Tech Tree
Re: Tech Tree
That's pretty neat, though... hard to make out.
How did you make it?
How did you make it?
窮屈そうに身を屈めても今じゃ誰もがそうしてる 天井の無いECHO ROOMに誰かが僕を放り込む
君のSPEEDでもって 同じPHRASEを弾いて 冷たい時に寄り添って
君のSPEEDでもって 同じPHRASEを弾いて 冷たい時に寄り添って
Re: Tech Tree
That is so useful for planning things out. I hope this gets pinned or something.
Re: Tech Tree
Looks really nice. It would be great to have a link to this on the wiki ...
Re: Tech Tree
Oh wow, that looks really good. Totally going to use that to plan my next world!
Re: Tech Tree
But it shows one thing, that the dependencies in the tech tree have to be organiced in a new way. As in civ, the tech tree is 4 or 5 lines high, but the lines connecting the different researches are never hidden or overlapped
This would make a much cleaner design: (As said, the different research prerequisites would have to be reworked by the devs). Your Tech Tree is very nice as an idea, but not really helpful (because of the messed up dependencies ingame). Yes it shows the number of resreach packs required, but can you eg read from that tech tree, what you need to research before you can get eg the "railway" technologies?
http://www.civfanatics.com/gallery/file ... iginal.jpg Here you always can tell what to research prior or after a given technology, civ indeed has a very nice research system and tree
[Edit] Ah I see its clickable, yes, nicely done, very helpful that way.
Maybe a lot of techs should be complessed to just one research project ingame. eg. Big research (a lot of science packs) for railway systems, where you get ALL the tech (stations, rail signals,..) at once. Combined research for all module types each tier, combined reseach for shotgun and bullet tech, and so on.
This would make a much cleaner design: (As said, the different research prerequisites would have to be reworked by the devs). Your Tech Tree is very nice as an idea, but not really helpful (because of the messed up dependencies ingame). Yes it shows the number of resreach packs required, but can you eg read from that tech tree, what you need to research before you can get eg the "railway" technologies?
http://www.civfanatics.com/gallery/file ... iginal.jpg Here you always can tell what to research prior or after a given technology, civ indeed has a very nice research system and tree
[Edit] Ah I see its clickable, yes, nicely done, very helpful that way.
Maybe a lot of techs should be complessed to just one research project ingame. eg. Big research (a lot of science packs) for railway systems, where you get ALL the tech (stations, rail signals,..) at once. Combined research for all module types each tier, combined reseach for shotgun and bullet tech, and so on.
Last edited by BurnHard on Tue May 13, 2014 3:34 pm, edited 2 times in total.
Re: Tech Tree
I also had to find out you can click on the icons... It's even written thererobhol wrote:That's pretty neat, though... hard to make out.
Re: Tech Tree
Very cool. Played around a while. Can you open the source how you made it?
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Re: Tech Tree
Very good, I'll be bookmarking that.
Hopefully it's built to be easily expanded/modified for patches and updates
Hopefully it's built to be easily expanded/modified for patches and updates
Re: Tech Tree
Wow,
The highlighting works well to help unravel the tech tree monstrosity a bit
The highlighting works well to help unravel the tech tree monstrosity a bit
Re: Tech Tree
It is nice, but the Rocket defense and probably some more items like Power armor mk2 etc. have some 'hidden requirements' Not for the research, but they are there if you want to build it.
Re: Tech Tree
Would actually be nice to have something like this ingame. Doesnt have to be fancy or anything. But it gives you a nice timeline of what you need to get where. instead of having to click 30 random techs atm.
Re: Tech Tree
Very convenient, thanks about that
BTW, some offtopic (maybe I don't need to open a new thread if someone knows): I saw someone posting kind of a "cheat sheet" in some thread to help with planning assembly lines. It shows what you need for a certain number of items, say, how many copper wires for three advanced circuit board assemblies (if I understood it correctly). Can't find it anymore though has someone seen that thread around? Any help would be appreciated
BTW, some offtopic (maybe I don't need to open a new thread if someone knows): I saw someone posting kind of a "cheat sheet" in some thread to help with planning assembly lines. It shows what you need for a certain number of items, say, how many copper wires for three advanced circuit board assemblies (if I understood it correctly). Can't find it anymore though has someone seen that thread around? Any help would be appreciated
Re: Tech Tree
Do you mean this: https://forums.factorio.com/forum/vie ... f=8&t=3434 ? Pretty neat toolGewaltSam wrote:BTW, some offtopic (maybe I don't need to open a new thread if someone knows): I saw someone posting kind of a "cheat sheet" in some thread to help with planning assembly lines. It shows what you need for a certain number of items, say, how many copper wires for three advanced circuit board assemblies (if I understood it correctly). Can't find it anymore though has someone seen that thread around? Any help would be appreciated
Re: Tech Tree
Ingame techtree is planned for version 0.12, lets hope we can make itRMJ wrote:Would actually be nice to have something like this ingame. Doesnt have to be fancy or anything. But it gives you a nice timeline of what you need to get where. instead of having to click 30 random techs atm.
Re: Tech Tree
we placed some links here: https://forums.factorio.com/wiki/index.php?title=News
Search for cheatsheet.
Search for cheatsheet.
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Re: Tech Tree
This is really cool. However I think for a tech tree like Factorio's a web would work much much better, as it would both look nicer and be easier to see what requires what and how far out you are from something else.
For reference here's a picture of Endless Space's tech web:
For reference here's a picture of Endless Space's tech web:
Re: Tech Tree
Year, a circular form makes sense somehow.
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