Simple flowchart for Satisfactory, a game developed & published by Coffe Stain Studios (game Steam page).
[!NOTE] TODO
- build interactive graph/flowchart
data.jsondata.txtdata.dotgephi.svgconvert_json.jsdata.jsonUTF-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)
}[];
};
en-US languageit 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)
data.txtlist 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
data.dotdirected graph of recipe order
for all recipes
AandB: whenA.outputsmatches at least one product inB.inputs: connectA -> 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)
gephi.svga (static) graph view of data.dot via https://github.com/gephi/gephi/ (outdated)
SVG with selectable text here: https://maz01001.github.io/SatisfactoryFlowchart/gephi.svg
convert_json.jsnode.js: https://github.com/nodejs/node (easier to install Visual Studio (Community) and add node.js as dev-environment)# 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
run script (convert_json.js) and copy regexp “FModel IMG path regexp” logged to console (yellow on black, near the end)
7Zip: https://7-zip.org/FModel: https://github.com/4sval/FModel/Satisfactory/FactoryGameSteam.exe via 7zip, go to folder .rsrc and open version.txt and see PRODUCTVERSION for Unreal-Engine version ~ 5,3,2,0 = 5.3FModel section) but with the Unreal-Engine version from previous step insteadArchives tab (Loading Mode: Multiple) select FactoryGame-Windows.pak and FactoryGame-Windows.utoc and click on Load, it should switch to the Folders tab.* to the right of the search bar) and press Enter
FactoryGame/Content/FactoryGame/(Resource/|Buildable/Factory/(WorkBench|Workshop|QuantumEncoder|Converter|HadronCollider|OilRefinery|FoundryMk1|Packager|ManufacturerMk1|AssemblerMk1|Blender|SmelterMk1|ConstructorMk1)/).*_256safe 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)
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
FGRecipeClasses each as {mDisplayName, mIngredients, mProduct, mProducedIn}
mProducedInBP_BuildGun_C or FGBuildGun in mProducedInmProducedIn ~> regexp match all "[^".]*\.(\w+)" for manufacturer-class-name
BP_WorkBenchComponent_C, FGBuildableAutomatedWorkBench, and Build_AutomatedWorkBench_C with (just one) Build_WorkBench_CBP_WorkshopComponent_C with Build_Workshop_CmIngredients 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 entrymManufactoringDuration is stored as string so parse to floatFGAmmoTypeInstantHitFGAmmoTypeProjectileFGAmmoTypeSpreadshotFGConsumableDescriptorFGEquipmentDescriptorFGResourceDescriptorFGPowerShardDescriptorFGItemDescriptorFGItemDescriptorBiomassFGItemDescriptorNuclearFuelFGItemDescriptorPowerBoosterFuelClasses each as {ClassName, mDisplayName, mDescription, mForm, mSmallIcon, mResourceSinkPoints}
ClassName for resolving class names in recipes later\r\n in mDescription with \nmForm 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 latermSmallIcon for img paths later during resolving class names in recipesmResourceSinkPoints for AWESOME Sink points (DNA points are not given and others at 0 will clog the sink)FGBuildableManufacturerFGBuildableManufacturerVariablePowerFGBuildable only Build_WorkBench_C and Build_Workshop_CClasses each as {ClassName, mDisplayName, mDescription}FGBuildingDescriptor
Classes each as {ClassName, mDisplayName, mSmallIcon}
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)
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