There used to be some places that used to do this... Keep in mind a recipe in bob's mods internally may look something like this:
Logistic robot 2:
If item.["flying-robot-frame-2"] then
add_ingredient("bob-logistic-robot-2", {"flying-robot-frame-2", 1})
else
if settings.["bobmods-logistics-robotrequireprevious"].value == false then
bobmods.lib.recipe.add_ingredient(robot, {"electric-engine-unit", 1})
bobmods.lib.recipe.add_ingredient(robot, {"battery", 2})
end
if item["aluminium-plate"] then
add_ingredient(robot, {"aluminium-plate", 1})
else
add_ingredient(robot, {"steel-plate", 1})
end
add_ingredient(robot, {"advanced-circuit", 3})
and I gave up hunting for the code at that point, it's more laid out by item required than the recipe it's adding to.
In any case, my point is Recipes change, they can be very different depending on settings, or which mods you have installed. No bobplates (Metals, Chemicals and Intermediates) then there's no Aluminium, so it has to fall back on steel. Higher tier flying robot frames are turned off? well, add most of their components to the recipe instead. Require previous tier robots? Add the previous tier robot, or add a couple of components instead. Enable Brains and Tools? Well, add those, or add components instead.
Logistic robot starts with no ingredients and is a huge mess of if else blocks of code.
And this isn't even taking into account if other mods, like Angels, would change the recipe (It does change a lot of my recipes)
Then you ask for a list of what the recipes are outside of the game... well, which one do you list, or do you write out the entire tree? Keep in mind that I could change the recipe at a whim between versions.
To answer your question... It has been attempted in the past, but I know of no source that is up to date.