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Factorio Map WebUI

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A static SPA for authoring and exchanging Factorio 2.1.x map generation presets (exchange-string codec format 2.1.9.3). The core editor has no backend - everything runs in the browser. An optional, opt-in map preview service (the app's only outbound call) renders real Factorio previews via Cloudflare; the editor stays fully functional offline without it. See Map preview service.

Status

Phases 0-1c complete and merged. The codec (format 2.1.9.3) does a byte-exact decode/encode round-trip on all 9 built-in presets and the reference fixtures - the encoder reproduces the game's zlib@9 stream via pako at { level: 9, legacyHash: true }, so re-emitted strings are byte-identical to the originals.

Decoded and typed on the model:

  • Mid-block: autoplace_settings count + default_enable_all_autoplace_controls, seed, width, height, starting_area, peaceful_mode, no_enemies_mode. Still opaque: area_to_generate_at_start and starting_points (both are byte-identical across the corpus, so cracking them needs new positive fixtures).
  • Tail: the entire MapSettings region (cliffs, pollution, enemy evolution/ expansion, unit group, path finder, difficulty, asteroids) is fully typed; it decodes to zero residual opaque bytes.

Also shipped: a full multi-planet editor over the decoded model, localStorage presets, exchange-string import, and export of map-gen-settings.json + map-settings.json as a downloadable ZIP. seed is a single source of truth for "random each new map" (null = random, which encodes to wire 0). The Enemy tab additionally makes MapSettings tail fields editable - enemy evolution and expansion - with the game's own display scaling (evolution factors shown scaled up from the tiny wire floats, cooldowns in minutes), linked min/max expansion distance, and in-game tooltip text on every field.

The app is deployed and live on Cloudflare Pages at map.factorygamefan.com, with the map preview service deployed alongside it. The apex factorygamefan.com is a separate landing page, not the app - the worker's ALLOWED_ORIGIN is the map. subdomain.

Client-side map preview

Beyond the codec editor, the app renders Factorio 2.1.11 map previews entirely in the browser - no server round-trip - by hand-porting the game's noise/autoplace expressions to TypeScript and validating each one point-by-point against a headless-Factorio oracle (test/oracle/). Shipped so far:

  • Terrain / elevation (M1-M2): land/water/coastline plus colored Nauvis terrain tiles (grass/sand/dirt/desert variants), matching the game's tile placement. All three base map types (Nauvis, Lakes, Island) render.
  • Resources (M3): all six Nauvis resources (iron, copper, coal, stone, uranium, crude-oil) as a solid-footprint overlay - both the whole-map regular_patches and the near-spawn guaranteed starting_patches (max(starting, regular)), responding to the frequency/size/richness sliders and excluded from water. Next: M3.5 (per-tile placement stipple).

The two reverse-engineered noise primitives that make this possible (basis_noise, spot_noise, plus random_penalty and the multioctave family) are documented in docs/noise/. This is an offline/instant alternative to the headless preview service below; the service remains as a cross-check oracle.

The map preview service (preview-service/) renders real Factorio previews server-side: clicking "Generate preview" POSTs the active preset's map-gen-settings to a Cloudflare Worker, which serves a cached PNG from R2 or renders one with the real Factorio headless engine in a container. It is deployed and live.

Design and phase history live in docs/superpowers/specs/, docs/superpowers/plans/, and docs/noise/ (point-in-time records, not living docs).

Development

Built and verified on Node 26.5.0 (.node-version, which is also what CI installs); engines.node is a permissive floor of >=24.18.0 because older versions are untested rather than known-broken. The project pins pnpm via devEngines, so run vp through pnpm (a bare vp or npx vp from the project root fails with EBADDEVENGINES).

  • pnpm install - install dependencies
  • pnpm vp dev - dev server
  • pnpm vp check --fix - lint + format + type-check of .ts
  • pnpm run check:vue - vue-tsc --noEmit, the type-check of <script setup> bodies in the .vue files. Nothing else checks them.
  • pnpm vp test - test suite (fixture-driven codec tests and UI tests)
  • pnpm vp build - production build
  • pnpm run verify - the whole gate: vp check + check:vue + vp test + preview:test. ~65-90s locally. Needs no Factorio install.

CI

.github/workflows/verify.yml runs pnpm run verify on every pull request and every push to main - the same command, invoked verbatim, so CI and local cannot disagree about what passing means. It needs no secrets and does not deploy.

Dependency updates are handled by Renovate (.github/renovate.json5), which encodes this project's deliberate holds rather than proposing them weekly - see the CI section of CLAUDE.md for what is held and why.

Map preview service

preview-service/ is a pnpm workspace holding the two backend pieces:

  • worker/ - a Cloudflare Worker: validates the request, computes a cache key, serves a cached PNG from R2 on a hit, and on a miss enforces a monthly render budget (Durable Object) before calling the container. Returns the PNG through the Worker so it stays same-origin with the app.
  • container/ - a digest-pinned factoriotools/factorio:2.1.12 image plus a thin Node HTTP server that shells out to factorio --generate-map-preview and returns the PNG bytes.

Run the whole stack locally (needs Docker)

wrangler dev builds and runs the container through your local Docker daemon and simulates the R2 and Durable Object bindings, so no Cloudflare deploy is needed to develop or test the feature:

  • pnpm localpreview - alias for pnpm preview:dev, below. Use whichever you remember.
  • pnpm preview:dev - runs the Worker (on :8787) and the app (on :5173) together; Ctrl-C tears down both. Wires ALLOWED_ORIGIN and VITE_PREVIEW_SERVICE_URL so the local CORS and service URL match.
  • pnpm preview:worker - just the Worker + container (wrangler dev)
  • pnpm preview:app - just the app, pointed at the local Worker
  • pnpm preview:test - Worker + container unit tests
  • pnpm preview:deploy - wrangler deploy the Worker (gated on its tests + wrangler types --check)

The container image build and render are also covered by a Docker integration test: pnpm --filter @fmw/preview-container test:integration.

Deploy

The app and preview service are already deployed (Cloudflare Pages + Workers/Containers on the wormeyman account; pnpm run deploy verifies, builds, and publishes the app). Both deploy paths are gated: pnpm run deploy runs pnpm run verify (vp check + check:vue + vp test + preview:test) first and aborts before wrangler if anything fails. The one-time setup, for reference, needs a Cloudflare account and Workers Paid ($5/mo, required for Containers):

pnpm --filter @fmw/preview-worker exec wrangler r2 bucket create fmw-preview-cache
# fill REPLACE_WITH_APP_ORIGIN in preview-service/worker/wrangler.jsonc, then:
pnpm --filter @fmw/preview-worker exec wrangler types
pnpm preview:deploy
# set VITE_PREVIEW_SERVICE_URL and fill REPLACE_WITH_WORKER_ORIGIN in public/_headers
pnpm vp build

Confirm a deploy actually landed

pnpm run verify:deploy

Fetches https://map.factorygamefan.com/version.json with caching bypassed and compares its commit against your local HEAD. Exit 0 means the live site is running that commit; exit 1 means it is not, and the output says which commit it IS running; exit 2 means the check could not be made, which is not a pass. Pass a different origin to check somewhere else - pnpm run verify:deploy http://localhost:5199 works against vp dev.

The same stamp is in the titlebar (build <sha>, with -dirty when the build came from a tree with uncommitted changes) and in /version.json, both emitted from one git read at build time.

Design and the task-by-task plan: docs/superpowers/specs/2026-07-10-map-preview-service-design.md and docs/superpowers/plans/2026-07-10-map-preview-service.md.

Design

See docs/superpowers/specs/2026-07-01-factorio-map-webui-design.md. The codec is fixture-driven: test/fixtures/builtin-presets.json holds all 9 built-in presets captured from Factorio 2.1.9 and is read-only ground truth.

License

AGPL-3.0-or-later. See LICENSE.

Copyright (C) 2026 Eric J

This program is free software: you can redistribute it and/or modify it under the terms of the GNU Affero General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. It is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for more details.

The Affero clause is the point, not an accident. Most of this repo is a static SPA whose code is delivered to every visitor's browser, so plain GPL copyleft would already reach anyone who forks and hosts the frontend. What it would not reach is a server-side derivative that renders on the backend and returns only images - and that is the concrete case this project has met. Section 13 covers it: if you run a modified version and let users interact with it over a network, those users are owed the source.

Note on scope: the license covers this repository's code. The reverse-engineered findings it documents - how Factorio's basis_noise seeds itself, the spot_noise RNG structure, the planet surface-seed derivation - are facts about how third-party software behaves, and facts are not copyrightable. Reimplementing them from these notes is not a derivative work of this code. Factorio itself is the property of Wube Software; this project is unaffiliated.

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Browser tool to decode, edit, and re-encode Factorio 2.1.9 map exchange strings with byte-exact round-trip.

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