Hide recepies via Constant combinator

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Green Cat
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Hide recepies via Constant combinator

Post by Green Cat »

Disclaimer, due to comunication issues i asked the AI to write my ideea, sorry if some issues cause by this since i can't tell such issues.
TL;DR
A per-surface recipe visibility filter: hide selected recipes from crafting/recipe selection menus without disabling them, so each planet/spaceship only shows what you actually want to craft there.
What?
Warning: this works the same way as Space Hubs and similar mechanics, meaning only 1 can exist per surface.

The idea is to hide recipes you cannot craft on a specific planet, or recipes you simply do not want to craft at all on that surface.

When the Constant Combinator mod is switched to this mode (only 1 is allowed to avoid interference), it reads all existing recipes and displays their icons. If you click an icon, that recipe becomes hidden on that surface when:

* you open character crafting, and
* you select a recipe in a building (assemblers, etc.)

The recipe still exists. It is not removed from the game and it is not disabled. Anything already crafting it will continue crafting it normally, and anything that outputs its signal will still output its signal.

This is per-surface. So planet-exclusive recipes can be hidden on planets where you cannot craft them.

Example: you unlocked Vulcanus turbo belts. Why should you still see recipes for 9 other related items (and even the turbo belt itself) on a surface where they are not craftable?

This also helps with organisation in general. You can keep each surface’s crafting menus clean, so you can monitor what you actually do on that surface.

Example: on spaceships, if you only craft item X, then only item X shows up when you select crafting options.

This also becomes a useful “to-do list” tool for large overhauls that add lots of MK tiers and items. When you automate something (for example MK1 used as an ingredient for MK2), you can hide that recipe to mark it as “done”. Later, if you want to remove a part of the factory, you can re-enable the recipe so it stays visible as a reminder that it still exists and is producing.

And of course: once you are done with early-game buildings, you do not need to see them anymore, even if you still produce them automatically as ingredients for later recipes.
Why?
It reduces recipe clutter per surface and makes crafting and recipe selection clearer, especially with planet-locked recipes and spaceship surfaces.

It improves surface-specific planning and reduces mistakes (picking the wrong recipe, scrolling through unrelated items, or constantly seeing recipes that are not usable on that surface).

For big overhaul mods, it also works as a practical progress tracker for what you have already automated, and as a reminder for what still needs work or removal.
Due to personal issues I do NOT read replies. I have significant spelling issues, and IF I remember, I use AI to rewrite my ideas more clearly. You’re welcome to reuse any of my suggestions.
mmmPI
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Re: Hide recepies via Constant combinator

Post by mmmPI »

that sound like a bad idea, it makes things confusing for no reason, it's just much better to see the receipe red so you know it's there and you can hover over it to see why
Check out my latest mod ! It's noisy !
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