Add setting to hide unresearched items/recipes in factoriopdia
Moderator: ickputzdirwech
Re: Add setting to hide unresearched items/recipes in factoriopdia
+1
Seems like a highly useful feature for many modded games.
Also worth thinking about is a feature to highlight or somehow clearly differentiate researched VS unresearched entries. Both are similar ideas but IMHO both worth including. For a topic specifically about this second idea, see viewtopic.php?p=685982
Seems like a highly useful feature for many modded games.
Also worth thinking about is a feature to highlight or somehow clearly differentiate researched VS unresearched entries. Both are similar ideas but IMHO both worth including. For a topic specifically about this second idea, see viewtopic.php?p=685982
Re: Add setting to hide unresearched items/recipes in factoriopdia
+1
Playing Pyanodons, and it is incredibly difficult to figure out what recipes I can actually use to get rid of certain ingredients, because in the early game almost everything is unresearched. Sometimes there are dozens of recipes that use an ingredient, but only 1 or 2 researched, and it's impossible to tell which is which.
Sometimes, unresearched recipes are helpfully highlighted in red, but usually not, and I can't tell why that is.
Playing Pyanodons, and it is incredibly difficult to figure out what recipes I can actually use to get rid of certain ingredients, because in the early game almost everything is unresearched. Sometimes there are dozens of recipes that use an ingredient, but only 1 or 2 researched, and it's impossible to tell which is which.
Sometimes, unresearched recipes are helpfully highlighted in red, but usually not, and I can't tell why that is.
Re: Add setting to hide unresearched items/recipes in factoriopdia
This was added in 2.1.7:
2.1.7 wrote: - Added a button to Factoriopedia to hide unresearched content.
I'm an admin over at https://wiki.factorio.com. Feel free to contact me if there's anything wrong (or right) with it.
Re: Add setting to hide unresearched items/recipes in factoriopdia
Kind of but it doesn't work the way it was expected, and even in this thread several people were talking about preventing spoilers, which this button doesn't do since it's by default showing everything and does not keep it's state saved between restarts of the game.Bilka wrote: Tue Jun 23, 2026 11:04 am This was added in 2.1.7:
2.1.7 wrote: - Added a button to Factoriopedia to hide unresearched content.
I made a new thread specifically about that only to now find that this exact issue was wrongly set as implemented while it's not.
There is also that we should just have a setting to hide unresearched stuff from all menus without any of the jumps we have to do for that right now.
The "Hide Space Age Spoilers" mod also hides stuff from other interfaces, such as tooltips, which is an extremely necessary feature.
Re: Add setting to hide unresearched items/recipes in factoriopdia
I moved the thread because the first post is implemented.
We are aware that there are possible improvements (like 134180) and will consider them independently of this thread being moved to implemented.
We are aware that there are possible improvements (like 134180) and will consider them independently of this thread being moved to implemented.
I'm an admin over at https://wiki.factorio.com. Feel free to contact me if there's anything wrong (or right) with it.
Re: Add setting to hide unresearched items/recipes in factoriopdia
The ACTUAL fix here seems to be allowing hiding/showing recipes and things dynamically, rather than being limited to only doing it in the data phase.SolTom wrote: Wed Jun 24, 2026 7:19 am The "Hide Space Age Spoilers" mod also hides stuff from other interfaces, such as tooltips, which is an extremely necessary feature.
I can see numerous other uses for that outside of this one use case.
Re: Add setting to hide unresearched items/recipes in factoriopdia
Refer to 134180sarge945 wrote: Wed Jun 24, 2026 8:49 am The ACTUAL fix here seems to be allowing hiding/showing recipes and things dynamically, rather than being limited to only doing it in the data phase.
I'm an admin over at https://wiki.factorio.com. Feel free to contact me if there's anything wrong (or right) with it.
Re: Add setting to hide unresearched items/recipes in factoriopdia
Wait a second, are you telling me the Hide Space Age Spoilers was able to be dynamic this whole time? Or was this added with 2.1?
Re: Add setting to hide unresearched items/recipes in factoriopdia
LuaForce::set_script_visible() was added in 2.1, that's why it has the "new" marker in the docs.sarge945 wrote: Wed Jun 24, 2026 11:33 am Wait a second, are you telling me the Hide Space Age Spoilers was able to be dynamic this whole time? Or was this added with 2.1?
I'm an admin over at https://wiki.factorio.com. Feel free to contact me if there's anything wrong (or right) with it.
Re: Add setting to hide unresearched items/recipes in factoriopdia
I was ready to argue but honestly I've already made a thread specifically about what the Why section of the root post of this thread was talking about, so lets just keep the anti-spoiler side of it over there at 134114.




