Open-source the Factorio game engine
Posted: Wed Jun 17, 2026 1:59 am
As Factorio is nearing (at least in the coming years) its development end-of-life, will Wube go down the route mod-friendly games like Minecraft once pledged but never truly delivered on (until very recently), namely, to sublicense and release the source for the core game engine (making up the "factorio.exe" binary), as strictly opposed to its commercially-licensed EULA-bound assets (under "\data", including the "core" and "base" mods that make up all of the lua scripting, definitions, textures, sounds, and so on), the same way id Software has historically done with the Doom and Quake engines?
This would greatly expand its life expectancy at no apparent cost (beyond maybe some internal cleaning-up of the code-base), delegate the fixing of bugs Wube has deemed unfixable, or otherwise minor (about 70 forum-pages worth as of today), along with allowing the further development of the modding API beyond that which fell under the requirements of the original game (and might otherwise currently rely on lua scripting hacks due to hard-coding). Also decouple and maintain its dependencies (currently statically linked, probably in-tree), for example port to SDL 3.0, make it truly portable to support more platforms, CPU architectures, or even graphic APIs, etc.
This can be achieved using either a copyleft, permissive, or strictly non-commercial license (also known as source available licensing agreements), specifically to anyone that has already brough a license to the game, or even simply made non-redistributable (only individually available to licensed players). In which case, just as today "Space Age" is essentially a paid mod to the base game, under this scheme the base game would simply become a paid mod for the game engine.
If not, or if this topic has already been brough up or discussed before, an official response or clarification would otherwise be greatly appreciated.
This would greatly expand its life expectancy at no apparent cost (beyond maybe some internal cleaning-up of the code-base), delegate the fixing of bugs Wube has deemed unfixable, or otherwise minor (about 70 forum-pages worth as of today), along with allowing the further development of the modding API beyond that which fell under the requirements of the original game (and might otherwise currently rely on lua scripting hacks due to hard-coding). Also decouple and maintain its dependencies (currently statically linked, probably in-tree), for example port to SDL 3.0, make it truly portable to support more platforms, CPU architectures, or even graphic APIs, etc.
This can be achieved using either a copyleft, permissive, or strictly non-commercial license (also known as source available licensing agreements), specifically to anyone that has already brough a license to the game, or even simply made non-redistributable (only individually available to licensed players). In which case, just as today "Space Age" is essentially a paid mod to the base game, under this scheme the base game would simply become a paid mod for the game engine.
If not, or if this topic has already been brough up or discussed before, an official response or clarification would otherwise be greatly appreciated.