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)
The modlist if needed
2.0 / Missing Important tech on my current game only.
Re: 2.0 / Missing Important tech on my current game only.
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
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.
Re: 2.0 / Missing Important tech on my current game only.
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. [EDIT]
I tried giving it to me using a command and that workedsomewhat?
The technology still doesn't show up as researched, but techs that need it are researchable now
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.
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. [EDIT]
I tried giving it to me using a command and that worked
The technology still doesn't show up as researched, but techs that need it are researchable now
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.
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Re: 2.0 / Missing Important tech on my current game only.
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.
A weird bug but thank goodness for commands.
Re: 2.0 / Missing Important tech on my current game only.
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 itKoub 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
Re: 2.0 / Missing Important tech on my current game only.
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.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
Koub - Please consider English is not my native language.