Research Fog


Hides technologies until a configurable percentage of their prerequisites are researched.

Content
a month ago
2.0
220

Changelog

Version: 0.5.6
Date: 2025.10.25
  Changes:
    - Added more Dependencies
    - Added support to Muluna, Moon of Nauvis(https://mods.factorio.com/mod/planet-muluna)
    - Added safely set technology icon
Version: 0.5.5
Date: 2025.10.22
  Changes:
    - Added a new option to safely uninstall a mod (Thanks to GalahadLafayette for pointing out the issue)
Version: 0.5.4
Date: 2025.10.21
  Changes:
    - Added more Dependencies
    - Added support to 🌐Planet Rubia(https://mods.factorio.com/mod/rubia)
Version: 0.5.3
Date: 2025.10.21
  Changes:
    - Added more Dependencies
    - Added support to Pyanodons Modpack(https://mods.factorio.com/mod/pymodpack)
Version: 0.5.2
Date: 2025.10.13
  Changes:
    - Added more Dependencies
Version: 0.5.1
Date: 2025.10.12
  Changes:
    - Added new **Phantom System** that introduces "ghost" technologies (-phantom) appearing before real ones unlock.
    - Implemented automatic creation of phantom technologies in `data-updates.lua` and final adjustment in `data-final-fixes.lua`.
    - Real technologies now become visible only after prerequisites reach the configured progress threshold.
    - Phantom technologies hide automatically once their real counterpart becomes visible.
    - Added new startup settings:
        * research-fog-prereq-percent — visibility threshold for real technologies.
        * research-fog-phantom-name-percent — percent at which phantom names appear.
        * research-fog-phantom-desc-percent — percent at which phantom descriptions appear.
        * research-fog-phantom-effects-percent — percent at which phantom effects become visible.
    - Added dynamic update of research tree when:
        * research starts or finishes;
        * a new force is created;
        * the research GUI is opened.
    - Improved initialization logic to avoid lag spikes on game load.
    - Reworked code structure for better maintainability and mod compatibility.
    - Optimized performance by using scheduled updates (`on_nth_tick`) instead of continuous loops.
    - Ensured compatibility with other mods that modify technologies in `data-updates` and `data-final-fixes`.
    - Added validation checks for force objects to prevent runtime errors.
    - Cleaned and reorganized visibility logic:
        * Real techs show only when ready.
        * Phantoms display early, then disappear automatically when real techs unlock.