[2.0.65] Wrong prototype properties with some technologies

Bugs which we just recently fixed in our development version and will reach you in the next release.
Cheesestick
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[2.0.65] Wrong prototype properties with some technologies

Post by Cheesestick »

Hello.
I'm currently making a mod (thanks for such a great API), and I've discovered three technologies where the number of packs is specified in the wrong field. All three technologies (fish breeding, promethium science pack, foundation) are not infinite, but their packs values are specified in the "num research units count formula" field instead of the "num research units" field.

Thanks.
Last edited by Cheesestick on Wed Sep 10, 2025 9:14 am, edited 1 time in total.
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boskid
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Re: Wrong prototype properties with some technologies

Post by boskid »

Cannot reproduce - checked all 3 mentioned technologies and they all are using `count`.

Even if they were using formula, this is a supported format and we would be allowed to use it.

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Re: [2.0.65] Wrong prototype properties with some technologies

Post by Bilka »

A week ago, I changed these techs for 2.0.67 for my own convenience. However, as boskid notes, this is an allowed and supported format.
I'm an admin over at https://wiki.factorio.com. Feel free to contact me if there's anything wrong (or right) with it.
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Re: [2.0.65] Wrong prototype properties with some technologies

Post by Cheesestick »

Its strange. I am playing standalone versions from factorio.com on PC that isnt connected to the internet, so I attach photos from smartphone, sorry about that.

I have various standalone versions and in both 2.0.65 and 2.0.55 fish-breeding technology store that value in "count_formula".

And if in 2.0.65 I can assume that I manually damaged the original data file. I just unpacked version 2.0.55 from the archive from factorio.com, and there is the same problem.
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Re: [2.0.65] Wrong prototype properties with some technologies

Post by boskid »

I know i know, i looked at the unreleased 2.0.67 where it was already changed by Bilka and i did not realize it was changed. It is fixed for 2.0.67 so relax.
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Re: [2.0.65] Wrong prototype properties with some technologies

Post by Cheesestick »

Bilka wrote: Wed Sep 10, 2025 9:16 am I changes these techs for 2.0.67 a week ago for my own convenience. However, as boskid notes, this is an allowed and supported format.
Thanks. Its a valid format, I agree, but it's a bit inconsistent that 3 out of 100 technologies behave differently for no apparent reason. When I was iterating on technologies in my mod and wanted to distinguish infinite from non-infinite, I relied on this field. Because of this, I was getting a result that was not what it should have been in my oppinion.
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Re: [2.0.65] Wrong prototype properties with some technologies

Post by Cheesestick »

boskid wrote: Wed Sep 10, 2025 9:37 am I know i know, i looked at the unreleased 2.0.67 where it was already changed by Bilka and i did not realize it was changed. It is fixed for 2.0.67 so relax.
You answer faster than I write my answers on the phone. Problem is solved. Thank you!
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Re: [2.0.65] Wrong prototype properties with some technologies

Post by Rseding91 »

Cheesestick wrote: Wed Sep 10, 2025 9:39 am ... When I was iterating on technologies in my mod and wanted to distinguish infinite from non-infinite, I relied on this field. Because of this, I was getting a result that was not what it should have been in my oppinion.
If that's what you're after, you want to check if the field "max_level" is the literal string "infinite" as that's how the base game determines which technologies are infinite.
If you want to get ahold of me I'm almost always on Discord.
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