Search found 6 matches
- Wed Jan 28, 2026 1:01 pm
- Forum: Not a bug
- Topic: [2.0.73] Recipe is not considered a Recycling Recipe unless hidden in Factoriopedia
- Replies: 4
- Views: 170
Re: [2.0.73] Recipe is not considered a Recycling Recipe unless hidden in Factoriopedia
The reason why they're hidden is to not have near every single recipe showing a recycling one in the main Factoriopedia display.
Okay, so if a recipe is hidden, it should retain its current behaviour: Show as a Recycling recipe, but not appear in the main list.
What I'm looking for is for ...
- Wed Jan 28, 2026 12:50 pm
- Forum: Not a bug
- Topic: [2.0.73] Recipe is not considered a Recycling Recipe unless hidden in Factoriopedia
- Replies: 4
- Views: 170
Re: [2.0.73] Recipe is not considered a Recycling Recipe unless hidden in Factoriopedia
Without first condition (using factoriopedia_recycling_recipe_categories), unrelated recipes that are hidden would be showing as recycling making mod compatibility annoying
Yes obviously, I thought this was strongly implied in the post. It should only work for recipes which fall under that ...
- Tue Jan 27, 2026 9:29 pm
- Forum: Not a bug
- Topic: [2.0.73] Recipe is not considered a Recycling Recipe unless hidden in Factoriopedia
- Replies: 4
- Views: 170
[2.0.73] Recipe is not considered a Recycling Recipe unless hidden in Factoriopedia
Load the game with this debug mod. I also loaded the Quality mod to have some other recycling recipes around for comparison.
ZZZ-ShempDebug_0.1.0.zip
I created a recipe which uses a custom crafting category which I've added to the "factoriopedia_recycling_recipe_categories" utility constant, but ...
ZZZ-ShempDebug_0.1.0.zip
I created a recipe which uses a custom crafting category which I've added to the "factoriopedia_recycling_recipe_categories" utility constant, but ...
- Mon Jan 26, 2026 9:51 pm
- Forum: Assigned
- Topic: [Genhis][2.0.73] expansion_shaders feature flag causes additive-soft glow to fail
- Replies: 0
- Views: 84
[Genhis][2.0.73] expansion_shaders feature flag causes additive-soft glow to fail
Apologies if this is a duplicate, this is a very specific bug that I've managed to confine and I didn't know what other users might call it.
First, load the game with only "base" mod (I had Elev. Rails and Quality in my test but I think it's irrelevant) and this debug mod:
ZZZ-ShempDebug_0.1.0 ...
First, load the game with only "base" mod (I had Elev. Rails and Quality in my test but I think it's irrelevant) and this debug mod:
ZZZ-ShempDebug_0.1.0 ...
- Sun Jan 25, 2026 2:09 pm
- Forum: Resolved for the next release
- Topic: [Genhis][2.0.73] rocket_launch_products are ignored when manually launching item to Orbit with Space Age
- Replies: 2
- Views: 197
[Genhis][2.0.73] rocket_launch_products are ignored when manually launching item to Orbit with Space Age
Normally, Space Age will remove the satellite, so there are no items with "rocket_launch_products" defined. I've defined a new one re-using the name "satellite" and with send_to_orbit_mode = "automated".
satellite-item-tooltip.png
When you put it in the rocket silo, you are able to launch it to ...
satellite-item-tooltip.png
When you put it in the rocket silo, you are able to launch it to ...
- Fri Jan 23, 2026 12:24 am
- Forum: Bug Reports
- Topic: [2.0.73] on_marked_for_deconstruction fires after fluids are cleared from entity
- Replies: 1
- Views: 153
[2.0.73] on_marked_for_deconstruction fires after fluids are cleared from entity
I want to implement a system where destroying an entity containing "toxic" fluid will cause pollution to be spawned, depending on how much of the fluid was inside.
Marking a storage tank, pipe or pipe-to-ground for deconstruction by robots will flush all fluids from it before robots are dispatched ...
Marking a storage tank, pipe or pipe-to-ground for deconstruction by robots will flush all fluids from it before robots are dispatched ...