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 :
(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 ?
Factorio Items Map/Tree
Re: Factorio Items Map/Tree
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
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
Well. Thats needed, but not yet.
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Re: Factorio Items Map/Tree
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.
So go and check that out if you haven't already.
Re: Factorio Items Map/Tree
Hi,
thanks for the link didnt knew it.
but, dont you think its a bit confusing and hard to follow?
Regards,
Wredi
thanks for the link didnt knew it.
but, dont you think its a bit confusing and hard to follow?
Regards,
Wredi
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Re: Factorio Items Map/Tree
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.
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
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.
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.
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Re: Factorio Items Map/Tree
well, I remembered seeing a graph, but I remembered it was the tree of technologies ...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.
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 : much more useful right ?
- Attachments
-
- Factorio Items Tree.zip
- (204.28 KiB) Downloaded 321 times
Re: Factorio Items Map/Tree
Yes. I would use the wiki for that:StanFear wrote: much more useful right ?
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.
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