Add setting to hide unresearched items/recipes in factoriopdia

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shopt
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Add setting to hide unresearched items/recipes in factoriopdia

Post by shopt »

TL;DR
In-game toggle to hide unresearched things from the factoriopedia

What ?
Somewhere in the factoriopedia GUI, a toggle between having the factoriopedia as it currently is, and only showing recipes and items that the force has currently researched the tech for. Mods like "Recipe Book" that the factoriopedia has mostly replaced had functionality like this. This is similar in concept to the "show all items in selection list" setting, except it applies to the factoriopedia instead of selection lists.

Mods like "Discovery Tree" handle this from the tech tree side, however their utility is reduced in 2.0 due to everything appearing in the factoriopedia.
Why ?
There are 2 primary reasons a player may want this.

They may be playing space age or an overhaul mod and wish to avoid spoilers so that they can "discover" things as they are researched.

Players may also wish to simply reduce clutter and see what they can use an item for right now, or which machines can craft it right now.
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Re: Add setting to hide unresearched items/recipes in factoriopdia

Post by m44v »

Is not just the fatoriopedia but also the game showing stuff in the main menu, one takes great lengths to avoid spoilers by not reading FFF and bam! spoilers in your face when you open the game. There's currently the mod "Hide Space Age spoilers" that helps with that, but it would best if the game itself doesn't go out of its way to hurt the first play experience.

The game could just hide stuff that wasn't seen first during a playthrough.
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Re: Add setting to hide unresearched items/recipes in factoriopdia

Post by Wiwiweb »

Screenshot from 2024-11-03 23-54-57.png
Screenshot from 2024-11-03 23-54-57.png (1.37 MiB) Viewed 1099 times
+1. Factoriopedia is unusable for mods that add content.

This is Factoriopedia with Pyanodons.

Ash is one of the first items you get in the game, and it's only used in a couple ways at the beginning. Yet Factoriopedia shows me a hundred icons. How do I know which ones are relevant to me right now? Unresearched items and recipes are not even *marked* as such, let alone filtered, so it's impossible to sort through.

Py is the only overhaul mod for 2.0 right now, but when SE and K2 and others get ported, and then new overhauls are created using Space Age capabilities, everyone is going to hit this issue.

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.
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Re: Add setting to hide unresearched items/recipes in factoriopdia

Post by feng »

Its bugs me everytime when I open factoriopedia. I dont want spoilers of what nice new stuff is coming on next planets. I try not to look at those new bling bling icons but seriously... nobody wants spoilers. So please give us an option to hide unresearched stuff. Shouldnt be a big thing to code.
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Re: Add setting to hide unresearched items/recipes in factoriopdia

Post by IsaacOscar »

There is already a setting that should do this, so I submitted a bug report 121958
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Re: Add setting to hide unresearched items/recipes in factoriopdia

Post by grandseiken »

I would also like this, and I would like to be able to force it (ie either prevent player from being able to see unresearched things or otherwise have explicit runtime control of when things show up in factoriopedia).
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Re: Add setting to hide unresearched items/recipes in factoriopdia

Post by micromario »

+1

This would be extremely useful for my overhaul mods (pY and maraxsis)
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Re: Add setting to hide unresearched items/recipes in factoriopdia

Post by kinokura »

I would also love to see this. Having a visual indicator like a red background is a good idea and is consistent with how hand crafting indicates a lack of ingredients.
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Re: Add setting to hide unresearched items/recipes in factoriopdia

Post by Mithaldu »

Yep, this would be very good to have. :)
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Re: Add setting to hide unresearched items/recipes in factoriopdia

Post by przemo1232 »

+1, right now factoriopedia is nigh unusable with overhaul mods
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Re: Add setting to hide unresearched items/recipes in factoriopdia

Post by tuhe »

Big +1 from me. I have really fallen in love with Factoriopedia, however, it is of a very limited use in the larger modpacks. I understand that it only affect a smaller percentage of the players, however, I think there is a way to implement the feature which makes it non-intrusive for those who play vanilla. My suggested version would be something like this:

Under settings, there is an extra drop-down menu with the three options:
  • Show all items and recipes in factoriopedia [default]
  • Show only items and recipes at current science level [i.e., recipes and items that can be researched using the science packs for which at least one has been build]
  • Show only researched items and recipes

Factoriopedia should work as it does now and the only effect of the setting is to red-out items that are not available, so as to not confuse players who have enabled the option by a mistake (red-out items can potentially have a tool tip that tells the player why they red-out if this is a concern).

This means that Factoriopedia will look/work the same as it does now for those who use it out of the box, and mods with many recipes or items can choose another default setting.
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Re: Add setting to hide unresearched items/recipes in factoriopdia

Post by protocol_1903 »

+1, it should support hidden and hidden by research recipes separately, in the case of mods enabling recipes via script.
If you need to reach me, message me on discord.

I make qol mods. Check them out, maybe.
https://mods.factorio.com/user/protocol_1903
If you have a mod idea, I can look into it.
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Re: Add setting to hide unresearched items/recipes in factoriopdia

Post by Stringweasel »

+1

Large complex modpacks could really benifit from this addition. And large complex modpacks also keeps many players playing the Factorio even after hundreds or thousands of hours, so IMO a win-win :)
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Re: Add setting to hide unresearched items/recipes in factoriopdia

Post by protocol_1903 »

Additional thought, recipe prototypes should support a field that tells factoriopedia whether the recipe is unlocked via script, research, or a custom description written by the mod author.
If you need to reach me, message me on discord.

I make qol mods. Check them out, maybe.
https://mods.factorio.com/user/protocol_1903
If you have a mod idea, I can look into it.
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Re: Add setting to hide unresearched items/recipes in factoriopdia

Post by IsaacOscar »

protocol_1903 wrote: Sat Jan 04, 2025 7:40 am Additional thought, recipe prototypes should support a field that tells factoriopedia whether the recipe is unlocked via script, research, or a custom description written by the mod author.
This seems like a contradictory suggestion to this thread: the idea is that unresearched stuff should completely be hidden from Factoriopedia (or perhaps replaced with a ? icon and a message saying it's locked?).
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Re: Add setting to hide unresearched items/recipes in factoriopdia

Post by EvilPLa »

+1 for this suggestion
I havent lost my mind, it's backed up on tape somewhere.
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Re: Add setting to hide unresearched items/recipes in factoriopdia

Post by JigSaW »

+1 for the suggestion but the topic doesn't propose a good solution to the problem in the title. you don't want locked/unresearched recipes to be hidden, in big overhauls you want to see both unlocked and locked recipes, you just need to see which is which. for example, when i unlock a new t2 recipe for iron i want to know is there's a t3 or t4 recipes later, check when those get unlocked and if the new t2 recipe i just got is even worth the time to upgrade to.
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Re: Add setting to hide unresearched items/recipes in factoriopdia

Post by protocol_1903 »

JigSaW wrote: Sat Jan 04, 2025 12:39 pm ... the topic doesn't propose a good solution to the problem in the title. you don't want locked/unresearched recipes to be hidden, in big overhauls you want to see both unlocked and locked recipes
Wiwiweb's post provides a proper set of solutions, which I believe are the best options and both should be used.
If you need to reach me, message me on discord.

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https://mods.factorio.com/user/protocol_1903
If you have a mod idea, I can look into it.
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Re: Add setting to hide unresearched items/recipes in factoriopdia

Post by protocol_1903 »

IsaacOscar wrote: Sat Jan 04, 2025 7:44 am
protocol_1903 wrote: Sat Jan 04, 2025 7:40 am Additional thought, recipe prototypes should support a field that tells factoriopedia whether the recipe is unlocked via script, research, or a custom description written by the mod author.
This seems like a contradictory suggestion to this thread: the idea is that unresearched stuff should completely be hidden from Factoriopedia (or perhaps replaced with a ? icon and a message saying it's locked?).
I meant it more as a way to show a custom "this is how you unlock this recipe/item/entity" dialogue box so that mod developers can make custom unlock scripts and have explanations show up in factoriopedia. It's not really meant for stuff unlocked through research.
If you need to reach me, message me on discord.

I make qol mods. Check them out, maybe.
https://mods.factorio.com/user/protocol_1903
If you have a mod idea, I can look into it.
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Re: Add setting to hide unresearched items/recipes in factoriopdia

Post by tuhe »

In case it is too controversial to gray/red-out recipes that are not available then a compromise could be that when the user mouseover an item/recipe the tooltip contains information about which science packs are required to unlock the item/recipe. Along with some sorting this would go a long way to addressing the issue in py.

(but of course I would prefer the red/gray out option similar to FNEI).
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