【Factorio】MOD Compatibility Check Guide and Safe Combinations
When combining MODs in Factorio 2.0 (baseline latest stable 2.0.73), the biggest pitfall is treating \"works on 2.0\" and \"naturally coexists with Space Age DLC (2024-10-21)\" as the same thing.
【Factorio】MOD Compatibility Check Guide and Safe Combinations
When combining MODs in Factorio 2.0 (baseline latest stable 2.0.73), the biggest pitfall is treating "works on 2.0" and "naturally coexists with Space Age DLC (2024-10-21)" as the same thing. Since Space Age, Quality, and Elevated Rails can be toggled individually, configuration flexibility is high, but certain combinations can quietly break research trees and resource chains.
I learned this the hard way right after Space Age launched—I loaded a large MOD at the same time and found myself with working launch but research hanging mid-air. From there, I shifted my workflow to separately verify dependency, incompatibility, supported versions, and update date via Mod Portal and in-game screens, while treating "loads" and "fully integrated" as completely separate categories. That's when things stabilized.
This article helps you decide whether to stick with QoL additions for safety, layer small MODs on Space Age, play large MODs solo, or attempt integrated patches. For those wanting to avoid startup errors and for those trying to evaluate compatibility between Space Age and Krastorio2 or Bob's mods, I'll narrow down the checklist to the most critical verification points upfront.
【Factorio】Where to Check MOD Conflicts? Three Places to Look First
Reading the In-Game MOD Management Screen
The most practical place to start is the in-game MOD management screen. Here you can confirm each MOD's details—required dependencies, compatibility indicators, and supported Factorio versions. Japanese installation guides sometimes mention "dependencies auto-select" or "errors possible on installation," but UI display and behavior vary by language, version, and environment. I recommend combining on-screen guidance with author explanations and Discussion posts to verify actual behavior.
One thing to organize here is the enabled state of Space Age, Quality, and Elevated Rails. 's "Upcoming features," these three are treated as separate major MODs. This means that even the same "MOD that works on 2.0" has different implications depending on whether Space Age is active versus just Quality. When viewing MOD details in-game, it helps to keep both the target MOD and the DLC ON/OFF states in mind for clearer organization.
Screenshots are clearest when you frame the dependency section and compatibility display location in the detail panel with boxes and arrows pointing to them as "look here." New readers often stop at the list screen, so annotating the detail panel helps them grasp the conflict-checking workflow.

Upcoming features
wiki.factorio.comReading MOD Portal Dependencies, Incompatibilities, and Update Dates
Once you find an interesting MOD in-game, the next step is Mod Portal. The basic workflow is to sequentially scan Dependencies, Incompatibilities, Changelog, Last updated, and Factorio version on the page. At mods.factorio.com, dependencies split into "Required" and "Optional," with Optional sometimes hidden by default. Missing this is a common source of "it should work but doesn't" mismatches.
In Dependencies, first check how many Required entries exist. MODs with many Required dependencies are best understood as "part of a configuration" rather than standalone. Optional entries are hard to overlook too—certain integration pieces only matter when specific large MODs or DLCs are present. Even QoL MODs sometimes hide expansion features that only activate with another MOD, and that difference shows up here.
If Incompatibilities appears on Mod Portal, treat it practically as a warning flag. That said, the strict definition and operational intent can vary between authors and the portal itself, so avoid absolutist thinking like "display = impossible to enable together." Check Discussion and author comments to verify intent before deciding.
Changelog and Last updated are quite important for conflict checking. From experience, MODs with old update dates often haven't kept pace with Factorio 2.0's internal API changes and tend to be unstable even when they load. This difference shows especially in large MODs and UI-deep ones. Whether the changelog mentions 2.0 adjustments or DLC support makes a huge difference in confidence. Conversely, attractive descriptions with stalled updates mean more verification work than you'd guess.
Don't take the Factorio version notation at face value either. Portal notation formats are diverse, and what any given entry means requires checking individual pages. Even with "2.0 supported" stated, it doesn't automatically mean DLC (Space Age, etc.) integration is included. Check whether DLC prerequisites are explicitly marked in the description or Discussion.
Screen annotations work best with boxes around the Dependencies section, Incompatibilities section, and Last updated area. Readers naturally start with thumbnails and descriptions, but for conflict checking, the metadata side has more value.
💡 Tip
MODs with many Optional dependencies on Mod Portal often have broader relationships than their first impression suggests. When I build large configurations, these hidden Optional entries help me tell apart "solo-friendly" from "collaboration-oriented."
Space Age, Quality, and Elevated Rails: Active/Inactive State and Notation Cautions
The DLC area is where misreading notation often kicks off conflicts. 's "Space Age," Space Age is a paid expansion separate from the Factorio 2.0 base update. Quality and Elevated Rails are also treated as major MODs, so "works on 2.0" doesn't automatically tell you which DLC setup is assumed.
Krastorio2 is a prime example—it has 2.0 support information but must be viewed separately from Space Age and Quality. Bob's Revamp likewise has author comments mentioning error-free loading alongside Space Age, but that means loads without crashing, not fully integrated. In reality, these combinations easily result in recipe chains and material supplies becoming misaligned, and dedicated compatibility MODs are sometimes provided separately. The existence of compatibility MODs between Space Age and Bob's mods exists precisely because these misalignments actually occur.
The notation you should read here is simpler phrasing than outright supported versions. The difference between "works on 2.0" phrasing and "supports Space Age" phrasing changes meaning substantially. MODs whose Discussions contain comments like "loads but integration work pending" are textbook examples. When I see such language, I treat it as unintegrated but bootable rather than "compatible."
Large MOD collaboration is clearer when you consciously track which of Space Age, Quality, and Elevated Rails are ON. A Configuration that easily slots in with just Quality can become drastically harder to research and material-chain when Space Age activates too. Errors can occur from dependency and conflict issues, and DLC enabled-state differences translate directly to increased verification points.
Simple notation is enough. For example: 2.0.73 / Space Age=ON / Quality=OFF / Elevated Rails=ON keeps decisions from wavering when reading Mod Portal descriptions or Discussion later. Space Age, Quality, and Elevated Rails split into major MODs, so writing these three separately matters.
Once configuration stabilizes, lock that combination per-save. Using per-save MOD sync lets you swap configurations by save. When you want to mix vanilla-leaning QoL setup, Space Age-focused setup, and large MOD solo setup, this separation works extremely well.
When moving to fresh setups, I often start with just 2–3 additions rather than stacking convenience mods from day one. At this volume, Space Age alone's impact and QoL's effect separate visibly. Advancing later to large MODs becomes intuitive—boundaries get clearer and configuration stability visibly improves. Space Age itself adds enough through four new planets that starting light leaves room for wonder. Piling many changeling MODs from the start muddies more than mixing helps.
Next attractive is Space Age as protagonist, supplemented by small support MODs only. Difficulty steps up but stays realistic. The image: Space Age's new planets and logistics shifts, plus expansion like Elevated Rails, form the base, and small display and operation aids layer atop. Space Age, Quality, and Elevated Rails as separate major MODs shows they don't stack identically.
Often overlooked in Space Age mixing: "2.0-compatible" and "Quality-compatible" are separate. Space Age enabled doesn't make Quality toggling automatic; they're independent axes. Large MOD side not accounting for this lets things silently break post-launch.
Trap: same MOD multiple-version cohabits. Zip-manual-import mixed configs hold old-husk + new-version—dupes load silent-chaos. Same-MOD multi-version can cause issues. Bisect-hunt must suspect housekeeping: old-Zip lingering, new-parallel. Purge old → update → re-test routine solid.
These three major MODs aren't just add-ons—they're preconditions for the entire configuration. When conflict checking confuses you, the question to revisit isn't "is this MOD 2.0-compatible?" but rather "which of Space Age, Quality, and Elevated Rails does it assume?"

Space Age
wiki.factorio.comPre-Installation Checklist: 5 Steps to Judge Safe Combinations
Version and DLC Confirmation
When you want to judge combinations safely, the first thing to nail down isn't MOD names but base version and DLC configuration. If that's vague, you'll find 2.0-compatible MODs but mid-search won't know whether Space Age is required, Quality unexpected, or Elevated Rails included. I start by writing one-line notes to lock the baseline before scanning candidates.
Simple notation is enough. For example: 2.0.73 / Space Age=ON / Quality=OFF / Elevated Rails=ON keeps decisions from wavering when reading Mod Portal descriptions or Discussion later. As the Factorio Wiki's "Upcoming features" organizes it, Space Age, Quality, and Elevated Rails split into major MODs, so writing these three separately matters.
This note really helps when migrating assets from the old stable 1.1 series to 2.0. Even configurations stable in 1.1 days need separate viewing of 2.0 base support and DLC support—you won't organize otherwise. For large MODs, this difference is substantial. The same "launches" can mean research and recipes connect naturally or not.
Observe 4 Points: Dependencies, Incompatibilities, Version, and Update Date
Narrowing down what you check per MOD candidate makes reproduction easier. I've fixed on Dependencies, Incompatibilities, Factorio version, and Last updated—four items. Mod Portal dependency pages split Required from Optional, with Optional sometimes buried on first display, so large configurations demand digging past surface viewing.
When reading these four points, positioning a DLC-prerequisite note alongside keeps organization smooth. Mod Portal dependencies split Required/Optional, with Optional sometimes buried on first display—safer to scan descriptions, Discussion, and update history fully rather than rely on surface judgment. When Incompatibilities appear, manage practical attention carefully and confirm author intent before adopting.
A single page of bulletpoints suffices. Fixing format helps comparison grow painless.
- Base version
- DLC config
- MOD list (version, dependencies, incompatibilities, update date)
- Conclusion (adopt / hold / reject)
Creating Backups and New Saves
Once candidates narrow, next is copying save data and mod-list.json. This seems trivial but actually pays off substantially. If you tweak configuration later and want to revert, having just the save leaves the MOD state ambiguous and recovery time balloons. Storing both save and MOD setup gives you clear comparison targets.
For legacy 1.1 assets moved to 2.0, double backup is about right. I once pushed ahead with "it loaded fine, should be okay" and later couldn't precisely restore the stable old configuration—that manual recovery cost time. Data doesn't corrupt; you lose track of what combination was stable—that's the real headache.
Actual testing runs better on new saves rather than your main mission save. Without research progression and existing entity influence, load success and initial coherence separate clearly. Trying a solo large MOD first shows what it fundamentally changes and makes conflict sources easier to narrow later.
Staged Activation and Bisection for Isolation
This is where real testing lives: enable one at a time, fresh save, verify launch. It adds work but ends up fastest. Mass-loaded configurations blur which cause—dependency miss, incompatibility, unintegrated, version gap—when failure hits. I've spent half days chasing re-trigger conditions after bulk-loading failures.
The flow: decide base config, add one MOD, launch, return to menu. Next, create a fresh save and after launch check UI, research screen, and recipe integrity for signs of damage. QoL usually clears at this stage, but large MODs and compatibility patches can load while chains break, so checking initial crafting and research tree connection matters.
When issues appear, bisection is powerful. Don't disable everything and restart; cut your enabled set in half and see which subset retains problems. Keep halving—you'll approach the cause faster than trying each one. Numbers grow and the difference compounds.
💡 Tip
Staging one-by-one seems roundabout but produces articulate problem description, so recovery and reproduction actually speed up.
Isolate and Fix Saves to Each MOD Configuration
Once configuration stabilizes, lock that combination per-save. As noted in the factorio@jp Wiki's "FAQ," using per-save MOD sync lets you swap configurations by save. When you want to mix vanilla-leaning QoL setup, Space Age-focused setup, and large MOD solo setup, this separation works extremely well.
The key point is: don't force one universal config to serve all saves. MODs like Krastorio2, Bob's, and Space Exploration—ones rewriting the entire game premise—build their own complete world, so forcing them into the same frame breaks coherence management. Keep Space Age-centered and large-MOD-solo saves separate; stability improves vastly.
When large mixing is planned, play the MOD solo once first—grasp what it demands before locking. Load possibility alone doesn't show hidden misalignment, but a little playtime reveals it fast. Per-save sync keeps "what's active in this save?" constantly explicit.

FAQ - factorio@jp Wiki*
factorio@jp Wiki*
wikiwiki.jpRecommended Configurations by Safety Level
QoL-Focused Configuration
The safest entry point is QoL-focused—MODs that barely touch recipes or game fundamentals. Targets include inventory sorting, circuit and build visibility, UI info support, shortcut additions—"improves playability without resetting premises." These pair easily with large DLCs like Space Age and work when you want vanilla + DLC feel minus friction.
When moving to fresh setups, I often start with just 2–3 additions rather than stacking convenience mods from day one. At this volume, Space Age alone's impact and QoL's effect separate visibly. Advancing later to large MODs becomes intuitive—boundaries get clearer and configuration stability visibly improves. Space Age itself, per the official wiki's "Space Age" article, adds enough through four new planets that starting light leaves room for wonder. Piling many changeling MODs from the start muddies more than mixing helps.
Even QoL carries Optional dependencies that shift impression if overlooked. Mod Portal Dependencies split Required and Optional, with Optional sometimes buried default-hidden—light MODs can carry "bigger collaboration premise" surprises. Still, for first steps, this band has the least accident risk.
Comparison frameworks and candidate filtering align well with intended companion writing (planned in future related articles).
Space Age + Small MOD Configuration
Next attractive is Space Age as protagonist, supplemented by small support MODs only. Difficulty steps up but stays realistic. The image: Space Age's new planets and logistics shifts, plus official expansion like Elevated Rails, form the base, and small display and operation aids layer atop. The official wiki's "Upcoming features" treating Space Age, Quality, and Elevated Rails as separate major MODs shows they don't stack identically.
Easy to miss: Quality vs. small MOD compatibility marking. Even UI and info display types shift when Quality multiplies item varieties—display targets and filter conditions change. Light-seeming modules hit straightforward compatibility walls with Quality active. Launch succeeds but wanted information vanishes, or assumed ordering breaks—these misalignments happen often.
Experientially, this band is delightful. Space Age itself is large, so small MODs work best lean and focused—stripping annoying busywork while preserving discovery. Space Age's first-time punch is powerful; keeping change light lets that DLC play-feel stay pristine.
Large MOD Solo Configuration
Krastorio2, Bob's, Space Exploration—large MODs enter solo first as baseline. Safety rates middle-high, but that means "solo-play clarity," not "small change volume." In reality, whole-game flow, material ratios, research weight, and factory premises shift dramatically.
Numbers show change clearly. Comparison bases cite Factorio 2.0 at 124 items, Space Age at 211, Krastorio2 at 224, Space Exploration at 423, K2+SE at 536. Raw item count doesn't decide difficulty alone, but large MODs thicken world density—framing helps. So first loops matter—play unmixed to grasp design intent, then you integrate knowingly.
Critical: K2, Bob's, SE prioritize "integrated state" over base performance. Bob's Revamp discussion context hints unintegrated with Space Age; K2 and SE can't treat 2.0 compatibility and Space Age integration identically. Load-working and research/recipe/progression mesh aren't synonymous. Separating once clarifies later combination decisions.
Personally, large MODs shift impression notably within hours solo. Pre-import seemed "material addition mostly," but real play redesigns power, intermediate goods, and layout framing—near-different-game sensation follows. Such MODs repay solo ramp-up investment.
Configuration Using Compatibility Patch MODs
Compatibility-patch-mediated configurations attract but drop to lower-medium safety. Example: bridge MODs filling Space Age–Bob's gaps—third-party sewn seams where originals don't align. Playable but author-public setup intent yields to patch author's adjustments.
Upper-tier status arises simply: you absorb update-track uncertainty yourself. Base MOD updates, DLC shifts, patch repairs chase each other—normal cycle. Worse, visible crashes merge with research chain gaps or material-position twisting—visible only mid-play. Space Age x Bob's Compatibility community MOD instances in Portal reassure, but that doesn't mean "officially integrated."
Clearest framing: combination needs integration MOD layer. Standalone high-quality large MODs break here because bridging layer instability drags whole-config polish down. Appealing direction but not beginner-first; stack later when category understanding lives in you.
Per-setup gaps clarify in table form:
| Config | Install Difficulty | Existing Recipe Changes | Dependency Check Effort | Space Age Co-Use Safety | Examples |
|---|---|---|---|---|---|
| QoL-Focused | Low | Minimal | Straightforward | High | Workflow, UI improvement MODs |
| Space Age + Small MOD | Mid | Minimal to Partial | Moderate | Medium | Space Age + display, operation support |
| Large MOD Solo | High | Extensive | Essential | Solo-operation baseline | Krastorio2, Bob's Revamp, Space Exploration |
| Compatibility Patch MOD Config | High | Extensive | Essential and Careful | Low to Medium | K2 Spaced Out, Bob's compat MODs, Space Age x Bob's Compatibility |
This order shows safe beginner path: QoL-focused→Space Age + small MODs→large MOD solo→compatibility-patch configs. Exposure builds understanding, so later-encountered problems identify their origin layer clearly.
Common Competition Patterns with Space Age
Quality Non-Support Trap
Often overlooked in Space Age mixing: "2.0-compatible" and "Quality-compatible" are separate. The official wiki's "Upcoming features" lists Space Age, Quality, and Elevated Rails as three separate major MODs. So Space Age enabled doesn't make Quality toggling automatic; they're independent axes. Large MOD side not accounting for this lets things silently break post-launch.
Textbook case: quality-tier objects lack quality, or quality recipes don't generate. Appearance runs normally—you don't notice early. But assembly candidate and filter logic, downstream material spec, all fragment. Krastorio 2 context around Quality non-support shows this land-mine reality.
My prickliest sense: mismatches surface as silent loss, not red-text errors. Launch and early production flow, yet quality-phase expansion hits missing tiers per-item, then "something off" cascades. Large MODs pack middle materials; one quality-blind entry ripples whole chains.
💡 Tip
Think Space Age, Quality, Elevated Rails as three separate switches aligned in a row, not one bundled lever. Space Age alone loads fine, but Quality integration blank leaves late-game with missing teeth—gears misaligned.
New Science and New Materials Unintegrated
Most-hit collision with large MODs: Space Age research and materials stay unconnected to large MOD progression design. Space Age adds four-planet new progression, yet Krastorio2, Bob's Revamp, Space Exploration never updated entire research-tech rationale. This births breaks in the tree.
Not merely "research items multiply." Example: large MOD needs middle products, but reaching those demands Space Age new-science, which never meshes into big MOD's earlier-stage assumptions. Then: research shows item but design path breaks—tree item visible, connectivity missing. Bob's Revamp shows this context; author notes hint unintegrated Space Age state. Scary because crashes stay silent-mode unintegrated "loads, but...", not incompatible display.
Play-felt experience: opening research screen with unintegrated large MOD + Space Age reveals the tech requiring late resource still locked to prior-stage science, creating infinite dead-end loops or missing setup. I traced symptom sources by research reason-chains multiple times, and "where in tree does path break?" surfaced fastest by following research-locks.
Planetary Resources and Material Requirement Premise Misalignment
Another high-impact pattern: per-planet resource flow versus large MOD material demands clash. Space Age stages resource hand-feel per planet, but large MODs were born in different resource contexts—stacking them tangles.
Instance: large MOD treats mid-stage resource as earth-naturally-secured, but Space Age gates it to post-planet or alternate-chain research. Recipes visible; supply line missing per-progression. Not difficulty—it's "now-needed resource has zero global path."
This differs from hard-only: hard means alternate routes exist; unintegrated means "connectivity severed entirely." Large MOD solo runs clean planet-flow; Space Age overlay splits the ladder mid-rung. Quantity-baseline shifts plus sequence misalignment make density grow but supply-surface fragment.
Visible Symptoms of Research and Recipe Collision
Runtime symptoms include: duplicate same-item definition, circular prereq references, technology unlock never arrives. These collisions show as "playable" more than "crashes immediately."
Research-screen tells: prerequisite visible, but clicking leads to another unmet prerequisite, and circle-back—cycling or orphaned via other MOD rewrite. Recipe-side shows: item visible, no manufacture path exists; material makeable, zero use chains. materials / recipes / research aren't straight-lined—collision suspicion rises.
Mod Portal shows dependencies but not design-layer integration completion—that's key takeaway. "Dependency solved = research tree connected" doesn't follow. Space Age–large MOD conflict precisely surfaces as load-pass + silent-gap, covered before.
Self-technique: opening research tab before crafting list caught aberrance fast. Unfollowable unlock reason-chain, odd tech amid capability, item name ahead of tool existence. Such setups eat playtime via quiet-corruption, typical large MOD collision type.
Present Status by Large MOD: Krastorio2, Bob's, Space Exploration
Krastorio 2 Status Now
Krastorio 2 lands cleaner talk among large MODs today. 2.0 support moves forward; Elevated Rails context reads workable. Conversely, Quality rates non-supported as safest frame, Space Age integration non-supported lean on base K2. Steam Discussion / Forums author-tone treats "2.0 operative" and "Space Age mesh" as separate missions.
Real pain: K2's material hierarchy and Space Age new-science/-material routing don't auto-link. K2 solo felt one clean arc—ore→middle goods→research→power, unified rationality. K2 playtime hit "next build this" instinct clean, vanilla-extension mood—shocks at coherence. Mixed with Space Age, another stair inserts into that ladder's middle, new science demands don't align K2 unlock order, creating rough spots.
Planet resource misaligns too. Space Age stages per-planet resource, K2 pre-born another supply curve. Layering them orphans K2's earth-abundance premise into Space Age stage-lock, making material demand see but supply-to-reach gone. Tree-visible, progression-path missing.
Derivative example: K2 Spaced Out compatibility-bridged versions exist. But this doesn't mean K2-base integrated Space Age. Derivative precisely fills that gap, reason they exist. Base K2 versus Space Age-adapted K2 separate understanding cuts truer.
Bob's Family Status Now
Bob's positioning reads trickier than appearance suggests. Bob's Revamp neighborhood sports author-noted Space Age error-free-loading context. Slice alone reads reassuring; problem: integration unfinished understanding matters hugely. Launch verification passes; recipes, research, material routing not yet single-fabric—realistic assumption.
Bob's already packs thick recipe count; ore/material branching dense. Unintegrated Space Age + Bob's weight hides misalignment. Early push clears normally, "seems okay" sensed—mid-phase hits new-science / Bob's-tree connector shortage, abrupt wrongness. Example: visible setting, material required, material-source science alien-branch, mid-loop orphan. Material A needs research B, research B needs thing C, thing C supply chains Space Age-progression untethered—classic texture.
Bob's family Quality adaptation and Space Age integration both unstated, baseline non-supported leaner. Collision surfaces not crash louder but research-tree tangles, recipe-void patterns prior-mention quiet-corruption shaped.
Yet Bob's mixes harbor compat-MOD patch examples. Space Age x Bob's Compatibility—gap-filling design. This existence means base unprepared, seam required, not "base integrated already." Bob's + Space Age needs body + bridge-layer framework—compound assumption.
Space Exploration Status Now
Space Exploration lands 2.0-mention noise but Space Age integration near-nonexistent, likely architectural hard. Not mere work-lag—both colonize overlapping scope. Both wield cosmonautics, logistics-deep, progression-root-rewrite depth—neither presumes the other's addition.
Scale delta substantial: base Factorio 124 items→Space Age 211→Krastorio2 224→Space Exploration 423 item-count baseline shows SE density apart-universe scale. Folding Space Age—new-material/new-science/planet-resource premise—compounds density beyond quantity. "Which resource where, which tech-stage progression" base-design doubly occupied.
Collision typical: planet-premise and study-order clash. SE long-journey spine assumes spaceship-ladder solo; Space Age parallels own planet-track plus fresh science. Overlay doubles which mid-material spans both, precedence split—friction-design-thought double-occupancy typical. One calls mid-game what other calls endgame.
SE solo already complete-world sense—engage progression-sole-thread easy. Space Age merger dilutes that thread-clarity, info-glut cost exceeds composition charm. SE solo-taste recommends; universe-scope solo grasp trumps layered expansion.
"Loads" versus "Integrated" Distinction
Cross-species comparison drives home: "loads" vs. "fully integrated" split matters. Loads = "startup no fatal error"—only; integrated = recipes/research/resource-threaded 1-cloth state. Blurred minds trigger large-MOD classic accident: "runs, but late-game locks up."
Portal dependency shows load-vital relations; design integration-complete status hides. "Enabled alongside Space Age" ≠ "Space Age-planned." Bob's-loads-alongside-Space Age truth; but unintegrated fact. K2 context: base versus Space Age–adapted derivative: far-different things.
Summary view:
| MOD | 2.0 Adapt | Space Age Integrate | Quality Adapt | Recommended Ops |
|---|---|---|---|---|
| Krastorio 2 | Support marked | Non-adapt lean | Non-support | Solo, or derivative ≠ base |
| Bob's Revamp family | Load-pass context | Unfinished | Unmarked | Solo-leaning, co-use bridge-needs |
| Space Exploration | Adapt-talk exists | Non-adapt lean | Non-adapt lean | Solo sane |
Table key: not rank—failure-texture differs. K2 muddles base versus derivative. Bob's lulls via load-pass phrasing. SE scope too-broad makes integration itself hard. Large MOD conflict lands "research visible, progress locked" quiet-break, not loud-crash—foresee that, status-read gels quick.
Error Handling Procedure
Error Log Location and Reading
Start with error context beyond popup one-liner—error message proper and run-log tail (i.e., game output log file). Short on dialog; log end-portion shows which MOD name halted, which file read failed, dependency lack or definition duplicate or version-mismatch—clues cluster. Grab fixture nouns: MOD name, filename, line, dependency, duplicate, version—cut segmentation.
Reading trick: don't aim full comprehension. MOD name clear? That MOD direct-cause or last-processed candidate. Filepath or data.lua read-point shows definition-load failure; dependency language hints required-MOD absence; duplicate language signals multi-MOD same-target definition. Version-mismatch aura? MOD update-age, base 2.0 sync re-check flow.
Screenshot-save frame: popup whole-body alone weak. Dialog text and log-tail stack-trace both separate shot aids return-review. Spotlight: "line where MOD name first surfaces" and "several lines before/after." Log tail-end="first MOD name instance" plus context—cause-thread traces smoother.
💡 Tip
Log-scan starts fixture noun-hunt, not English-wall parse. MOD name, dependency name, filename pulled → cause-chase leaps forward major distance.
Bisection for Root Isolation
Log read still opaque? Shift to MOD isolation. Simplest / strongest: yank all newly-added, re-enter one-by-one. Post-addition breakage means culprit-nearby confidence high. Small counts handle direct method fine.
Problem: fat config, culprit invisible. Bisection cuts through: divide ON-set half, one-half test solo, repeat. 100→50→25 compression beats one-by-one faster. I've cut large-config knots way faster this way than serial suspect, source trail pulled clean line.
Ops: recent-addition-group OFF, unchanged? Whole bisect divide and ON-half hunt. Reproduce in half, not other? Cause lives in reproducer. Repeat halve. Whether solo-MOD malfunction or 2+-MOD-together-only conflict emerges mid-process.
Trap: same MOD multiple-version cohabits. Zip-manual-import mixed configs hold old-husk + new-version—dupes load silent-chaos. factorio@jp Wiki install guides warn same-MOD multi-version. Bisect-hunt must suspect housekeeping: old-Zip lingering, new-parallel. Purge old → update → re-test routine solid.
Update / Disable / Information Hunt Priority Order
Culprit hinted? Handling order matters—skip patch-MOD rushing. First-do: full-dependency update-check including Required side. Unmet-dependency or version-lag often fixes solo MOD-update. Portal dependencies show Required / Optional splits, check Required first flow.
Update static + error repeats? MOD temp-disable restart faster. Maintaining while broken breeds "runs but research shorts" post-corrupt breakage. Multi-version-residual risk especially: updated-feel but old-Zip lingered—multi-purge → update → re-test order clarifies.
Info-hunt past author page → forums, Mod Portal Discussion, FAQ drills sharper. Known-issue reports frequent; there lives "Space Age unintegrated," "specific-version-crash-on-load," "dependency-work-pending" live intel. Search English-stronger; incompatible, dependency, crash on load truly effective. Short-error-string raw-insert weaker than MOD-name + key-terms combo.
Compat-MOD hunt after —base stability restored, Discussion/FAQ say "bridge required." Already-author-guaranteed-uncompat-fill layers so base-misalignment-cure then supplement, add-before-fix worsens. Order discipline → diagnosis lean.
Wrap-Up: Sequence to Add Safely
Reference external intel (official Wiki, MOD Portal Discussion) as needed for Space Age support, compatibility info lists—flow-building comfort boost.
Today's Next Action
Do one thing today—enough. Apart from main mission-save, validation-save fork + QoL few-only activate-lock as baseline. From there, Space Age solo next, then compat-clarified MOD step-wise, cause-trackable-config stays clear. Clean growth beats broken-mystery every time.
Haruto
Over 1,500 hours in Factorio. A mod developer and Japanese translation contributor who has completed major overhaul mods and all planets in Space Age DLC. Also covers the latest from the international community.
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