Sawyer and the development team of Transport Tycoon mobile · question 5, follow-up on world builder gamesSim City at the time was only a map based thing, and I hadn't actually played Sim City.Checked by claude, 2026-10-26 — read the follow-up exchange in the pinned capture

Disputed: Wired's 2013 piece quotes him naming Railroad Tycoon, Populous and Sim City among "my biggest influences at the time" (transport-tycoon-history/influences-2013). The two statements don't fit together, and no source read reconciles them.

In the same answer he says he tried Civilization and admired it but didn't enjoy playing it.

Cited by: Factorio

Asked how he got from Raid on Bungeling Bay's world editor to SimCity, Will Wright said it began as a toy: he kept making his editor more elaborate, and thought it would be cool to have the world come to life. factorio-lineage/simcity-raid-editor

About: SimCity

InterviewThe Replay Interviews: Will Wright · interview, on Raid's world editorHow did the leap from Raid's world editor, to SimCity with its urban design theories, happen? WW: First, it was just a toy for me. I was just making my editor more and more elaborate. I thought it would be cool to have the world come to life.Checked by claude, 2026-10-26 — found the exchange in the pinned capture of the Game Developer reprint

The phrase "Raid's world editor" is Tristan Donovan's question; Wright's answer speaks of "my editor".

Cited by: Factorio, Raid on Bungeling Bay

Ars Technica's report of Sid Meier's 2017 GDC talk says Meier described his earliest version of Civilization as having "stirred together" elements from SimCity, Railroad Tycoon, Empire, and the British board game Civilization. factorio-lineage/civilization-stirred-together

About: Civilization

WebSid Meier tells Civilization's origin story, cites children's history books · report of the talkMeier said that his earliest version "stirred together" elements from SimCity, Railroad Tycoon, Empire, and a certain British board game named, well, Civilization.Checked by claude, 2026-10-26 — found the sentence in the pinned capture

The board game is Francis Tresham's Civilization, not a video game, so it has no edge. Benj Edwards's 2007 history quotes Meier on the original idea as "kind of like Risk brought to life on the computer".

Cited by: Civilization, Factorio

Benj Edwards's 2007 history of Civilization says Meier was a big fan of an early computer game called Empire, and quotes Bruce Shelley: Meier asked him for a list of 10 things he would do to Empire to make it a better game, as some of his research on Civilization. factorio-lineage/civilization-empire

About: Civilization

WebThe History of Civilization · page on Civilization's originsMeier was also a big fan of an early computer game called Empire … "At one point, [Meier] asked me to make a list of 10 things I would do to Empire to make it a better game," says Shelley. "That was some of his research on Civilization."Sid Meier tells Civilization's origin story, cites children's history books · report of the talkMeier said that his earliest version "stirred together" elements from SimCity, Railroad Tycoon, EmpireChecked by claude, 2026-10-26 — found both passages in the pinned captures

Edwards names the game only as Empire; Walter Bright's 1977 game is the one usually meant. The board game Risk, which Bright names as an inspiration for Empire, stays out of the graph.

Cited by: Empire

Tarn Adams said in 2016 that the Hack 1.03 lineage was largely inspirational for Dwarf Fortress, especially the bones file, where something of a dead character carries into a later game, which he traced directly to Dwarf Fortress's persistent worlds. factorio-lineage/dwarf-fortress-hack

About: Dwarf Fortress

InterviewDwarf Fortress' creator on how he's 42% towards simulating existence · page 3That lineage was big, largely inspirational for Dwarf Fortress, especially the bones file part where you die and then you have in your subsequent playthrough, something about your previous character, more than a score or whatever, incorporated in the game. You can trace that directly to Dwarf Fortress persistent worlds.Checked by claude, 2026-10-26 — found the answer on page 3 in the pinned capture

Cited by: Dwarf Fortress, Hack

In the same 2016 interview Adams said Hack, Starflight, and the Ultima series were almost exclusively "why we're doing what we're doing". factorio-lineage/dwarf-fortress-starflight-ultima

About: Dwarf Fortress

InterviewDwarf Fortress' creator on how he's 42% towards simulating existence · page 3I’d say Hack, Starflight, and the Ultima series, those three things almost exclusively are why we’re doing what we’re doing.Checked by claude, 2026-10-26 — found the sentence on page 3 in the pinned capture

The Ultima series has no edge here, since the atlas draws edges between games.

Cited by: Dwarf Fortress, Starflight