As of starting to write this mod, I found that I had 8 mods already published.  With about 2-25 items per mod, I saw that my mods were starting the clutter the inventory screen.  The primary purpose of this mod was to move all those items into their own menu.

Beyond that, there are a number of player charateristics that makes sence to improve, especially with the larger number of items my other mods introduce into the game.  For that reason, I descided to make it fairly easy to add an additional 20 inventory slots for the player's tool belt.  It is moderetly easy to add another 20 inventory slots, 12 logistical slots, and 12 trash slots, and possible but very expensive beyond that.

This mod improves upon the basic steel axe, once.  If the player also has Hiladdar's Gear, then there is a third axe improvment.  The improvements are liniar, 100% per tier.

Lights are also improved, specifically in power, defined by the distance they light up, but also making them level with the ground, so that driving over them will not destroy them.

I feel that repair packs can also use an upgrade.  The upgrade is mostly in their durability, designed for when a player is trying to repair a tank or an entity with similar number of hit points.  Although the stardard repair pack works I found that when I was in a tank, I was going thruough them lika a XXX goes through ZZZ (I'll let you fill in the blanks here).

Also for the mid game, this mod introduces two new radars.  The first one has a greatly increased passive scan area, while reducing the active scan area.  This radar is desgined so that it can be dropped someplace in a remote area, and over time reveal the trerain and enemy bases.  The second radar, has a minimul passive scanning range, but a much greater active scanning range, and is designed to border defence, or within perimiter.

Within this mod, I contemplated adding in reach, player health, movement speed, and player crafting speed, but choose not to.  With the my gear module, player health is not an issue.  Regarding player reach, Factorio v.17 improved it over v.16 and with the playing testing It was not really nessesary.  Regarding player movment speed, again with the Hiladdar's Gear module it is possible to dramaticaly increase the player's running speed.  Adding movement speed, that may not be turned off without another mod is kind of foolish.  It is possible to exoskeleton speed off, or simply remove the exoskeletons for precise work.  Movement speed can not as easily be turned off.   Player crafting speed may be an option for sometime in the future.

As to why I set optional dependencies for my other mods.  My intent is to give the player the option to add and play with just one mod or any combination of mods.  I have also try to design and program my mods in such a way that then can easily be integrated with other mods without blowing things up.  At some time in the future, I may combine my mods into a major mod for a different playthrough experience.  But before that, there are a few other aspects of the game I would like to look at publishing mods, similarly as to mods I currently have published.  I also expect update this mod anytime I have a significant change to one of my other mods.

Attribution / tools:

Programming tools: Notpad, ATPad, and JEdit
Graphics tools: PCPaint, PCPaint 3D, and Gimp
