I have fixed this in Angel's mods by no longer having the full barrels hidden from stats (in both the full and empty barrel recipes). This means I can hide the fill barrel recipe signals.
I see no downside to this approach and it could very easily be implemented in the barreling recipe generation ...
Search found 310 matches
- Sun Nov 02, 2025 7:11 pm
- Forum: Won't implement
- Topic: Hide Fill Barrel Recipes From Signals
- Replies: 10
- Views: 615
- Sat Nov 01, 2025 9:36 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3802
- Views: 2083886
Re: Development and Discussion
Angel's will be release when it's ready. I'm not going to put a time estimate on it sorry. Development has been progressing well! But there's still a bunch of open issues.
All the code is up on GitHub (dev2.0 branch). If you want to help - feel free to start testing, reviewing open PRs, or submit a ...
All the code is up on GitHub (dev2.0 branch). If you want to help - feel free to start testing, reviewing open PRs, or submit a ...
- Fri Oct 31, 2025 10:25 pm
- Forum: Won't implement
- Topic: Hide Fill Barrel Recipes From Signals
- Replies: 10
- Views: 615
Re: Hide Fill Barrel Recipes From Signals
They show on purpose for use as signals and for use in set-recipe on assembling machines.
Shouldn't the barrel's item signal be sufficient to set the fill barrel recipe on an assembling machine?
Edit: It seems that the full barrel item signal won't set the fill barrel recipe because the recipe ...
- Mon Oct 27, 2025 11:58 am
- Forum: Fixed for 2.1
- Topic: [2.0.72] Debug Tooltip missing for recipe signals
- Replies: 2
- Views: 269
[2.0.72] Debug Tooltip missing for recipe signals
In the signal selection gui, items show debug info in their tool tips:
However recipes do not show debug info:
I expect the recipe tooltip to look like this:
- Mon Oct 27, 2025 10:56 am
- Forum: Won't implement
- Topic: Hide Fill Barrel Recipes From Signals
- Replies: 10
- Views: 615
Hide Fill Barrel Recipes From Signals
In the code that generates the fill barrel recipes, can you set hide_from_signal_gui = true please?
There is no need to be able to select both the barrel item as well as the fill barrel recipe. It's not a big deal in vanilla to see both. But in modded games, it is a lot of clutter!
10-27-2025, 23 ...
There is no need to be able to select both the barrel item as well as the fill barrel recipe. It's not a big deal in vanilla to see both. But in modded games, it is a lot of clutter!
10-27-2025, 23 ...
- Thu Oct 23, 2025 12:16 pm
- Forum: Modding discussion
- Topic: Discussion/Poll: Potential unification of recipe category & additional_categories
- Replies: 23
- Views: 1390
Re: Discussion/Poll: Potential unification of recipe category & additional_categories
Definitely support having it as a unified field. Ideally in the form of ["crafting"] = true . I would support the new categories field having a default value of "crafting" . Else I'd need to add it to a lot of recipes. Not the end of the world, just a bit of a hassle. Lots of properties have default ...
- Fri Sep 12, 2025 1:38 pm
- Forum: Won't implement
- Topic: Add a return type to helpers.check_prototype_translations()
- Replies: 4
- Views: 761
Re: Add a return type to helpers.check_prototype_translations()
What about if the function accepted a language?
- Fri Sep 12, 2025 2:19 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3802
- Views: 2083886
Re: Development and Discussion
Fair, though the one behind keeping Bob's stuff updated did the same thing, I think. The mods might work with Space Age as they are, without adding anything new recipes and such.
The one keeping Bob's mods updated is also me 😆
Once I've finished updating Angel's mods (and Sea Block), I plan on ...
- Thu Sep 11, 2025 8:00 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3802
- Views: 2083886
Re: Development and Discussion
I am in the process of updating it for Factorio 2.0 . However I'm not planning on adding Space Age support.KremowyKitsune wrote: Thu Sep 11, 2025 6:37 pm Anyone keeping this mod up and ready for the new versions of Factorio? I wanna try an Angel-Bobs run with Space Age.
- Mon Aug 18, 2025 9:34 am
- Forum: Modding interface requests
- Topic: Support drag to reorder for GUI Elements
- Replies: 10
- Views: 1101
Re: Support drag to reorder for GUI Elements
+1 ! This would allow us to make the UI of Helmod so much nicer!!
- Mon Aug 18, 2025 9:26 am
- Forum: Modding interface requests
- Topic: graphics_set_flipped & forced_symmetry for MiningDrillPrototypes
- Replies: 4
- Views: 794
Allow mining-drill to flip
Any chance that you could add graphics_set_flipped and forced_symmetry to MiningDrillPrototype? To match CraftingMachinePrototype.
Thank you!
Thank you!
- Sun Aug 10, 2025 9:51 pm
- Forum: Modding interface requests
- Topic: [2.0.6] defaulting behaviour of localised recipe names when recipe prototype name does not match exactly
- Replies: 7
- Views: 1145
Re: [2.0.6] defaulting behaviour of localised recipe names when recipe prototype name does not match exactly
Setting the main_product to an empty string ("") forces the title in the recipe tooltip to use the recipe's name (not that of the product) and shows the products in the tooltip.
I also dislike this part! I want the decision about if the recipe should show the main product name or the recipe name ...
I also dislike this part! I want the decision about if the recipe should show the main product name or the recipe name ...
- Sun Aug 10, 2025 9:37 pm
- Forum: Modding interface requests
- Topic: [2.0.6] defaulting behaviour of localised recipe names when recipe prototype name does not match exactly
- Replies: 7
- Views: 1145
Re: [2.0.6] defaulting behaviour of localised recipe names when recipe prototype name does not match exactly
+1
Angel's has a three tiers of recipe for a lot of items. The first tier recipe gets the item's name automatically. The second and third tiers obviously have different names so I have to specify a localized name for them. This feels like it shouldn't be necessary as the information has already ...
Angel's has a three tiers of recipe for a lot of items. The first tier recipe gets the item's name automatically. The second and third tiers obviously have different names so I have to specify a localized name for them. This feels like it shouldn't be necessary as the information has already ...
- Thu Jul 31, 2025 10:39 am
- Forum: Modding interface requests
- Topic: Define Primary Recipe on Item / Fluid
- Replies: 8
- Views: 1348
Re: Define Primary Recipe on Item / Fluid
I've just merged a massive PR in Angel's mods, renaming a ton of recipes so they do merge with their main product. There are a still a lot that I can't fix though. These fall into three categories:
Recipe is making a vanilla item. I don't want to name Angel's recipe the same as a vanilla item as ...
Recipe is making a vanilla item. I don't want to name Angel's recipe the same as a vanilla item as ...
- Mon Jun 23, 2025 6:12 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3900
- Views: 1910707
Re: Bugs & FAQ
I have released updated versions of Bob's mods. I'm currently working on updating Angel's mods. They will be released once they are ready
- Sun May 25, 2025 9:52 am
- Forum: Modding interface requests
- Topic: Define Primary Recipe on Item / Fluid
- Replies: 8
- Views: 1348
Define Primary Recipe on Item / Fluid
Currently Item / Fluid entries will merge with a recipe prototype if they have the same internal name. Can we please have a way of overriding this? Allow us to (optionally) specify the name of a recipe on the item / fluid prototype. This is the recipe that will be merged.
Being able to manually ...
Being able to manually ...
- Sat May 24, 2025 1:28 am
- Forum: Ideas and Suggestions
- Topic: New mod dependency category to be downloaded by default
- Replies: 9
- Views: 1524
Re: New mod dependency category to be downloaded by default
This would be super useful for Sea Block! We have a separate "pack mod" that has the dependencies, so they can be automatically downloaded but then disabled. This works but isn't a great solution as many people don't read the mod description so don't get the pack mod.
https://mods.factorio.com/mod ...
https://mods.factorio.com/mod ...
- Sat May 03, 2025 6:13 am
- Forum: Modding interface requests
- Topic: Add basic_settings to MapSettings
- Replies: 2
- Views: 523
Add basic_settings to MapSettings
When MapGenPreset.default is set to true, it's settings can't be specified. Instead, it pulls values from MapSettings . Or at least, it does for advanced_settings . However there doesn't seem to be any place to specify the values that will be used for basic_settings . Can these be added to ...
- Sat May 03, 2025 2:19 am
- Forum: Modding interface requests
- Topic: Exclude a module category from default
- Replies: 1
- Views: 305
Exclude a module category from default
It feels like allowed_module_categories works backwards to how it ideally should. I'm creating a new module category that I only want used on particular machines. To make this work, I need to set allowed_module_categories on every other machine! As by default, machines can accept every category ...
- Fri Apr 18, 2025 9:17 pm
- Forum: Won't implement
- Topic: Request: Move recycling recipe generation to data-final-fixes
- Replies: 36
- Views: 7192
Re: Request: Move recycling recipe generation to data-final-fixes
I'm not asking to add more stages. I just think it will make more sense in data-final-fixes and save many-many hours to most modders.
Well put Stringweasel! I fully support this proposal! I've released Bob's mods with support for Quality mod and it added a huge amount of additional work. I'm ...