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Re: Tech Tree
Posted: Wed May 14, 2014 4:49 pm
by Teurlinx
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
Posted: Fri May 16, 2014 12:20 am
by RMJ
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
Posted: Fri May 16, 2014 3:50 am
by GewaltSam
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
Re: Tech Tree
Posted: Fri May 16, 2014 7:34 am
by Choumiko
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
Re: Tech Tree
Posted: Fri May 30, 2014 7:40 am
by kovarex
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
Re: Tech Tree
Posted: Fri May 30, 2014 7:57 am
by ssilk
Re: Tech Tree
Posted: Sat Sep 20, 2014 12:30 pm
by DaveMcW
Updated for 0.10.12.
Now with recipe ingredients!
Re: Tech Tree
Posted: Sun Sep 21, 2014 12:13 am
by -root
Thanks for posting. that's really cool
Re: Tech Tree
Posted: Sat Sep 27, 2014 9:03 pm
by xnmo
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:
Re: Tech Tree
Posted: Sat Sep 27, 2014 9:15 pm
by ssilk
Year, a circular form makes sense somehow.
Re: Tech Tree
Posted: Fri Apr 17, 2015 6:37 am
by DaveMcW
Updated for 0.11.21.
Re: Tech Tree
Posted: Sat Apr 18, 2015 1:00 pm
by indjev99
I don't want to get technical (well actually I do), but that is not a tree and neither is the Civ 5 tech "tree". This is a DAG - Directed Acyclic Graph. Directed because the connections have direction - they are one way. Acyclic because there are no cycles - loops. And Graph because well it's a graph. Every tree is a DAG, but not all DAGs are trees. This is not a tree because some vertices have more than one parent - some technologies have more than one requirement.
This is a tree.
Re: Tech Tree
Posted: Tue Apr 21, 2015 10:16 am
by cube
To be technically correct (which is the best kind of correct, obviously :-) ) not all trees are directed, so your statement "Every tree is a DAG" is not true :-)
Re: Tech Tree
Posted: Fri May 22, 2015 9:46 am
by DanGio
Hi ! I just discovered your job, it's very nice and useful... Thanks !
Re: Tech Tree
Posted: Sat Nov 14, 2015 1:17 pm
by DaveMcW
Updated for 0.12.17.
Re: Tech Tree
Posted: Mon Apr 04, 2016 1:01 pm
by indjev99
cube wrote:To be technically correct (which is the best kind of correct, obviously
) not all trees are directed, so your statement "Every tree is a DAG" is not true
Yeah, I misspoke. What I should have said is that every tree can be made into a DAG by just assigning some direction to each edge. And since for these types of technological progressions the requirements are always one way (directed), any tree that you would use would be directed and therefore a DAG.
P.S. I looked trough all my posts out of boredom and saw this and decided to reply even though one year has passed.
Re: Tech Tree
Posted: Tue Jul 19, 2016 7:05 pm
by IronGator
Hello!
Geed the great job!
Update it to 0.13!
Re: Tech Tree
Posted: Mon Sep 19, 2016 7:43 pm
by DaveMcW
Updated for 0.13. I went with a more Civ2 style this time.
Re: Tech Tree
Posted: Tue Sep 20, 2016 9:31 am
by mrvn
Have you considered making the same for production? Starting with coal, wood and ores at the top and then going down the list of items and buildings you can build from that?
Re: Tech Tree
Posted: Sun Nov 06, 2016 11:55 am
by ssilk
I cannot repeat how useful this is.
Little suggestion: Add prototype-name anywhere (a bit hidden), so that someone can copy/paste the tech-names directly from here.