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Satisfactory flowchart

Simple flowchart for Satisfactory, a game developed & published by Coffe Stain Studios (game Steam page).

Note

TODO

  • build interactive graph/flowchart

UTF-8 JSON file with the following structure/formatting

declare type DATA_JSON = {
    descriptions: {
        products: [string, number, string, string, string][]; // [ display name, sink value, element type (Solid|Liquid|Gas), IMG path, description ]
        manufacturers: [string, string, string][];            // [ display name, IMG path, description ]
    };
    recipes: {
        name: string;                   // recipe display name
        input: [string, number][];      // [ product display name, amount per cycle (items or m³) ]
        output: [string, number][];     // [ product display name, amount per cycle (items or m³) ]
        machine: [string, ...string[]]; // manufacturer display names
        duration: number;               // time in seconds for one production cycle (items/min = amount * 60 / duration)
    }[];
};
click to show/hide example JSON data in en-US language
{
	"descriptions": {
		"products": [
			["Heavy Modular Frame",          10800,"S","./FactoryGame/Content/FactoryGame/Resource/Parts/ModularFrameHeavy/UI/IconDesc_ModularFrameHeavy_256.png",                      "A more robust multipurpose frame."],
			["Nitrogen Gas",                    10,"G","./FactoryGame/Content/FactoryGame/Resource/Parts/PackagedNitrogen/UI/IconDesc_NitrogenGas_256.png",                             "Has a variety of uses, including metallurgy, cooling, and Nitric Acid production. On MASSAGE-2 (AB)b, it can be extracted from underground gas wells."],
			["Water",                            5,"L","./FactoryGame/Content/FactoryGame/Resource/RawResources/Water/UI/LiquidWater_Pipe_256.png",                                     "It's water."],
			// ...
		],
		"manufacturers": [
			["Constructor",         "./FactoryGame/Content/FactoryGame/Buildable/Factory/ConstructorMk1/UI/IconDesc_ConstructorMk1_256.png","Crafts 1 part into another part.\n\nCan be automated by feeding component parts in via a Conveyor Belt connected to the input port. The resulting parts can be automatically extracted by connecting a Conveyor Belt to the output port."],
			["Crafting Bench",      "./FactoryGame/Content/FactoryGame/Buildable/Factory/WorkBench/UI/Workbench_256.png",                   "Allows you to manually craft a wide range of different parts. \nThese parts can then be used to construct various factory buildings, vehicles, and equipment."],
			["Smelter",             "./FactoryGame/Content/FactoryGame/Buildable/Factory/SmelterMk1/UI/IconDesc_SmelterMk1_256.png",        "Smelts ore into ingots.\n\nCan be automated by feeding ore in via a Conveyor Belt connected to the input port. The resulting ingots can be automatically extracted by connecting a Conveyor Belt to the output port."]
			// ...
		]
	},
	"recipes": [
		{
			"name": "Excited Photonic Matter",
			"input": [],
			"output": [["Excited Photonic Matter",10]],
			"machine": ["Converter"],
			"duration": 3
		},
		{
			"name": "Heavy Modular Frame",
			"input": [["Screw",120],["Modular Frame",5],["Steel Pipe",20],["Encased Industrial Beam",5]],
			"output": [["Heavy Modular Frame",1]],
			"machine": ["Manufacturer","Crafting Bench"],
			"duration": 30
		},
		{
			"name": "Ionized Fuel",
			"input": [["Power Shard",1],["Rocket Fuel",16]],
			"output": [["Compacted Coal",2],["Ionized Fuel",16]],
			"machine": ["Refinery"],
			"duration": 24
		},
		// ...
	]
}

it uses one tab indentation and except top-levels everything is sorted alphabetically by name with respect to language of DOCS.json file, so binary search is possible (for names)

some additional spaces have been added to make it more human readable

there are narrow-non-break-spaces (U+202F) in descriptions between value and unit pairs ie 1000-2000\u202FMW

liquid/gas volume is already converted to m³ (from dm³)

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list of all AWESOME Sink values (coupon cost) in ascending order

Does not include FICSIT Coupon (gives 1 each) and lists non-sinkable items like artifacts or waste, with ones that yield DNA points under 0

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directed graph of recipe order

for all recipes A and B: when A.outputs matches at least one product in B.inputs: connect A -> B

all recipes are connected via index (same index as data.json) and labeled with their name (same language as data.json)

first all recipes (with label) then all connections for each recipe (all outgoing connections inline)

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a (static) graph view of data.dot via https://github.com/gephi/gephi/ (outdated)

4K image of generated graph

SVG with selectable text here: https://maz01001.github.io/SatisfactoryFlowchart/gephi.svg

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# generate data.json with en-US language in current directory (overrides data.json)
node convert_json.js /Satisfactory/CommunityResources/Docs/en-US.json data.json

# optionally also generate data.txt to see sink values (overrides data.json and data.txt)
node convert_json.js /Satisfactory/CommunityResources/Docs/en-US.json data.json data.txt

# optionally also generate data.dot for graphing (overrides data.json and data.txt and data.dot)
node convert_json.js /Satisfactory/CommunityResources/Docs/en-US.json data.json data.txt data.dot

the script works with any of the languages in the /Satisfactory/CommunityResources/Docs/ folder; string-sorting is also language dependent

does not calculate graph connections when data.dot CLI-parameter is not supplied

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Extract images

run script (convert_json.js) and copy regexp "FModel IMG path regexp" logged to console (yellow on black, near the end)

  1. open /Satisfactory/FactoryGameSteam.exe via 7zip, go to folder .rsrc and open version.txt and see PRODUCTVERSION for Unreal-Engine version ~ 5,3,2,0 = 5.3
  2. open FModel and follow the steps at https://docs.ficsit.app/satisfactory-modding/latest/Development/ExtractGameFiles.html#FModel [archive] (only FModel section) but with the Unreal-Engine version from previous step instead
  3. then in Archives tab (Loading Mode: Multiple) select FactoryGame-Windows.pak and FactoryGame-Windows.utoc and click on Load, it should switch to the Folders tab
  4. then click in the folder view and hit Ctrl+Shift+F and paste in the "FModel IMG path regexp" from before (make sure to check the .* to the right of the search bar) and press Enter
    • current FModel IMG path regexp (might be outdated): FactoryGame/Content/FactoryGame/(Resource/|Buildable/Factory/(WorkBench|Workshop|QuantumEncoder|Converter|HadronCollider|OilRefinery|FoundryMk1|Packager|ManufacturerMk1|AssemblerMk1|Blender|SmelterMk1|ConstructorMk1)/).*_256
  5. select all listed files (Ctrl+A) and right-click and safe texture (.png)

after all have finished extracting there should be a folder FactoryGame inside /FModel/Output/Exports with all the icons; this is the root folder with the folder structure that the data.json expects, so you can copy paste that to the same directory where you have the data.json stored (so the relative-paths in data.json work)

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Parsing JSON data (notes)

the JSON file Coffe Stain Studios provides is in UTF-16 LE + BOM

JavaScript (node.js) as most languages use UTF-16 natively so that is not a problem but the BOM (0xFEFF) at start of file needs to be ignored so JSON can be parsed → skip first (utf-16) character (2 bytes) when loading file

(relevant) NativeClass names (via regexp \.(\w+)'$) ! not ordered in JSON file

  • product-recipes:
    • FGRecipe
    • under Classes each as {mDisplayName, mIngredients, mProduct, mProducedIn}
      • ignore all that have empty mProducedIn
      • ignore all that have BP_BuildGun_C or FGBuildGun in mProducedIn
      • mProducedIn ~> regexp match all "[^".]*\.(\w+)" for manufacturer-class-name
        • replace BP_WorkBenchComponent_C, FGBuildableAutomatedWorkBench, and Build_AutomatedWorkBench_C with (just one) Build_WorkBench_C
        • replace BP_WorkshopComponent_C with Build_Workshop_C
      • mIngredients and mProduct ~> skip first and last 2 chars; split at each ),( then regexp match ItemClass="[^']+'[^.]+\.(\w+)'" (product-class-name) and Amount=([0-9]+) (convert to number) on each entry
      • mManufactoringDuration is stored as string so parse to float
  • product descriptions & img path:
    • FGAmmoTypeInstantHit
    • FGAmmoTypeProjectile
    • FGAmmoTypeSpreadshot
    • FGConsumableDescriptor
    • FGEquipmentDescriptor
    • FGResourceDescriptor
    • FGPowerShardDescriptor
    • FGItemDescriptor
    • FGItemDescriptorBiomass
    • FGItemDescriptorNuclearFuel
    • FGItemDescriptorPowerBoosterFuel
    • under Classes each as {ClassName, mDisplayName, mDescription, mForm, mSmallIcon, mResourceSinkPoints}
      • use ClassName for resolving class names in recipes later
      • replace all \r\n in mDescription with \n
      • mForm can be RF_SOLID, RF_LIQUID, RF_GAS, or RF_INVALID (string) use first letter and note what is liquid/gas for unit conversion in recipes later
      • mSmallIcon for img paths later during resolving class names in recipes
      • mResourceSinkPoints for AWESOME Sink points (DNA points are not given and others at 0 will clog the sink)
  • manufacturer descriptions:
    • FGBuildableManufacturer
    • FGBuildableManufacturerVariablePower
    • and from FGBuildable only Build_WorkBench_C and Build_Workshop_C
    • under Classes each as {ClassName, mDisplayName, mDescription}
  • manufacturer img path:
    • FGBuildingDescriptor
      • includes more than those found under "manufacturer descriptions"
    • under Classes each as {ClassName, mDisplayName, mSmallIcon}
      • ignore all where ClassName matches regexp Beam|Blue|[Ww]alk|Conveyor|Foundation|Generator|Jump|Miner|Pi(?:llar|pe)|Power|Roof|Sign|Storage|Train|Wall|Set_|_8x (for most but not all redundant images)

after parsing, when resolving class names in recipes, for every mSmallIcon replace _512 with _256 then match with regexp Texture2D /Game/([^.]*)\. and replace entire string with "/FactoryGame/Content/$1.png" (where $1 is from the regexp match) to match extracted images paths/folder structure

also check if any name in recipes in-/output is a liquid/gas and convert amount accordingly (divide by 1000 when liquid/gas otherwise do nothing)

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Legacy U3 flowchart

if you want to see the old flowchart I made for the U3 (0.3) version of Satisfactory, you can find the code in the legacy branch in this repo and a wayback-machine snapshot of the website here: https://web.archive.org/web/20240919112412/https://maz01001.github.io/site/satisfactory_u3_flowchart

it might still be available at its original location https://maz01001.github.io/site/satisfactory_u3_flowchart and the source code at MAZ01001/MAZ01001.github.io/site/satisfactory_u3_flowchart.html

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Simple flowchart for Satisfactory (1.0)

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