Tech (production) tree / Factory plan

Calculate optimal ratios for feeding recipes, search through the research-tree, specialized tools to view game-information.
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Ezhar
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Tech (production) tree / Factory plan

Post by Ezhar »

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.

kovarex
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Re: Tech tree / Factory plan

Post by kovarex »

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.

Ezhar
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Re: Tech tree / Factory plan

Post by Ezhar »

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

Post by slay_mithos »

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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Sedado77
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Re: Tech (production) tree / Factory plan

Post by Sedado77 »

This is very usefull. Thank YOU! :)

Ezhar
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Re: Tech tree / Factory plan

Post by Ezhar »

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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Drury
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Re: Tech (production) tree / Factory plan

Post by Drury »

Can't wait for it to be at least this big.

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Re: Tech (production) tree / Factory plan

Post by DrNoid »

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.

Ezhar
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Re: Tech (production) tree / Factory plan

Post by Ezhar »

Updated for 10.0.0 and published source code (see top post).

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Re: Tech (production) tree / Factory plan

Post by Ezhar »

Updated for 0.12.21.

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ssilk
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Re: Tech (production) tree / Factory plan

Post by ssilk »

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...

Ezhar
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Re: Tech (production) tree / Factory plan

Post by Ezhar »

Added crafting times to output (clock icon).

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Re: Tech (production) tree / Factory plan

Post by Factorio2016 »

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

Post by Ezhar »

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

Post by Ezhar »

Updated for Factorio 0.15

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