2.0 / Missing Important tech on my current game only.

Place to get help with not working mods / modding interface.
Rykawolf
Manual Inserter
Manual Inserter
Posts: 3
Joined: Wed Oct 01, 2025 2:07 pm
Contact:

2.0 / Missing Important tech on my current game only.

Post by Rykawolf »

Hello!

Yesterday while playing my modded factorio (K2Space age + other lesser ones), I was eager to finally research flamethrower turrets both for offense and defense. To my shock though, I couldn't.
It stated that I "Lacked prerequisite technologies" despite having Military tech cards reserached.
After messing with my mods to see which might have made problems, I realized I was missing an entire tech for some reason "Flamables"
Oddly enough, on the same world/seed/modlist in a new game, the tech is there. It's just missing in my current save game.

I don't think I hid or removed it somehow, not experienced if that is even possible. AFAIK no mod's doing it as it shows up on a new game perfectly fine, just my save's cursed.

Here's images to explain it. There should be a prerequisite tech named Flamables next to the Fuel one (red machine)
Missing 'Flamables' tech next to 'Fuel' tech (Far left)
Missing 'Flamables' tech next to 'Fuel' tech (Far left)
10-01-2025, 16-14-27.png (1.43 MiB) Viewed 287 times
'Flamables' tech being visible next to 'Fuel' tech on a new game/save file
'Flamables' tech being visible next to 'Fuel' tech on a new game/save file
10-01-2025, 16-15-24.png (1.38 MiB) Viewed 287 times
The modlist if needed
Modlist 1
Modlist 1
10-01-2025, 16-17-25.png (83.58 KiB) Viewed 287 times
Modlist 2
Modlist 2
10-01-2025, 16-17-55.png (52.1 KiB) Viewed 287 times
Koub
Global Moderator
Global Moderator
Posts: 8026
Joined: Fri May 30, 2014 8:54 am
Contact:

Re: 2.0 / Missing Important tech on my current game only.

Post by Koub »

Usually, techs "disappear" when there are modified/replaced by a mod, which is subsequently deactivated.
If you started playing with a mod that changed or removed the tech, and decided to deactivate that mod, then you get this result.

Can't guarantee it's the root cause though.

[Edit] : This might help : https://wiki.factorio.com/Console#Reset ... to_default
Koub - Please consider English is not my native language.
Rykawolf
Manual Inserter
Manual Inserter
Posts: 3
Joined: Wed Oct 01, 2025 2:07 pm
Contact:

Re: 2.0 / Missing Important tech on my current game only.

Post by Rykawolf »

Would updates to mods do it as well?
Had one that needed to remove features from itself to fix a bug.
Other than thats I haven't touched the modlist at all, no removals or additions, though I wish I checked all tech at the start..

I also tried the command, and I guess it went through? Got a warning and it disabled all achievements, but still nothing.
10-01-2025, 17-13-18.png
10-01-2025, 17-13-18.png (1.51 MiB) Viewed 249 times
[EDIT]
I tried giving it to me using a command and that worked somewhat?
The technology still doesn't show up as researched, but techs that need it are researchable now
10-01-2025, 17-17-41.png
10-01-2025, 17-17-41.png (1.32 MiB) Viewed 244 times
Half convinced it's just hidden, but I'm no expert in this field
I checked the techs and it's clearly there researched. I missed it first time typing.
Also checked my earliest save and the tech was missing there as well.
Attachments
10-01-2025, 17-13-41.png
10-01-2025, 17-13-41.png (856.58 KiB) Viewed 249 times
Rykawolf
Manual Inserter
Manual Inserter
Posts: 3
Joined: Wed Oct 01, 2025 2:07 pm
Contact:

Re: 2.0 / Missing Important tech on my current game only.

Post by Rykawolf »

Well I ended up adding the research using dev/lua commands and then removing it for me to legitimatelly research it later on.

A weird bug but thank goodness for commands.
Natha
Filter Inserter
Filter Inserter
Posts: 285
Joined: Sun Mar 15, 2015 1:48 pm
Contact:

Re: 2.0 / Missing Important tech on my current game only.

Post by Natha »

Koub wrote: Wed Oct 01, 2025 2:24 pm Usually, techs "disappear" when there are modified/replaced by a mod, which is subsequently deactivated.
If you started playing with a mod that changed or removed the tech, and decided to deactivate that mod, then you get this result.

Can't guarantee it's the root cause though.

[Edit] : This might help : https://wiki.factorio.com/Console#Reset ... to_default
Shouldn't the tech be available in this case? When you deactivate a mod that removed a technology, it will load during the data stage as there's nothing left that removes it
Koub
Global Moderator
Global Moderator
Posts: 8026
Joined: Fri May 30, 2014 8:54 am
Contact:

Re: 2.0 / Missing Important tech on my current game only.

Post by Koub »

Natha wrote: Wed Oct 01, 2025 7:42 pm Shouldn't the tech be available in this case? When you deactivate a mod that removed a technology, it will load during the data stage as there's nothing left that removes it
I honestly don't know. I have observed over years on this forum that, for people complaining about missing techs, the "had a mod remove/replace a tech, and stopped using the mod mid-game" was a common root cause.
Koub - Please consider English is not my native language.
Post Reply

Return to “Modding help”