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hide item signals

Posted: Sun Aug 05, 2018 4:03 am
by ownlyme
when you use a dummy fluid for a transformer for example, the fluid (and the steam) show up in combinator menus.
in my mod, this results in 10 useless signals taking up space in the menu.
maybe you could add that the "hidden" flag also hides the signals from combinators.

Re: hide item signals

Posted: Sat Aug 11, 2018 7:08 am
by Rseding91
Isn't that desired? If it can show up in circuit networks via reading it from a tank for example then you should be able to do logic with it.

Re: hide item signals

Posted: Sat Aug 11, 2018 6:02 pm
by ownlyme

Re: hide item signals

Posted: Tue Aug 28, 2018 6:26 pm
by ownlyme
as you can see the fluids will never show up anywhere, so they shouldn't litter up space in the signals.
i can't use normal water either because at 10 gw i would have to refill the input-fluidbox 9 times per tick...

it also shows items from disabled or not-yet-researched recipes

the solar-thermal power mod also has 3 fuel items that will never show up anywhere but in the signals menu.

my fluid signals menu looks like this:
fluids.png
fluids.png (96.75 KiB) Viewed 2106 times

Re: hide item signals

Posted: Wed Aug 29, 2018 4:52 am
by eradicator
Couldn't that be simply solved by adding flags = {"hidden"} to the fluid prototype? Or do fluid prototypes still not support this? If they don't i'm all for adding that right now. Reason: Same reasons as having "hidden" items.

Re: hide item signals

Posted: Thu Aug 30, 2018 8:42 pm
by Bilka
I added FluidPrototype::hidden for 0.17.

Re: hide item signals

Posted: Fri Aug 31, 2018 6:03 am
by eradicator
Bilka wrote:I added FluidPrototype::hidden for 0.17.
Is that a flag or a property?
I checked and for recipes it's a property recipe.hidden, while for items it's a flag={'hidden'}. As fluids are more like items i think it would be more consistent to make it a flag for fluids too. (As making it a property for items isn't going to happen at this point as we all know :P).