Simple flowchart for Satisfactory, a game developed & published by Coffe Stain Studios (game Steam page).
Note
TODO
- build interactive graph/flowchart
data.json
data.dot
gephi.svg
convert_json.js
- Extract images
- Parsing JSON data (notes)
- Legacy U3 flowchart
UTF-8
JSON file with the following structure/formatting (with some example data in en-US
language)
{
"Descriptions": {
"Products": [
["Heavy Modular Frame","./FactoryGame/Content/FactoryGame/Resource/Parts/ModularFrameHeavy/UI/IconDesc_ModularFrameHeavy_256.png","A more robust multipurpose frame."],
["Ionized Fuel","./FactoryGame/Content/FactoryGame/Resource/Parts/IonizedFuel/UI/IconDesc_IonizedFuel_256.png","Fuel that has been ionized, allowing it to deliver incredible output.\nCan be used as-is to power Fuel-Powered Generators, or packaged to be used as fuel for vehicles or the Jetpack."],
// ...
],
"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."],
// ...
]
},
"Recipes": [
{
"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"]
},
{
"name": "Ionized Fuel",
"input": [["Power Shard",1],["Rocket Fuel",16000]],
"output": [["Compacted Coal",2],["Ionized Fuel",16000]],
"machine": ["Refinery"]
},
// ...
]
}
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)
there are narrow-non-break-spaces (U+202F) in descriptions between value and unit pairs ie 1000-2000\u202FMW
directed graph of recipe order
for all recipes
A
andB
: whenA.outputs
matches 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)
a (static) graph view of data.dot
via https://github.com/gephi/gephi/
SVG with selectable text here: https://maz01001.github.io/SatisfactoryFlowchart/gephi.svg
- get
node.js
: https://github.com/nodejs/node (easier to installVisual Studio (Community)
and addnode.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.dot for graphing (overrides data.json and data.dot)
node convert_json.js /Satisfactory/CommunityResources/Docs/en-US.json data.json 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)
- get
7Zip
: https://7-zip.org/ - get
FModel
: https://github.com/4sval/FModel
- open
/Satisfactory/FactoryGameSteam.exe
via 7zip, go to folder.rsrc
and openversion.txt
and seePRODUCTVERSION
for Unreal-Engine version ~5,3,2,0
=5.3
- 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 - then in
Archives
tab (Loading Mode: Multiple) selectFactoryGame-Windows.pak
andFactoryGame-Windows.utoc
and click on Load, it should switch to theFolders
tab - 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 - 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)
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
orFGBuildGun
inmProducedIn
mProducedIn
~> regexp match all"[^".]*\.(\w+)"
for manufacturer-class-name- replace
BP_WorkBenchComponent_C
,FGBuildableAutomatedWorkBench
, andBuild_AutomatedWorkBench_C
with (just one)Build_WorkBench_C
- replace
BP_WorkshopComponent_C
withBuild_Workshop_C
- replace
mIngredients
andmProduct
~> skip first and last 2 chars; split at each),(
then regexp matchItemClass="[^']+'[^.]+\.(\w+)'"
(product-class-name) andAmount=([0-9]+)
(convert to number) on each entry
- ignore all that have empty
- product descriptions & img path:
FGAmmoTypeInstantHit
FGAmmoTypeProjectile
FGAmmoTypeSpreadshot
FGConsumableDescriptor
FGEquipmentDescriptor
FGItemDescriptor
FGItemDescriptorBiomass
FGItemDescriptorNuclearFuel
FGResourceDescriptor
FGPowerShardDescriptor
- under
Classes
each as{ClassName, mDisplayName, mDescription}
- replace all
\r\n
inmDescription
with\n
- replace all
- manufacturer descriptions:
FGBuildableManufacturer
FGBuildableManufacturerVariablePower
- and from
FGBuildable
onlyBuild_WorkBench_C
andBuild_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 regexpBeam|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)
- ignore all where
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
if you wich 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