The issue where research_all_technologies() does not follow the research tree
Posted: Tue Nov 18, 2025 5:23 pm
Hello. I am developing a mod called Planet Linox.
In this mod, the order of research is extremely important because completing certain technologies changes the surface terrain, places additional entities, and affects the behavior of various scripts. During normal gameplay, the research tree is followed correctly, so everything works as intended.
However, when all technologies are completed at once—such as through the /cheat command or by calling research_all_technologies()—it appears that the research tree order is not preserved.
When that happens, my mod cannot properly apply the results of each research stage: required terrain may not be generated, entities may fail to be created correctly, and in more severe cases the game may even crash.
Although bulk research completion is not part of normal gameplay, it is an officially supported command that players can execute at any time, so I believe mods should ideally be able to handle this situation.
I can implement my own workaround to deal with this behavior—and I intend to do so—but I would first like to ask the Factorio developers whether it would be possible to guarantee the correct research tree order when all technologies are completed at once.
If the game could support this, it would have a positive impact on mod development.
In this mod, the order of research is extremely important because completing certain technologies changes the surface terrain, places additional entities, and affects the behavior of various scripts. During normal gameplay, the research tree is followed correctly, so everything works as intended.
However, when all technologies are completed at once—such as through the /cheat command or by calling research_all_technologies()—it appears that the research tree order is not preserved.
When that happens, my mod cannot properly apply the results of each research stage: required terrain may not be generated, entities may fail to be created correctly, and in more severe cases the game may even crash.
Although bulk research completion is not part of normal gameplay, it is an officially supported command that players can execute at any time, so I believe mods should ideally be able to handle this situation.
I can implement my own workaround to deal with this behavior—and I intend to do so—but I would first like to ask the Factorio developers whether it would be possible to guarantee the correct research tree order when all technologies are completed at once.
If the game could support this, it would have a positive impact on mod development.