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Detail of feature flags

Posted: Wed Oct 15, 2025 4:28 pm
by meifray
I mean there are a lots of feature is locked behid dlc feature flags but documentation seems not actually explain what mapped to what,only said it require space age.

For example what feature key is agriculture tower catgorized in? spoiling? how about plantprototype ?
fusion-reactor prototype?
is more Planet categorized in space_travel ? etc...

in a way https://lua-api.factorio.com/latest/aux ... cture.html do explain something but not much...

Re: Detail of feature flags

Posted: Wed Oct 15, 2025 5:18 pm
by curiosity

Re: Detail of feature flags

Posted: Wed Oct 15, 2025 5:56 pm
by BrainGamer_
FYI fusion-reactors & generators are not locked behind any feature flag :D

Re: Detail of feature flags

Posted: Wed Oct 15, 2025 6:08 pm
by meifray
BrainGamer_ wrote: Wed Oct 15, 2025 5:56 pm FYI fusion-reactors & generators are not locked behind any feature flag :D
is it usable in vanilla modding?

Re: Detail of feature flags

Posted: Wed Oct 15, 2025 6:38 pm
by BrainGamer_
meifray wrote: Wed Oct 15, 2025 6:08 pm is it usable in vanilla modding?
If my memory serves me right yes, its just not been done yet afaik. You obviously can't rely on the space-age graphics for your own fusion prototypes then.

Re: Detail of feature flags

Posted: Sat Oct 18, 2025 3:47 pm
by meifray
BrainGamer_ wrote: Wed Oct 15, 2025 6:38 pm
meifray wrote: Wed Oct 15, 2025 6:08 pm is it usable in vanilla modding?
If my memory serves me right yes, its just not been done yet afaik. You obviously can't rely on the space-age graphics for your own fusion prototypes then.
Actually you can, even if the space-age mod is disabled, you can actuallly use __base__/../space-age to load their graphics.

Re: Detail of feature flags

Posted: Sat Oct 18, 2025 3:52 pm
by eugenekay
meifray wrote: Sat Oct 18, 2025 3:47 pm
BrainGamer_ wrote: Wed Oct 15, 2025 6:38 pm
meifray wrote: Wed Oct 15, 2025 6:08 pm is it usable in vanilla modding?
If my memory serves me right yes, its just not been done yet afaik. You obviously can't rely on the space-age graphics for your own fusion prototypes then.
Actually you can, even if the space-age mod is disabled, you can actuallly use __base__/../space-age to load their graphics.
No, you can't rely upon it. This will produce an Error for players without the :space-age: DLC. ;)

Re: Detail of feature flags

Posted: Sat Oct 18, 2025 4:56 pm
by meifray
eugenekay wrote: Sat Oct 18, 2025 3:52 pm
meifray wrote: Sat Oct 18, 2025 3:47 pm
BrainGamer_ wrote: Wed Oct 15, 2025 6:38 pm
meifray wrote: Wed Oct 15, 2025 6:08 pm is it usable in vanilla modding?
If my memory serves me right yes, its just not been done yet afaik. You obviously can't rely on the space-age graphics for your own fusion prototypes then.
Actually you can, even if the space-age mod is disabled, you can actuallly use __base__/../space-age to load their graphics.
No, you can't rely upon it. This will produce an Error for players without the :space-age: DLC. ;)
I will do some testing, but for now I do have a idea to detect if space-age exist while being disabled ;)

Re: Detail of feature flags

Posted: Sun Oct 19, 2025 5:42 pm
by meifray
Answer: No, because helpers.is_valid_sprite_path("__base__/../space-age/thumbnail.png") is not usable in prototype stage.
and even it does, you probablly cannot use it for detection purpose at all.

Re: Detail of feature flags

Posted: Sun Oct 19, 2025 6:23 pm
by curiosity
meifray wrote: Sun Oct 19, 2025 5:42 pm Answer: No, because helpers.is_valid_sprite_path("__base__/../space-age/thumbnail.png") is not usable in prototype stage.
and even it does, you probablly cannot use it for detection purpose at all.
To be fair, being able to do that's a sandbox violation and should be fixed (or made properly a feature).