Tech (production) tree / Factory plan

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Tech (production) tree / Factory plan

Postby Ezhar » Tue Apr 01, 2014 10:55 am

Tech, and more importantly, production tree for Factorio. This is generated from the LUA recipes found in the data folder using Graphviz and a LUA script I hacked up.

One version is the full tree with all recipes, the other is filtered to exclude stuff you will probably not want (like burner inserters) or won't need a factory for (such as the exoskeleton).

Filtered production tree (PDF)
Complete production tree (PDF)
Tech tree (PDF)

Source code (LUA) on Github:
https://github.com/ingmar/factorio-trees

Looks something like this (PDFs above have the full resolution):
Image
Last edited by Ezhar on Mon May 22, 2017 11:52 am, edited 8 times in total.
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Re: Tech tree / Factory plan

Postby kovarex » Tue Apr 01, 2014 10:59 am

Do you think you could try the same with tech tree? (I mean technology dependency tree instead of the production tree)
We have it now on our roadmap for 0.12 and I was planning to use graphviz for that.
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Re: Tech tree / Factory plan

Postby Ezhar » Tue Apr 01, 2014 11:35 am

kovarex wrote:Do you think you could try the same with tech tree? (I mean technology dependency tree instead of the production tree)


Probably, if all the data is in there somewhere. Might be a bit before I have more hacking time, I also want to play ;-)
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Re: Tech (production) tree / Factory plan

Postby slay_mithos » Tue Apr 01, 2014 3:54 pm

I really need to get around to compile graphviz to be able to use this tool, it could really help me figure out what I need.
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Re: Tech (production) tree / Factory plan

Postby Sedado77 » Tue Apr 01, 2014 5:26 pm

This is very usefull. Thank YOU! :)
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Re: Tech tree / Factory plan

Postby Ezhar » Fri Apr 25, 2014 4:42 pm

Ezhar wrote:
kovarex wrote:Do you think you could try the same with tech tree? (I mean technology dependency tree instead of the production tree)


Probably, if all the data is in there somewhere. Might be a bit before I have more hacking time, I also want to play ;-)


Something like this?
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Re: Tech (production) tree / Factory plan

Postby Drury » Sat Apr 26, 2014 1:37 pm

Can't wait for it to be at least this big.
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Re: Tech (production) tree / Factory plan

Postby DrNoid » Sat Apr 26, 2014 6:46 pm

If it gets that big we need a better interface. At least the Warzone tech tree is mostly linear.

What would help planning your factory is if we could have a little help window showing the tree for what we want to build.
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Re: Tech (production) tree / Factory plan

Postby Ezhar » Tue Aug 26, 2014 7:58 pm

Updated for 10.0.0 and published source code (see top post).
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Re: Tech (production) tree / Factory plan

Postby Ezhar » Sat Jan 09, 2016 4:20 pm

Updated for 0.12.21.
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Re: Tech (production) tree / Factory plan

Postby ssilk » Sat Jan 09, 2016 9:40 pm

I moved it to Tools board, leaving a link in General.
Cool suggestion: Eatable MOUSE-pointers.
Have you used the Advanced Search today?
Need help, question? FAQ - Wiki - Forum help
I still like small signatures...
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Re: Tech (production) tree / Factory plan

Postby Ezhar » Sat Jan 16, 2016 2:05 pm

Added crafting times to output (clock icon).
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Re: Tech (production) tree / Factory plan

Postby Factorio2016 » Sat Mar 19, 2016 9:35 pm

recipes-all.pdf, recipes-filtered.pdf

arrows from copper should be orange.
hands of iron should be dark grey.
arrows from the water should be light blue.
and so on [unreadable]
techtree-all.pdf

automation should have its own color.
military craft in a different color
and so on
English is not my native language. Translator.
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Re: Tech (production) tree / Factory plan

Postby Ezhar » Wed Nov 02, 2016 12:36 pm

Updated for Factorio 0.13.20.
Added distinctly coloured edges for Copper, Iron and Steel plate.
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Re: Tech (production) tree / Factory plan

Postby Ezhar » Mon May 22, 2017 11:51 am

Updated for Factorio 0.15
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