Page 2 of 2

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

Posted: Mon Jan 13, 2025 2:08 am
by Calid
+1 to that idea.

Discovering things along the way would be much more rewarding

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

Posted: Mon Jan 13, 2025 6:41 pm
by protocol_1903
Calid wrote: Mon Jan 13, 2025 2:08 am Discovering things along the way would be much more rewarding
Even in a normal SA playthrough with no mods some late game features, recipes, and tech is spoiled by factoriopedia. It would be a whole lot better for the "vanilla" experience if this was not the case.

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

Posted: Mon Jan 20, 2025 7:44 pm
by NeveHanter
+1 for this.

Pre-2.0 I was using Recipe Book (now deprecated as according to raiguard it was replaced by Factoriopedia even with former having more features and customisation options).

It have had the hide unresearched and hide disabled option and they were godsend for large mods like Pyanodons, Space Exploration, Nullius, Angels, Bobs and others.

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

Posted: Thu Feb 13, 2025 11:15 am
by Quezler
+1

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

Posted: Thu Feb 13, 2025 12:05 pm
by gyorokpeter
+1

Only because I tried a mod and now I'm at a stage where I'm getting an item as a byproduct and I have no idea how to get rid of it, and I tried to look it up in factoriopedia to find nothing because the mod decided to disable showing all items. I can still manually scroll through the techs and mouse over the recipes they unlock, and hope to not miss the one that uses the excess item, but this is the kind of QoL that factoriopedia is meant to solve.

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

Posted: Thu Feb 13, 2025 10:34 pm
by kryojenik
+1

Wholeheartedly yes. This capability from Recipe Book is sorely missed.

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

Posted: Fri Feb 14, 2025 1:17 am
by fencingsquirrel
Wiwiweb wrote: Mon Nov 04, 2024 8:05 am Screenshot from 2024-11-03 23-54-57.png

+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.
TBF this is mostly an issue with py, and last I checked it had it's own submod for looking stuff up anyways. I haven't played it since 2.0, so if that's gone that'd suck.

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

Posted: Fri Feb 14, 2025 8:30 pm
by protocol_1903
fencingsquirrel wrote: Fri Feb 14, 2025 1:17 am TBF this is mostly an issue with py
Uh... no? It's not an issue with pY, its a Factoriopedia issue. Even if it was a pY issue, it shouldn't have to be resolved by the mod. If any other overhaul does anything even remotely complicated, similar issues will occur.

fencingsquirrel wrote: Fri Feb 14, 2025 1:17 am last I checked it had it's own submod for looking stuff up anyways. I haven't played it since 2.0, so if that's gone that'd suck.
Also no. pY does not have it's own submod for looking stuff up. It never has and never will. You clearly have not played pY with enough attention to realize what is part of the mod.

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

Posted: Sat Feb 15, 2025 7:29 am
by KiwiHawk
Wiwiweb wrote: Mon Nov 04, 2024 8:05 am 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. Currently working on getting them updated for 2.0, including Factoriopedia. It's showing so many recipes at the start of the game that it's almost unusable! Not quite as many as Py, but still ...

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

Posted: Sat Feb 15, 2025 9:56 am
by fencingsquirrel
protocol_1903 wrote: Fri Feb 14, 2025 8:30 pm
fencingsquirrel wrote: Fri Feb 14, 2025 1:17 am TBF this is mostly an issue with py
Uh... no? It's not an issue with pY, its a Factoriopedia issue. Even if it was a pY issue, it shouldn't have to be resolved by the mod. If any other overhaul does anything even remotely complicated, similar issues will occur.

fencingsquirrel wrote: Fri Feb 14, 2025 1:17 am last I checked it had it's own submod for looking stuff up anyways. I haven't played it since 2.0, so if that's gone that'd suck.
Also no. pY does not have it's own submod for looking stuff up. It never has and never will. You clearly have not played pY with enough attention to realize what is part of the mod.

I was thinking of FNEI, I remember there was something other than recipe book that I used. Looks like it was updated for 2.0. In any case that was pointlessly rude, have a nice day

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

Posted: Sat May 10, 2025 9:40 pm
by Daholli
+1

just started a py mod run and it is almost unusable, and even for the base game it would be nice to not get spoiled easily with planets and stuff for your first playthrough