Tech Tree

Calculate optimal ratios for feeding recipes, search through the research-tree, specialized tools to view game-information.
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DaveMcW
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Tech Tree

Post by DaveMcW » Tue May 13, 2014 11:16 am

Here is a tech tree in the style of Civ5, another game I have spent many hours playing.

Factorio Tech Tree

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Re: Tech Tree

Post by robhol » Tue May 13, 2014 12:46 pm

That's pretty neat, though... hard to make out. :P

How did you make it?
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Re: Tech Tree

Post by Apollysis » Tue May 13, 2014 2:46 pm

That is so useful for planning things out. I hope this gets pinned or something.

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Re: Tech Tree

Post by slpwnd » Tue May 13, 2014 2:49 pm

Looks really nice. It would be great to have a link to this on the wiki ...

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Re: Tech Tree

Post by murillokb » Tue May 13, 2014 2:52 pm

Oh wow, that looks really good. Totally going to use that to plan my next world!

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Re: Tech Tree

Post by BurnHard » Tue May 13, 2014 3:13 pm

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.
Last edited by BurnHard on Tue May 13, 2014 3:34 pm, edited 2 times in total.

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Re: Tech Tree

Post by BurnHard » Tue May 13, 2014 3:32 pm

robhol wrote:That's pretty neat, though... hard to make out. :P
I also had to find out you can click on the icons... It's even written there :D

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Re: Tech Tree

Post by ssilk » Tue May 13, 2014 11:43 pm

Very cool. :) Played around a while. Can you open the source how you made it?
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Re: Tech Tree

Post by sciencemile » Wed May 14, 2014 5:47 am

Very good, I'll be bookmarking that.

Hopefully it's built to be easily expanded/modified for patches and updates :)

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Re: Tech Tree

Post by jeroon » Wed May 14, 2014 8:55 am

Wow, Image

The highlighting works well to help unravel the tech tree monstrosity a bit :D

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Re: Tech Tree

Post by Teurlinx » Wed May 14, 2014 4:49 pm

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.

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Re: Tech Tree

Post by RMJ » Fri May 16, 2014 12:20 am

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.

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Re: Tech Tree

Post by GewaltSam » Fri May 16, 2014 3:50 am

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 :)

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Re: Tech Tree

Post by Choumiko » Fri May 16, 2014 7:34 am

GewaltSam 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 :)
Do you mean this: https://forums.factorio.com/forum/vie ... f=8&t=3434 ? Pretty neat tool

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Re: Tech Tree

Post by kovarex » Fri May 30, 2014 7:40 am

RMJ 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.
Ingame techtree is planned for version 0.12, lets hope we can make it :)

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Re: Tech Tree

Post by ssilk » Fri May 30, 2014 7:57 am

we placed some links here: https://forums.factorio.com/wiki/index.php?title=News

Search for cheatsheet.
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Re: Tech Tree

Post by DaveMcW » Sat Sep 20, 2014 12:30 pm

Updated for 0.10.12.

Now with recipe ingredients!

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Re: Tech Tree

Post by -root » Sun Sep 21, 2014 12:13 am

Thanks for posting. that's really cool :)

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Re: Tech Tree

Post by xnmo » Sat Sep 27, 2014 9:03 pm

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:

Image

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Re: Tech Tree

Post by ssilk » Sat Sep 27, 2014 9:15 pm

Year, a circular form makes sense somehow.
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