Search found 310 matches

by KiwiHawk
Sun Nov 02, 2025 7:11 pm
Forum: Won't implement
Topic: Hide Fill Barrel Recipes From Signals
Replies: 10
Views: 622

Re: Hide Fill Barrel Recipes From Signals

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 ...
by KiwiHawk
Sat Nov 01, 2025 9:36 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3802
Views: 2085590

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 ...
by KiwiHawk
Fri Oct 31, 2025 10:25 pm
Forum: Won't implement
Topic: Hide Fill Barrel Recipes From Signals
Replies: 10
Views: 622

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 ...
by KiwiHawk
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:
10-28-2025, 00-55-42.png
10-28-2025, 00-55-42.png (557.82 KiB) Viewed 269 times
However recipes do not show debug info:
10-28-2025, 00-56-40.png
10-28-2025, 00-56-40.png (544.01 KiB) Viewed 269 times
I expect the recipe tooltip to look like this:
10-28-2025, 00-57-27.png
10-28-2025, 00-57-27.png (461.23 KiB) Viewed 269 times
by KiwiHawk
Mon Oct 27, 2025 10:56 am
Forum: Won't implement
Topic: Hide Fill Barrel Recipes From Signals
Replies: 10
Views: 622

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 ...
by KiwiHawk
Thu Oct 23, 2025 12:16 pm
Forum: Modding discussion
Topic: Discussion/Poll: Potential unification of recipe category & additional_categories
Replies: 23
Views: 1400

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 ...
by KiwiHawk
Fri Sep 12, 2025 1:38 pm
Forum: Won't implement
Topic: Add a return type to helpers.check_prototype_translations()
Replies: 4
Views: 762

Re: Add a return type to helpers.check_prototype_translations()

What about if the function accepted a language?
by KiwiHawk
Fri Sep 12, 2025 2:19 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3802
Views: 2085590

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 ...
by KiwiHawk
Thu Sep 11, 2025 8:00 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3802
Views: 2085590

Re: Development and Discussion

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.
I am in the process of updating it for Factorio 2.0 . However I'm not planning on adding Space Age support.
by KiwiHawk
Mon Aug 18, 2025 9:34 am
Forum: Modding interface requests
Topic: Support drag to reorder for GUI Elements
Replies: 10
Views: 1104

Re: Support drag to reorder for GUI Elements

+1 ! This would allow us to make the UI of Helmod so much nicer!!
by KiwiHawk
Mon Aug 18, 2025 9:26 am
Forum: Modding interface requests
Topic: graphics_set_flipped & forced_symmetry for MiningDrillPrototypes
Replies: 4
Views: 807

Allow mining-drill to flip

Any chance that you could add graphics_set_flipped and forced_symmetry to MiningDrillPrototype? To match CraftingMachinePrototype.

Thank you!
by KiwiHawk
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: 1149

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 ...
by KiwiHawk
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: 1149

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 ...
by KiwiHawk
Thu Jul 31, 2025 10:39 am
Forum: Modding interface requests
Topic: Define Primary Recipe on Item / Fluid
Replies: 8
Views: 1350

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 ...
by KiwiHawk
Mon Jun 23, 2025 6:12 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3900
Views: 1912432

Re: Bugs & FAQ

Ichigoshollow wrote: Sun Jun 22, 2025 10:41 pm When will there be a release for 2.0.54?
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 🙂
by KiwiHawk
Sun May 25, 2025 9:52 am
Forum: Modding interface requests
Topic: Define Primary Recipe on Item / Fluid
Replies: 8
Views: 1350

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 ...
by KiwiHawk
Sat May 24, 2025 1:28 am
Forum: Ideas and Suggestions
Topic: New mod dependency category to be downloaded by default
Replies: 9
Views: 1525

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 ...
by KiwiHawk
Sat May 03, 2025 6:13 am
Forum: Modding interface requests
Topic: Add basic_settings to MapSettings
Replies: 2
Views: 527

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 ...
by KiwiHawk
Sat May 03, 2025 2:19 am
Forum: Modding interface requests
Topic: Exclude a module category from default
Replies: 1
Views: 307

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 ...
by KiwiHawk
Fri Apr 18, 2025 9:17 pm
Forum: Won't implement
Topic: Request: Move recycling recipe generation to data-final-fixes
Replies: 36
Views: 7198

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 ...

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