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 ...
Search found 299 matches
- 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: 820
- 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: 820
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: 6
- Views: 883
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: 3898
- Views: 1790818
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: 6
- Views: 883
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: 1249
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: 1
- Views: 289
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: 226
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: 5394
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 ...
- Fri Apr 11, 2025 8:18 am
- Forum: Resolved Requests
- Topic: Relationship between "uses_surface_effects" and "global_effect"
- Replies: 1
- Views: 293
Relationship between "uses_surface_effects" and "global_effect"
Could the documentation for EffectReceiver.uses_surface_effects mention that it controls if LuaSurface.global_effect is applied?
- Wed Mar 19, 2025 6:26 am
- Forum: Implemented mod requests
- Topic: ItemPrototypeFilter "plant-result" and "spoil-result"
- Replies: 1
- Views: 280
ItemPrototypeFilter "plant-result" and "spoil-result"
Can we please have new ItemPrototypeFilters for "plant-result" and "spoil-result" ?
"plant result" would be similar to "place-result":
elem_filters :: array[EntityPrototypeFilter]?
"spoil-result" would be similar to "burnt-result":
elem_filters :: array[ItemPrototypeFilter]?
It would be very ...
"plant result" would be similar to "place-result":
elem_filters :: array[EntityPrototypeFilter]?
"spoil-result" would be similar to "burnt-result":
elem_filters :: array[ItemPrototypeFilter]?
It would be very ...
- Mon Mar 10, 2025 9:50 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid] Uranium 238 recycling
- Replies: 3
- Views: 2722
Re: Uranium 238 recycling
Thank you. I should have specified: This is when only using Quality mod.Muche wrote: Mon Mar 10, 2025 6:11 am I was confused for a bit, because it was marked auto_recycle = false when I tried.
It is being set in space-age/data.lua (among other recipes), but not when using base+quality mods only.
- Mon Mar 10, 2025 3:52 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid] Uranium 238 recycling
- Replies: 3
- Views: 2722
[boskid] Uranium 238 recycling
Recycling Uranium 238 gives Depleted uranium fuel cells. This really doesn't make sense! Uranium 238 should recycle to itself. Depleted uranium fuel cell reprocessing recipe needs to be marked as auto_recycle = false.
- Mon Mar 03, 2025 8:46 am
- Forum: Translations
- Topic: Spelling error in migration screen
- Replies: 3
- Views: 753
Spelling error in migration screen
"Removed equipments" should be "Removed equipment". Equipments is not a word.
I can't work out how to report it on crowdin. The strings are:
I can't work out how to report it on crowdin. The strings are:
Code: Select all
[gui-migrated-content]
removed-equipment=Removed equipments
changed-equipment=Changed equipments
- Sun Mar 02, 2025 8:13 am
- Forum: Resolved Problems and Bugs
- Topic: [boskid] New game screen incorrectly says Space Age
- Replies: 1
- Views: 1391
[boskid] New game screen incorrectly says Space Age
Enabling Enable all Feature Flags mod causes the new game screen to say Freeplay (Space Age). The scenario name, image, and description should only be updated if Space Age mod is enabled.
https://mods.factorio.com/mod/enable-all-feature-flags
https://mods.factorio.com/mod/enable-all-feature-flags
- Thu Feb 27, 2025 6:47 pm
- Forum: Implemented Suggestions
- Topic: Remove Expensive Mode
- Replies: 39
- Views: 28381
- Sat Feb 15, 2025 7:29 am
- Forum: Ideas and Suggestions
- Topic: Add setting to hide unresearched items/recipes in factoriopdia
- Replies: 32
- Views: 5376
Re: Add setting to hide unresearched items/recipes in factoriopdia
Suggestions:
1. Unresearched recipes/items/entities should have their name written in red and their icon have a red background, to distinguish them.
2. Add a player interface option to filter out unresearched recipes/items/entities.
+1 for this!
I'm dev for Bob's / Angel's / Sea Block ...
- Fri Jan 17, 2025 7:58 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3898
- Views: 1790818
Re: SeaBlock: Recipe Bug
I found a recipe bug while playing the Seablock build.
To process 8 pieces of rubbite, you need to produce 40 units of nitric acid. This requires obtaining 5 sodium nitrate from 500 nitrogen wastewater. This amount of wastewater is obtained when processing 20 pieces of rubbite.
That is, I need ...
- Sat Dec 28, 2024 7:14 am
- Forum: Mods
- Topic: [MOD 1.1] Sea Block Pack 0.5.16
- Replies: 158
- Views: 190156
Re: [MOD 1.1] Sea Block Pack 0.5.16
I know you said it'll be done when its done, but I'm curious if you have worked on updating the MAPGEN?
I have forked it for my own mods, but 2.0 broke it when lualib/noise was removed and I can't figure out how to work.
Thanks.
No, not yet. Currently working on updating Bob's. Next will be ...
- Tue Dec 24, 2024 7:24 pm
- Forum: Mods
- Topic: [MOD 1.1] Sea Block Pack 0.5.16
- Replies: 158
- Views: 190156
Re: [MOD 1.1] Sea Block Pack 0.5.16
When will Seablock get updated?
Short answer: When it's ready!
Long answer: I'm working through updating all the mods in the pack. Bob's mods are getting close to being ready. Once I have them released, I'll shift focus onto Angel's mods. Only once all the other mods have been updated can Sea ...