when you use a dummy fluid for a transformer for example, the fluid (and the steam) show up in combinator menus.
in my mod, this results in 10 useless signals taking up space in the menu.
maybe you could add that the "hidden" flag also hides the signals from combinators.
hide item signals
hide item signals
creator of 55 mods
My api requests/suggestions: ui relative for overlay||Grenade arc||Player Modifiers||textbox::selection||Singleplayer RCON||disable car's ground sounds
My api requests/suggestions: ui relative for overlay||Grenade arc||Player Modifiers||textbox::selection||Singleplayer RCON||disable car's ground sounds
Re: hide item signals
Isn't that desired? If it can show up in circuit networks via reading it from a tank for example then you should be able to do logic with it.
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Re: hide item signals
creator of 55 mods
My api requests/suggestions: ui relative for overlay||Grenade arc||Player Modifiers||textbox::selection||Singleplayer RCON||disable car's ground sounds
My api requests/suggestions: ui relative for overlay||Grenade arc||Player Modifiers||textbox::selection||Singleplayer RCON||disable car's ground sounds
Re: hide item signals
as you can see the fluids will never show up anywhere, so they shouldn't litter up space in the signals.
i can't use normal water either because at 10 gw i would have to refill the input-fluidbox 9 times per tick...
it also shows items from disabled or not-yet-researched recipes
the solar-thermal power mod also has 3 fuel items that will never show up anywhere but in the signals menu.
my fluid signals menu looks like this:
i can't use normal water either because at 10 gw i would have to refill the input-fluidbox 9 times per tick...
it also shows items from disabled or not-yet-researched recipes
the solar-thermal power mod also has 3 fuel items that will never show up anywhere but in the signals menu.
my fluid signals menu looks like this:
creator of 55 mods
My api requests/suggestions: ui relative for overlay||Grenade arc||Player Modifiers||textbox::selection||Singleplayer RCON||disable car's ground sounds
My api requests/suggestions: ui relative for overlay||Grenade arc||Player Modifiers||textbox::selection||Singleplayer RCON||disable car's ground sounds
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Re: hide item signals
Couldn't that be simply solved by adding flags = {"hidden"} to the fluid prototype? Or do fluid prototypes still not support this? If they don't i'm all for adding that right now. Reason: Same reasons as having "hidden" items.
Author of: Belt Planner, Hand Crank Generator, Screenshot Maker, /sudo and more.
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My code in the post above is dedicated to the public domain under CC0.
Mod support languages: 日本語, Deutsch, English
My code in the post above is dedicated to the public domain under CC0.
Re: hide item signals
I added FluidPrototype::hidden for 0.17.
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Re: hide item signals
Is that a flag or a property?Bilka wrote:I added FluidPrototype::hidden for 0.17.
I checked and for recipes it's a property recipe.hidden, while for items it's a flag={'hidden'}. As fluids are more like items i think it would be more consistent to make it a flag for fluids too. (As making it a property for items isn't going to happen at this point as we all know :P).
Author of: Belt Planner, Hand Crank Generator, Screenshot Maker, /sudo and more.
Mod support languages: 日本語, Deutsch, English
My code in the post above is dedicated to the public domain under CC0.
Mod support languages: 日本語, Deutsch, English
My code in the post above is dedicated to the public domain under CC0.