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Factorio Items Map/Tree

Posted: Fri Jan 03, 2014 6:32 pm
by StanFear
I discovered a amazing tool today : yEd : it allows to make cool graphs so I get the following idea :
Create a map of all items int factorio, and link each of them to the items needed to create it, and to the item it is used to create.

I spend some time doing it manually, (I know, I could have used a parser to create it automatically, but ... maybe another time !)

so here is the item tree :
Factorio items tree map.png
Factorio items tree map.png (1.7 MiB) Viewed 13628 times
(and the file that can be used in yEd, well it seems I can only upload one file .... so on some other post !)

By doing it, I discovered some unbalances in the game, I don't remember any of them, but the idea is, to make a regular magazine (ammo) you need the same amount of iron than to make a pipe ? either there is a lot of waste, or you just created infinite iron !
anyway, you see what I mean right ?

Re: Factorio Items Map/Tree

Posted: Fri Jan 03, 2014 6:35 pm
by Wredi
Hi,

awesome work. maybe a item tree for production would be great too. i mean the items which are usually produced automized, such as steel, research packs, circuits and so on.

Regards,
Wredi

Re: Factorio Items Map/Tree

Posted: Fri Jan 03, 2014 7:04 pm
by ssilk
Well. Thats needed, but not yet.

Re: Factorio Items Map/Tree

Posted: Sat Jan 04, 2014 12:10 pm
by SilverWarior
In Friday Facts #6 (https://www.factorio.com/blog/post/fff-6) developers already make such graph which shows item relation for all available items at that time.

So go and check that out if you haven't already.

Re: Factorio Items Map/Tree

Posted: Sat Jan 04, 2014 12:25 pm
by Wredi
Hi,

thanks for the link didnt knew it.

but, dont you think its a bit confusing and hard to follow?

Regards,
Wredi

Re: Factorio Items Map/Tree

Posted: Sat Jan 04, 2014 1:26 pm
by SilverWarior
Based on complex dependancies between different items you won't ba able to do much better.
Becouse for such complex relations you would actually require 3D representation of interdependancies and even that won't be easy understandable.

Re: Factorio Items Map/Tree

Posted: Sat Jan 04, 2014 7:52 pm
by ssilk
The whole tree can be understood only in parts. the view for one item. Or what is needed to produce this item.

Think for el. circuits: This is the worst case. Nobody would understand, for how much things it could be used if it is in some big graph.

But a simple description:

Electronic circuits could be used for
- Advanced circuits
- ...
- ...

is quite more understandable.

Re: Factorio Items Map/Tree

Posted: Sat Jan 04, 2014 8:51 pm
by StanFear
SilverWarior wrote:In Friday Facts #6 (https://www.factorio.com/blog/post/fff-6) developers already make such graph which shows item relation for all available items at that time.

So go and check that out if you haven't already.
well, I remembered seeing a graph, but I remembered it was the tree of technologies ...

anyway,

all said before is true, this is not really simple to understand on a global picture, but with the file and the software, this is what you can see :
speed module uses.png
speed module uses.png (34.89 KiB) Viewed 13543 times
much more useful right ?

Re: Factorio Items Map/Tree

Posted: Sat Jan 04, 2014 11:06 pm
by ssilk
StanFear wrote: much more useful right ?
Yes. I would use the wiki for that:

http://www.mediawiki.org/wiki/Extension:GraphViz

Or using GraphViz directly in Factorio:

http://www.graphviz.org/About.php

Also much nicer graphs.


Edit:
There are also libraries, which use GraphViz:
http://plantuml.sourceforge.net/screenshot.html
This is specially for UML...


Note also: http://www.graphviz.org/doc/info/shapes.html#html

There you can construct graphs which have some area. I think for a view like in
http://windirstat.info/
Where you see the area as an item and the included sub areas as needed to produce that.