#+title: Factorio Recipe Analyzer #+author: Phil Bajsicki #+PROPERTY: header-args :tangle no * Intro This is, ideally, a script which: 1. Generates an analysis of each recipe into its component parts, and delivers insight into the balance and progression of a mod. 2. Allows for easy editing of item, recipe, building, technology properties. 3. Allows those edits to be easily exported into lua files, creating compatibility between various mods. Or at least assisting in making that compatibility happen. Of course, that's a long shot. * On this file. This is a literate script. The source code is embedded in these code blocks, and tangled into the script using org-babel. This allows me to write a description of what I want to do, and comment on it without resorting to ~// /* */~ ugly comments. If you open this org file raw (e.g. by clicking [[https://git.bajsicki.com/phil/factorio-recipe-analyzer/raw/branch/main/README.org][here]]), you will see that there are a number of different blocks. There is a rough overview of the structure: #+begin_example ,#+name: Name of the following source block. ,#+begin_src lang :tangle file.name [code goes here] ,#+end_src #+end_example ~:tangle~ defines the file into which the code block will be passed to ~org-babel-tangle~. To disable, pass ~no~. In the begging of the file, we can set global (in the scope of the file) properties, such as the default target for ~:tangle~: ~#+PROPERTY: header-args :tangle no~ The easiest way to generate outputs from here is to open this file in Emacs, and run ~M-x org-babel-tangle~. If you're using [[https://github.com/doomemacs/doomemacs][Doom Emacs]], the default key binding is ~C-c C-v C-t~. *Important note:* the files in ~./data~ are working files. They're not intrinsic parts of the script. Everything you need should ideally be contained within this one single .org file. However, inevitably, since we're dealing with external data, there are some... ** Dependencies 1. Hard dependenciens: 1. Factorio. Obviously. You need version at least 1.1.87, since that added the ~--dump-data~ argument, which we use. 2. Perl > 5.14, for JSON::PP and Data::Dumper. 2. Soft (useful) dependencies: 1. Emacs, org-mode, org-babel. These make the workflow much easier, however you don't need these; they only save time. 2. sh so you can execute the following from within Emacs. 3. GNU coreutils (cp, mv). These aren't hard depends, since you can move the files manually. This is so you can just ~C-c C-c~ over the code blocks. * License I don't own the source csv files generated by Factorio, nor the mods the script is pulling from. This script itself is GPLv3, with the exception of third-party libraries licensed otherwise. ***** TODO: include GPLv3 in the repo ** Credits: The following are mods from which .csv files have been generated. The recipe .csv files are included in the ~data~ directory. - Bobingabout's mods: https://github.com/modded-factorio/bobsmods - Angel's mods: https://github.com/Arch666Angel/mods * Lua scripts The .csv files used as input are generated in Factorio, by loading a new game with only ~base~ and your chosen mod enabled, and running one of the following Lua scripts from the console: ** Export all recipes and ingredients that match whitelist #+name: Lua code generating a .csv file containing all recipes using the items in the whitelist. #+begin_src lua :tangle no /c local whitelist = {} for _, k in pairs({ "iron-plate", "copper-plate", "steel-plate", "copper-wire", "iron-gear-wheel", "iron-stick", "pipe", }) do whitelist[k] = true end local parts = {} for name, recipe in pairs(game.recipe_prototypes) do local history = script.get_prototype_history("recipe", name) if history.created == "base" then local add = false local ingredients = {} for _, ingredient in pairs(recipe.ingredients) do if whitelist[ingredient.name] then add = true end ingredients[#ingredients+1] = ingredient.amount .. "," .. ingredient.name end if add then local item = game.item_prototypes[name] or game.fluid_prototypes[name] parts[#parts+1] = "," .. name .. "," .. item.subgroup.name .. "," .. table.concat(ingredients, ",") end end end game.write_file("recipes.csv", table.concat(parts, "\n"), false) #+end_src ** Export all recipes (including products and ingredients)into an org-mode file, categorized by theis recipe subgroup. This script outputs ALL available recipes in an org-readable format, for easy overview, sorting, and insight. Note the entire tree is included for each recipe. #+name: lua-to-org: Lua script generating an org-mode file containing all available recipes. #+begin_src lua :tangle no /c local recipes = {} for name, recipe in pairs(game.recipe_prototypes) do local ingredients = {} for _, ingredient in pairs(recipe.ingredients) do ingredients[#ingredients+1] = ingredient.name .. "," .. ingredient.amount end local products = {} for _, product in pairs(recipe.products) do local amount = product.amount or product.amount_min .. "-" .. product.amount_max products[#products+1] = product.name .. "," .. amount end recipes[#recipes+1] = "\n* " .. recipe.subgroup.name .. "\n** " .. name .. "\n*** products" .. "\n- " .. table.concat(products, "\n- ") .. "\n*** ingredients" .. "\n- " .. table.concat(ingredients, "\n- ") end game.write_file("recipes.org", table.concat(recipes, "\n"), false) #+end_src The output of this is an org-mode file in the following pattern: #+name: Example output of the lua-to-org script. #+begin_example ,* recipe.subgroup ,** recipe.name ,*** products - product1 - product2 - ... ,*** ingredients - ingredient1 - ingredient2 - ... #+end_example ** * Approach 1: passing through org-mode. ** Idea: Create an org-mode file with all the calculations included, and complete, for a clear overview of recipe progression, subgroups, item inputs and outputs, and total cost. ** Setup ** Open csv file ** Open (create if needed) output csv For this, we'll likely want to include some metadata, like creation date, mod name, number of ingredients, maybe the total amount of raw mats needed to make one of everything? ** Make a list of products That's the first column in the .csv file. Read first column of the csv file and insert it into the .org (output) file. *** For each product, create a templated section Ideally we'd end up with Something like: #+name: Example structure of a section of the output file. #+begin_example ,* product ,** direct inputs - input and amount - input and amount ,** raw ingredients + raw ingredient and amount + raw ingredient and amount #+end_example **** Parse the csv file: For each line: 1. First column becomes the top header 2. Insert second header 3. Insert each ingredient and its amount as a separate item **** Parse the output.org file, filling it out recursively /Note: copied over to another section, this stays here for later./ 1. Open .org (output file) 2. Loop over output.org: 1. Find *product section.* 2. Find (next) ingredient lines in this product section. 3. Pass the product and each direct input item and its number to ~raw-ingredients~. /(We can distinguish direct inputs from raw ingredients easily because org-mode supports multiple characters for defining lists. So we can just look for lines beginning with ~-~ and not really think about anything else.)/ This would look something like: #+name: Example call to the raw-ingredients function. #+begin_example (raw-ingredients iron-gear-wheel iron-plate 2) (raw-ingredients yellow-belt iron-plate 1) #+end_example 3. ~(raw-ingredients (product item number))~: 1. Store in variables for clarity: - product - item - number 2. Read .csv file: 1. If a recipe for this item exists in the csv file: 1. Go to the line with the recipe (first column. 2. For each ~(item number)~ pair, call ~(raw-ingredients (product new-item (* new-number old-number)))~. 3. If a recipe does not exist: 1. Find ~* product~ section in the .org file. 2. If the ingredient item already exists: 1. Add new number we just got to the existing number. 3. Else: write new raw ingredient line and number in this section. * Approach 2: working directly in the csv files ** Idea/ outline This is not for analysis as much as helping Galdoc out with creating compat layers for [[https://github.com/Orion351/galdocs_manufacturing][Galdoc's Manufacturing.]] Take above csv data dump from Factorio, then: 1. Figure out appropriate categories. This is the starting point: - Telescoping, (inserters, belts, things that reach) - Metalworking, - Plastic, - Wood, - Stone, - Glass, - Electronics. - And possibly in the future: - Motors, - Agriculture, - Chemicals, - Small Arms / Equipment. This has to be done manually. The csv file already includes an empty first column, which lets us manually go over it and add the tags to each item. 2. Then pull the output template CSV file, which should have the following structure: #+name: Example csv template #+begin_src csv :tangle no item-category, item-name, amt1, catitem1, amt2, catitem2, amt3, catitem3, amt4, catitem4, ... #+end_src In this example, we create an arbitrary number of columns, based on the largest number of ingredients a recipe requires from each category. For example, stack inserters would look like so: #+begin_src csv :tangle no item-category, item-name, amt1, telescoping1, amt2, metal2, amt3, electronics3, amt4, electronics4 telescoping, stack-inserter, 1, fast-inserter, 15, iron-gear-wheel, 15, electronic-circuit, 1, advanced-circuit #+end_src This structure allows for unambiguous selection of the relevant data from the csv file, for the following reasons: 1. Amounts and categories are paired by the matching number at the end of the column name. 2. These cannot be confused with the amounts themselves, because the column names include [a-zA-Z] characters. 3. The first column makes it easy to find whether an item belongs to a particular column or not. 4. Additionally, this way we can automate creating the output .csv template, since we can check what number of columns we need for each ingredient category. ** Testing 1: *** Get csv from Factorio This needs to be run manually rn, will figure out an automatic way later? Maybe? #+name: lua-to-org: Lua script generating a csv file containing all available recipes and their ingredients. #+begin_src lua :tangle no /c local recipes = {} for name, recipe in pairs(game.recipe_prototypes) do local products = {} local ingredients = {} for _, product in pairs(recipe.products) do local amount = product.amount or product.amount_min .. "-" .. product.amount_max products[#products+1] = product.name .. ">" .. amount end for _, ingredient in pairs(recipe.ingredients) do ingredients[#ingredients+1] = ingredient.name .. "<" .. ingredient.amount end recipes[#recipes+1] = "," .. table.concat(products, "+") .. "," .. name .. "," .. recipe.subgroup.name .. "," .. table.concat(ingredients, "+") end game.write_file("products-all.csv", table.concat(recipes, "\n"), false) #+end_src This outputs the following format of csvfile: #+begin_example prod1>amt1+prod2>amt2, recipe.name, recipe.subgroup, ingr1 ./data/recipes-all-sorted-subgroups.csv #+end_src **** Sort the csv file by product name This allows us to find similarly named items easier #+begin_src sh :results none cat ./data/products-all.csv | sort -k2 -t, | column --table -s, -o, > ./data/recipes-all-sorted-product.csv cp ./data/recipes-all-sorted-product.csv ./data/intermediate.csv #+end_src ~intermediate.csv~ is the file we'll be using for further testing, because it groups up a lot of items by material, which is what we want. From here on, all changes will take place on the basis of the ~intermediate.csv~ file, and outputs will be directed to ~output.csv~. This will prevent time loss in case of a mistyped command. *** Parse the intermetiate.csv file, filling it out recursively #+begin_src perl :tangle no open(my $in, "<", "./data/intermediate.csv") or die "Can't open intermediates.csv"; open(my $out, ">", "./data/raw.csv") or die "Can't open raw.csv"; local $| = 1; raw_ingredients(); sub raw_ingredients () { $product = $ARGV[1]; while (<$in>){ @line = split(",", $_); if ($line[1] == $product) { print "ingredients $line[4]\n"; @ingredients = split(/\+/, $line[4]); print "\t\@ingredients: @ingredients \n"; foreach my $ingredient (@ingredients) { print "\t\t\$ingredient: $ingredient\n"; raw_ingredients($ingredient); print "\t\t\trecurring! \$ingredient = $ingredient\n"; } } else { continue; } } } #+end_src *** Define raw ingredients by their category **** We have the following categories we'll be assigning: - Telescoping, (inserters, belts, things that reach) - Metalworking, - Plastic, - Wood, - Stone, - Glass, - Electronics, At the same time, we have 2843 entries to deal with. That's a lot, so let's start with the raw ingredients, and assign those using the following rough rules: For this reason, it is important that we first cover the base materials. 1. If the item exists in vanilla as a raw ingredient, it should be treated as such in the compatibility layer as well. If it is made craftable by a mod, its ingredients must also be tagged as raw materials. 2. The ingredient in question may not have a recipe of its own. E.g. iron ore in vanilla Factorio, or stiratite in AngelBob. In this case, it is a raw ingredient. **** Temp code: #+begin_src perl :tangle no our @patterns = ( # 0 metal "m/[\-?,?s*] (bronze|iron|steel|copper| zinc|lithium|tungsten|titanium|tin| nickel|silver|platinum|manganese| lead|gold|aluminium|aluminum) [\-?,?\s*]/", # 1 wood "m/[\-?,?s*] (seedlings|wood|wooden) [\-?,?\s*]/", # 2 plastic "m/[\-?,?s*] (plastic) [\-?,?\s*]/", # 3 electronics "m/[\-?,?s*] (electronic) [\-?,?\s*]/", # 4 glass "m/[\-?,?s*] (glass) [\-?,?\s*]/", # 5 stone "m/[\-?,?s*] (limestone|stone|slag|concrete|sand) [\-?,?\s*]/"); open(my $in, "<", "./data/intermediate.csv") or die "Can't open intermediates.csv"; open(my $out, ">", "./data/output.csv") or die "Can't open output.csv"; while (<$in>) { my @line = split(",", $_); if ($line[1] =~ "$patterns[0]") { print $out "metal @line"; print "$patterns[0]"; print "metal @line"; } elsif ($line[1] =~ "$patterns[1]") { print $out "wood @line"; } elsif ($line[1] =~ "$patterns[2]") { print $out "plastic @line"; } elsif ($line[1] =~ "$patterns[3]") { print $out "electronics @line"; } elsif ($line[1] =~ "$patterns[4]") { print $out "glass @line"; } elsif ($line[1] =~ "$patterns[5]") { print $out "stone @line"; } else { print $out "@line"; print "@line"; } } close $in or die "$in: $!"; close $out or die "$out: $!"; #+end_src #+RESULTS: * New Idea to be given thought https://wiki.factorio.com/Console#Access_a_mod's_data - It may be possible to access lua directly and pull data from there. - Even if not, it is possible to run Factorio with the ~--data-dump~ argument, which makes it output all the data the game has into a json file. - This is actually really convenient, because doing calculations on json files is rather. - It may be more effective, faster and accurate than pulling data from an exported CSV. - Further investigation needed. - *The key problem:* it would be very challenging for a human/ person to make modifications to this export as-is. It's then necessary to create another layer of processing to make the output human-readable. - ON the other hand, we don't yet have a system for importing recipes, items, and tech levels from a csv into Factorio mods... - That may be something to explore to better define the constraints on this project. E.g. If it were possible to build the Lua files programmatically from user-created CSVs... Factorio modding would become significantly more accessible and easy for a ton of people. Of course, this would not be as powerful as diving into the code, however... I do see potential here with regards to large overhaul mods. Imagine: 1. Export factorio base to csv. 2. Change csv however you like, adding items, changing values, adding recipes, technologies, etc. 3. Run a script which compiles your csv into a mod 4. Have your mod running. There are several issues which bear addressing: 1. Icons - in the case of a lack of icons, the script should default to something, so the GUI isn't broken. 2. The script would have to dynamically generate a lot of lua code, or at least wrap the contents of the CSV in lua code. This may create licensing issues? Maybe? 3. The item descriptions could be generated (partially) automatically, but they would still require someone to write large parts of them. 4. Localization; it may be possible to also do with the script (eg hooking into google translate, deepl or sth), at least for the item names. ** Elaboration: The way I see this working is: 1. Parse mod lua files externally, independent from Factorio. 2. This creates a csv file including *everything* in a format that is both human-readable, *and* reversible back into Lua code. * Approach 3: pulling from Factorio data dump json ** Get files into working area - Get data dump from Factorio - Copy data dump over to our working directory. #+begin_src sh :tangle no :results none factorio --data-dump cp ~/.factorio/script-output/data-raw-dump.json ./data/ #+end_src ** Testing: Perl script parsing JSON into *** Init: #+begin_src perl :tangle fra-json-test.pl use utf8; use strict; use warnings; use JSON; use Data::Dumper; my $in; { open(my $file, "<", "./data/data-raw-dump.json") or die "Can't open data-raw-dump.json"; local $/; $in = <$file>; close $file; } my $data = decode_json($in); # my $data = @($data_raw->(data)(children)); print Dumper($data); my @list = ($data); print "$data"; # foreach my $values (@list){ # foreach my $value (@$values) { # print "Value =\t\tValue:\t" "$value->{?}->{'subgroup'}" "\n"; # } # } # open(my $out, ">", "./data/out-json-test.json") or die "Can't open out-json-test.json"; # close $out or die "$out: $!"; #+end_src *** Run the script: #+begin_src sh perl fra-json-test.pl #+end_src #+RESULTS: