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Factorio that you can touch

Original article
factorio.com|161 points|25 comments|by ibobev|Sep 25, 2026

Factorio: Bringing the Factory into the Physical Realm

Friday Facts #447 | Posted by Pard, Jarosław, and Fearghall on September 25, 2026

Greetings! We have a rather unconventional update for you today.


🌍 A Journey into the Physical World

By Pard

The seeds for this project were sown during the sweltering summer of 2024, while we were pushing ourselves to the limit to finalize the Space Age DLC. As the game neared completion, we felt a strong need for authentic player feedback.

To achieve this, we organized a specialized playtesting event (referenced in FFF-427). This allowed teams of players to experience the game from start to finish, providing us with the raw, in-person critiques necessary to polish the product to the standard you deserve.

Because we are a team of tinkerers and geeks, we reached out to our partners at Prusa Research. They are huge Factorio fans, so they jumped at the chance to help us create presentations and supporting materials for the attendees.

During the event, a spontaneous idea struck: Why not print Factorio models right here? Fearghall quickly whipped up a basic model of the Wriggler from the jungles of Gleba.

Once the event concluded and the DLC was released, we spent several months bug-fixing and polishing. In our downtime, we returned to the idea of physical models. We printed and painted several prototypes, but they lacked a cohesive vision. After some brainstorming, we realized the answer was simple: Belts.

Since belts are the heartbeat of every factory—from the first burner miner to the most complex megabase—Jarosław developed a grid system. This ensures that every physical entity can be placed in a way that mirrors the game's layout.

🛠️ Technical Specifications

We discovered that a "one size fits all" approach wouldn't work for 3D printing. Consequently, we produced two distinct versions of nearly every model:

VersionDesign GoalPrimary Use Case
High PrecisionTight tolerancesPush-fit assembly (no glue)
High ClearanceLoose tolerancesPermanent gluing or lower-end printers

While Jarosław focused on the player-built structures, Fearghall tackled the hostile fauna. The list grew rapidly: chests, the pioneer character, stone furnaces, and more. To avoid an infinite development cycle, we eventually drew a line in the sand.

The final tally:

  • 15 Model sets
  • 65 Individual models
  • 247 STL files

🎨 The Iterative Process

The road to the final files was paved with failed prints and repaints. We wanted to ensure the models looked great whether they were left as raw plastic or fully painted.

"We had to ensure the physical representation didn't just exist, but actually felt like the game."

Development Milestones:

  • Initial enemy prototype →\rightarrow→ Scrapped (didn't match in-game visuals).
  • Biter Spawner →\rightarrow→ Resized and optimized for smoother printing.
  • Spitter →\rightarrow→ Fine-tuned detail limits for FDM printers.
  • Electric Mining Drill →\rightarrow→ Validated with silver primer.
  • Lane Balancer →\rightarrow→ Completed with custom model grass.
  • Walls →\rightarrow→ Integrated into the grid system.
  • Scale Testing →\rightarrow→ Pushed the boundaries of minimum and maximum sizes.


🎁 A Gift to the Community

By Pard

In an era of digital downloads, physical memorabilia is becoming a rarity. We wanted to create something tangible for ourselves and our fans to commemorate the thousands of hours spent in the factory.

However, we are a software studio, not a toy company. We felt that selling expensive, limited-edition collector's items was the right way to go not the right fit for us. Instead, we are releasing these 3D models as a free gift.

We want you to be able to download them, print them, and—most importantly—iterate on them. Your creativity is legendary, and we want to see your own spin on these designs.


📐 Reimagining Factorio in 3D

By Jarosław

I'll be honest: I ignored 3D printing for a long time. But as a 3D artist with a deep love for miniature board games, once I finally dove in, there was no turning back. My printers have barely had a moment of rest since. From card organizers to massive paint-stands, I'm always printing something. (And no, this has done nothing to reduce my "pile of shame.")

When the idea of Factorio models started floating around the office, I was immediately hooked. You might think that since our game entities start as 3D models, converting them to prints would be a breeze. I thought so too.

I was wrong.

The transition is far more complex than it seems. The biggest hurdle with FDM (Fused Deposition Modeling) printing is the concept of supports.

To put it in simple terms, imagine building a roof with LEGO bricks:

  • Angled Roof: Easy. You just offset each brick slightly as you go up.
  • Flat Overhang: Impossible without something underneath to hold the brick up.

The math of the overhang is essentially: Printable Angle≈≤45∘ (depending on the printer)\text{Printable Angle} \approx \le 45^\circ \text{ (depending on the printer)}Printable Angle≈≤45∘ (depending on the printer)

Translating the game's aesthetic into something that can actually be printed without collapsing required a total rethink of the geometry. It has been one of the most fascinating challenges I've ever taken on.