Hey there, I'm a big fan of the game Factorio and the beauty of the structure of factories inspired me to artfully visualize exported Factorio blueprints.
I also create an online demo to easily try it out with your own blueprints. For the website I use my original python code and pyodide, which takes some time to load, but it works quite well and was surprisingly easy to set up.
If you like to, you can also check out the notebook. I tried to make it easy to modify everything (e.g. add mod support) and create your own visualizations. Let me know if you find any bugs or if something is hard to understand.
Yeah, using saves would be pretty cool, I looked into that, but it's much harder getting all the information from the serialized save files, and I'm not sure if there is a way at all without using the original Factorio source code.
Well this is fun! A while back I slapped together a script to create hilbert curves out of factorio belts, and it was fun pasting the blueprints into this tool: https://i.imgur.com/MnESYUX.png
I've used a combination of three mods to help planning.
Rate Calculator lets you select an already-built area and shows you its input and outputs, Factory Planner is pretty neat too with its matrix solver.
Both of those in combination with the Blueprint Lab have been great. Build out the base of your factory in it, save a blueprint, then actually build in your map.
Foreman 2.0 https://github.com/DanielKote/Foreman2 is robust Factorio diagramming app. It's capable of creating rather large diagrams, such as this [1] one of an entire Seablock factory.
Another one I like to use for quick diagramming is Factorio Lab [2], which is a web app.
What are your other constraints for that? Not having to manually modify a factory's work I assume? If you're allowed to change the factory's settings you could do it with a very low number using a sushi belt feeding 2 factories to produce output items (one to unbarrel liquids and another to produce all final products and a couple things around the edges to produce raw resources like the liquids and metals.
I want the least amount of necessary assemblers per resource, however I also don't want bottlenecks, which means some resources would have more assemblers than others. The most costly resources would have less assemblers, and the most used resources would have more. A different way to put it would be a factory with the least amount of redundant production.
Hey there, I'm a big fan of the game Factorio and the beauty of the structure of factories inspired me to artfully visualize exported Factorio blueprints. I also create an online demo to easily try it out with your own blueprints. For the website I use my original python code and pyodide, which takes some time to load, but it works quite well and was surprisingly easy to set up. If you like to, you can also check out the notebook. I tried to make it easy to modify everything (e.g. add mod support) and create your own visualizations. Let me know if you find any bugs or if something is hard to understand.
Nifty! Suggestion: feed it saves? a "terrain stripped" visualization from my checkpoint saves would be appealing, i think.
I'm currently "not looking at that" for factorio but this tempts me. I will get into it sooner or later im sure.
Yeah, using saves would be pretty cool, I looked into that, but it's much harder getting all the information from the serialized save files, and I'm not sure if there is a way at all without using the original Factorio source code.
Interesting, I hadn't looked into that. Probably not too hard to script blueprint take and export ingame.
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Well this is fun! A while back I slapped together a script to create hilbert curves out of factorio belts, and it was fun pasting the blueprints into this tool: https://i.imgur.com/MnESYUX.png
Nice! I'm trying to "solve" the game in my own way (using the minimum amount of buildings necessary) and this will come in handy.
I've been in need of a diagram app, where you can calculate resources, but they're all outdated now, if anyone has one to recommend.
I've used a combination of three mods to help planning.
Rate Calculator lets you select an already-built area and shows you its input and outputs, Factory Planner is pretty neat too with its matrix solver.
Both of those in combination with the Blueprint Lab have been great. Build out the base of your factory in it, save a blueprint, then actually build in your map.
https://mods.factorio.com/mod/RateCalculator
https://mods.factorio.com/mod/factoryplanner
https://mods.factorio.com/mod/BlueprintLab_design
These aren't really diagramming, but I hope they can help.
I'd like to achieve something in vanilla, but these mods could help me get there. Thanks!
Foreman 2.0 https://github.com/DanielKote/Foreman2 is robust Factorio diagramming app. It's capable of creating rather large diagrams, such as this [1] one of an entire Seablock factory.
Another one I like to use for quick diagramming is Factorio Lab [2], which is a web app.
[1] https://www.reddit.com/r/Seablock/comments/r0w0nl/full_graph... [2] https://factoriolab.github.io/
Nice, thank you, I was using 1.0 and didn't see the update.
Sounds fun! Here's someone else's attempt: https://www.reddit.com/r/factorio/comments/64g4ss/smallest_r... You might also like this: https://www.youtube.com/watch?v=9dzQge6pe2o
What are your other constraints for that? Not having to manually modify a factory's work I assume? If you're allowed to change the factory's settings you could do it with a very low number using a sushi belt feeding 2 factories to produce output items (one to unbarrel liquids and another to produce all final products and a couple things around the edges to produce raw resources like the liquids and metals.
I want the least amount of necessary assemblers per resource, however I also don't want bottlenecks, which means some resources would have more assemblers than others. The most costly resources would have less assemblers, and the most used resources would have more. A different way to put it would be a factory with the least amount of redundant production.
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