factorio-mcp
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TDQS
Scored across 44 tools
Most tools target clearly distinct resource+action pairs (mine vs deconstruct, insert_items vs extract_items, build_plan vs run_plan). A few overlaps exist, particularly status/look_around/check_inventory all reporting character state and read_blueprint/import_blueprint both decoding blueprints, but the descriptions provide enough distinction.
The majority use a readable verb_noun snake_case pattern, but there are notable deviations: status is a bare noun, job_cancel/job_status/job_wait put the object first, and production_stats is noun_noun. The style is still consistent enough to be readable, but not uniform.
44 tools is well above the 25+ threshold and feels heavy even for a complex game agent. Many tools are granular and individually useful, but the surface could likely be consolidated (e.g. unified job management or movement tools) without losing capability.
The tool set covers character state, movement, mining, building, blueprints, inventory, combat, trains, research, jobs, events, and factory analysis. Minor gaps exist—such as no dedicated manual repair tool or broader logistics/rail construction tools—but the core gameplay workflows are well supported.