Treefarm Tech Tree

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Ifandbut
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Treefarm Tech Tree

Post by Ifandbut »

Ok, I downloaded the HowTo save file and took a look around. I thought I would post here a summary of what is needed for what. I'm thinking about adding it to the Factorio Wiki but I am not sure what their policy is on mod pages.


So to begin:

Code: Select all

Field: Requires Fertilizer and Germling. Produces Raw Wood
Germling: Created with Raw Wood.
Fertilizer: Created in Chemical Plant - Requires 6x Ash, Phosphate, 2x Potassium, Liquid Nitrogen
Ash: Created in Cokery - Requires 5x Raw Wood
Phosphate: Created in Chemical Plant - Requires 3x Crushed Stone, Science Pack 1, 5x Water
Potassium: Created in Chemical Plant - Requires 3x Crushed Stone, Science Pack 1, 5x Water
Liquid Nitrogen: Created in Biolab - Requires 2x Liquid Air
Crushed Stone: Created in Stone Crusher - Requires Stone
Liquid Air: Created in Biolab - Requires Nothing
Biomass: Created in Bioreactor - Requires Fertilizer, 10x Water, 1x Liquid CO2
Liquid CO2: Created in Biolab - Requires Liquid Air
Biomass(?): Created in Bioreactor - Requires Biomass(?) (Not sure what this is about. There are a ton of Bioreactors taking Biomass as an input and producing it in return.)
Plastic bar (Bio Plastic): Created in Biolab - Requires 2x Cellulose
Cellulose: Created in Biolab - Requires 1.6x Biomass
Medicine: Created in Biolab - Requires 10x Nutrients
Nutrients: Created in Biolab - Requires 20x Biomass
Flamethrower Ammo: Created in Assembling machine - Requires 2x Steel Plate, 10x Methanol
Methanol: Created in Bioreactor - Requires Biomass
Glue: Created in Biolab - Requires Cellulose, Methanol
Glue Rocket: Requires Glue, Slowdown Capsule
Glue Capsule: Requires Glue, Slowdown Capsule
Charcoal (x10): Created in Cokery - Requires 10x Raw wood
Coal (x10): Created in Cokery - Requires 10x Charcoal
Cokecoal (x10): Created in Cokery - Requires 10x Coal
Research:

Code: Select all

Fertilizer: 
Cost: (Science 1 & Science 2) x100
Requires: Fluid handling
Allows: Advanced Biotechnology
Effects: Biolab, Stone Crusher, Crushed Stone, Liquid Air, Liquid Nitrogen, Fill Liquid Nitrogen Barrel, Empty Liquid Nitrogen Barrel, Phosphate, Potassium, Fertilizer

Advanced Biotechnology:
Cost: (2x Science 1 & 2x Science 2) x100
Requires: Fertilizer
Allows: Biological Warfare, Medicine, Organic Plastic
Effects: Bioreactor, Biomass, Liquid CO2, Cellulose, Methanol

Biological Warfare:
Cost: (2x Science 1 & 2x Science 2 & Science 3) x75
Requires: Advanced Biotechnology
Effects: Glue, Glue Rocket, Glue Capsule, Glue Turret, Flamethrower Ammo

Medicine:
Cost: (2x Science 1 & 2x Science 2 & Science 3) x75
Requires: Advanced Biotechnology
Effects: Nutrients, Medicine

Organic Plastic:
Cost: (2x Science 1 & 2x Science 2 & Science 3) x50
Requires: Advanced Biotechnology
Effects: Plastic Bar

Advanced Treefarming:
Cost: (3x Science 1 & 2x Science 2) x100
Requires: Construction robotics, Lotistic robotics
Effects: Field Mk2

Coal Processing:
Cost: (Science 1 & Science 2) x75
Requires: Advanced material processing
Effects: Charcoal, Coal, Cokecoal, Ash, Cokery
After looking at the save for a bit I have 2 main questions:
1) What is the deal with the Biomass being made out of Biomass?
2) I assume that Cokecoal has a higher energy density than Coal, Coal than Charcoal, and Charcoal than Raw Wood. I just wonder how much.

drs9999
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Re: Treefarm Tech Tree

Post by drs9999 »

1) The intention was/is to create a self-sustaining production-cycle.
If you just focus on the plastic production chain, you can compare it with the solar vs steam mechanics

It takes quite a lot resource to produce plastic (out of oil) or energy out of fuel, but you also get a good output. Whereas it took much more initial resources to setup the biomass->plastic chain or huge solar-array, but after that it is material/energy "for free".

2) The fuel-values are:
wood: 4MJ (vanilla-default)
charcoal: 6MJ
coal: 8MJ (vanilla-default)
coke-coal: 10MJ

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