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Re: Add setting to hide unresearched items/recipes in factoriopdia
Posted: Mon Dec 08, 2025 3:26 pm
by MEOWMI
+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
Re: Add setting to hide unresearched items/recipes in factoriopdia
Posted: Mon Mar 30, 2026 8:59 pm
by Speedy
+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.
Re: Add setting to hide unresearched items/recipes in factoriopdia
Posted: Tue Jun 23, 2026 11:04 am
by Bilka
This was added in 2.1.7:
2.1.7 wrote: - Added a button to Factoriopedia to hide unresearched content.
Re: Add setting to hide unresearched items/recipes in factoriopdia
Posted: Tue Jun 23, 2026 2:05 pm
by Wiwiweb
Thank you!

Re: Add setting to hide unresearched items/recipes in factoriopdia
Posted: Wed Jun 24, 2026 7:19 am
by SolTom
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.
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.
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
Posted: Wed Jun 24, 2026 8:46 am
by Bilka
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.
Re: Add setting to hide unresearched items/recipes in factoriopdia
Posted: Wed Jun 24, 2026 8:49 am
by sarge945
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.
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 can see numerous other uses for that outside of this one use case.
Re: Add setting to hide unresearched items/recipes in factoriopdia
Posted: Wed Jun 24, 2026 9:27 am
by Bilka
sarge945 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.
Refer to
134180
Re: Add setting to hide unresearched items/recipes in factoriopdia
Posted: Wed Jun 24, 2026 11:33 am
by sarge945
Bilka wrote: Wed Jun 24, 2026 9:27 am
sarge945 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.
Refer to
134180
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
Posted: Wed Jun 24, 2026 12:25 pm
by Bilka
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?
LuaForce::set_script_visible() was added in 2.1, that's why it has the "new" marker in the docs.
Re: Add setting to hide unresearched items/recipes in factoriopdia
Posted: Wed Jun 24, 2026 12:38 pm
by SolTom
Bilka wrote: Wed Jun 24, 2026 8:46 am
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.
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.