Hide Planet Techs Until Rocket Launch
Hides all planet discovery technologies (and all technologies that depend on them) until you launch your first rocket from Nauvis.
This mod is designed for players using Space Age and large planet modpacks who want to avoid early-game spoilers. Instead of seeing the entire future technology tree from the beginning, a new branch of technologies is revealed when the player reaches space.
The goal is to make exploration feel more rewarding: discover new worlds, unlock new technology branches, and reveal the next stage of progression naturally.
Important
⚠️ Add this mod before generating your world or at the very beginning of a new save.
If the mod is disabled before launching your first rocket, hidden technologies may fail to unlock correctly and could remain permanently unavailable.
If additional planet mods are added later to an existing save, their planet-related technologies can still be detected and hidden automatically.
Features
- Automatically detects planet discovery technologies using the game's built-in
unlock-space-locationmechanism. -
Supports modded planets automatically without requiring per-mod configuration.
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Recursively hides all technologies that depend on hidden technologies, keeping the entire planet-related technology branch hidden.
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Automatically reveals all hidden technologies when the first rocket is launched from Nauvis.
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Supports two startup settings for manually adding or excluding specific technologies for special cases.
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Detects newly added planet technologies even after a save has already been created, allowing planet mods to be added later.
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Fully open source under the MIT license — feel free to use any part of the code in your own mods.
Design Philosophy
This mod does not hide the entire technology tree.
Only planet-related technologies and their dependent branches are hidden, while the core Factorio progression remains visible.
This allows players to plan their factory while keeping Space Age exploration and new planet discoveries meaningful.
Admin Commands
These commands are mainly intended for testing, debugging, and compatibility checks.
/hide-planet-techs-reveal-now
Immediately reveals all hidden planet technologies without requiring a rocket launch.
Useful for testing or recovering a save if needed.
/show-hidden-techs
Displays a list of hidden technologies.
Internal technology names are printed in chat.
/show-visible-techs
Displays a list of currently visible technologies.
Technology Lists
After using the following in-game admin commands:
/show-hidden-techs- Displays a list of hidden technologies.
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Internal technology names are printed in chat.
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/show-visible-techs - Displays a list of currently visible technologies.
The mod creates technology list files containing internal names and localized names at:
%appdata%\Factorio\script-output\hide-planet-techs\
Files:
hidden-techs.txt-
Contains all currently hidden technologies.
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visible-techs.txt - Contains all currently visible technologies.
These files can also be used for manual configuration.
If a technology was hidden by mistake or was not detected correctly, you can use its internal name from these files to manually hide or reveal it through the mod startup settings.
Compatibility Status
The mod is being tested with popular Space Age planet and overhaul mods.
| Mod | Status | Notes |
|---|---|---|
| Vanilla Factorio 2.0.77 + Space Age | ✅ Confirmed compatible | Fully tested. Planet discovery technologies and dependent technologies are detected and handled correctly. |
| Krastorio 2: Spaced Out + recommended planets | 🟡 Testing | Tested with recommended planets enabled. Most technologies are handled correctly. Known issues: Planet Rubia compatibility and some remaining visible technologies (Gamma Core, Beta Core, Alpha Core). |
| Moshine Planet Mod | 🟡 Testing | Most technologies are detected correctly. One technology is currently not hidden automatically. This will be fixed in a future update. |
| Muluna | 🟡 Testing | Most technologies are detected correctly. A few special cases require additional compatibility rules. |
| Maraxsis | ✅ Confirmed compatible | Works correctly with no known issues. |
| Cerys | ✅ Confirmed compatible | Works correctly with no known issues. |
| Corrundum | ✅ Confirmed compatible | Works correctly with no known issues. |
| Secretas & Frozeta | ✅ Confirmed compatible | Works correctly with no known issues. |
| Planet Rubia | 🟡 Partial compatibility | Does not affect compatibility with other planets. Most Rubia technologies are already hidden by Rubia's own technology hiding system, but some Rubia technologies remain visible. Full compatibility will be added in a future update. |
| Planet Pelagos | ✅ Confirmed compatible | Works correctly with no known issues. |
The compatibility list will continue to expand as more planet and space-related mods are tested.
Recommended Testing Setup
The main development focus is currently:
Krastorio 2: Spaced Out + recommended planet mods
This setup provides a large Space Age progression with multiple planets while keeping a gameplay style close to the original Factorio experience.
Localization
The mod has been translated into:
- English
- Russian
- German
- Czech
- Ukrainian
- Slovak
- Simplified Chinese
- Kazakh
Translations were created with AI assistance and manually reviewed where possible.
Credits
This mod was created with the assistance of AI tools:
- Code development: Kimi and Claude AI assistants.
- Translation assistance: AI-assisted translations with manual review where possible.
Special thanks to the Factorio modding community for testing and feedback.
For questions, bug reports, or compatibility issues:
Discord: blackbeirin