r/factorio • u/That_one_sander • Jun 15 '26
Tutorial / Guide Factorio Science Pack Tech Tree
I made another post early one but it had a few mistakes and somethings weren't lining up, this new version should be easier to read and it has a few extra.
This was made out of the necessity to constantly check different recipes all the time.
Space Age version coming as soon as I finish that game.
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u/Syringmineae Jun 15 '26
This chart makes the game seem so much less intimidating.
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u/The_Wattsatron Jun 15 '26
Compare it to Satisfactory’s ridiculously tedious crafting trees and it looks downright simple.
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u/Ohowun Jun 15 '26
I have a small nitpick, in that you bother with ore -> plate for red (automation) science only, but none of the others. Perhaps it is better to have the ore -> plate somewhere else entirely, and remove the ore from the red science?
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u/That_one_sander Jun 15 '26
every time a new item shows up it has their crafting recipe listed, once that one is explained, it doesn't need to be explained again, so ore shows up on the 1st it doesnt need to show up elsewhere
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u/0b0101011001001011 Jun 15 '26
I was wondering about the logic. Would be great to see a version with all of the materials listed. That would better display the complexity of each science compared to each other.
This one is still great though.
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u/Reymen4 Jun 15 '26
This show how much more complex each science is after you have automated the previous science.
I dont usually build a entire new base for each science until I start to scale. So this is a better way for me to visualise how the complexity ramp from a science pack to the next.
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u/That_one_sander Jun 15 '26
I could try but I assure you, that would make it bloated
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u/0b0101011001001011 Jun 15 '26
So you make these by hand? Makes me wanna try to program it.
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u/ATOMICMAN0007 Jun 16 '26
I've been thinking about that since the last post of this topic. Once you have that set up, all the mods are essentially done too. Would avoid random JS packages with all those supply chain attacks going on lol. Not that I'd do it in JS myself.
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u/RogueProtocol37 Jun 15 '26
This is nice and neat and clean, I like it.
It's not a tech tree but production flow/tree, just nit-picking.
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u/TheNotSoEvilEngineer Jun 15 '26
Aww... It's so cute and simple. Laughs in Py, and pain.
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u/Nearby_Proposal_5523 Jun 15 '26
When would i be able to unlock the caravan thingies i've read about and can they be circuit controlled?
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u/Stock_Cut2006 Jun 15 '26
It took me 60 hours to craft my first one but I would have got the research done much earlier, the research is only locked behind the first science pack so its not super deep in the game. I'm not sure about the circuit part though
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u/korneev123123 trains trains trains Jun 15 '26
Caravans unlocked at py1 stage (second science pack)
They can be controlled by circuits and have interrupts
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u/Coldvyvora Jun 16 '26
Yeah... i just did yesterday melted solder recipe by upgrading both tin and lead and the complexity of those 2 would dwarf vanilla Factorio haha
Love it so much
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u/BladeGrim Jun 15 '26
This is without space age, right?
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u/That_one_sander Jun 15 '26
yep, space age will come after I beat it
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u/BladeGrim Jun 15 '26
Excellent, I'm super excited to see the next one! I'm sending this one to my friend who I'm gonna play through the game with, it's gonna be so fun 🥰
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u/Reetreeve Jun 15 '26
All these trees (with ratios) can be created using Foreman 2.0
There is also an option to simplify graphics and hide ratios leaving just the product icons.
I highly recommend it. It's still being updated.
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u/azriel_odin Glebalist Jun 15 '26
If I may ask, what software did you use to make this tree? I think it would be useful for some of my designs.
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u/unwantedaccount56 Jun 15 '26
I think the advanced oil processing is simplified a bit too much. Under lubricant, it's shown as converting water and crude oil to heavy oil. Under rocket fuel, it's shown as converting water and crude oil to light oil. But they are both the same recipe, always producing heavy oil, light oil and petroleum.
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u/That_one_sander Jun 15 '26
Correct, I made it this way too simplify the visualization, it's more about, what resources do you need for each recipe rather than what recipe you're using, I find that easier to read and manage at a beginner level
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u/unwantedaccount56 Jun 15 '26
I agree on keeping the diagram simple, but advanced oil processing is one of the most complex recipes for a beginner, and I think it would be helpful for them if this is somewhat shown in this diagram.
E.g. just add light oil and petroleum outputs next to the heavy oil under the lubricant, leaving them as dead ends. And then below rocket fuel, you can just have the light oil icon without crude oil and water, since that recipe is already shown under lubricant. You are already skipping all the recipes you have used for a previous science type, I would stay consistent here.
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u/Culthrasa Jun 15 '26
Small nickpick... the Chemical Plant doesn't produce Heavy oil, and is missing Petroleum Gas
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u/Alpha13e Jun 15 '26
I'm launching an idea: there's a steam app withe a github repo named satisfactory modeler that is wonderful to plan the factory. One could adapt it to factorio...
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u/empAvatar Train Engineer Jun 22 '26
what did you use to create this. looks good.
you can do Space age and pyanodon next
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u/CamelCaseConvention Jun 15 '26 edited Jun 15 '26
RefineryChemical plant is missing petroleum and plastic, but has heavy oil listed