I have searched and there is no similar questions anywhere else.
So as a workaround to the OP's needs, perhaps the following script will be useful:
https://gist.github.com/pepoluan/0b94f4 ... 93815b2419
(I created that script for my own use, but feel free to use it for your use.)
					Search found 3 matches
- Tue Aug 19, 2025 6:37 am
 - Forum: Ideas and Suggestions
 - Topic: QoL improvment - export list of mods
 - Replies: 3
 - Views: 2267
 
- Sat Jan 25, 2025 7:12 am
 - Forum: Ideas and Suggestions
 - Topic: Radar channels
 - Replies: 9
 - Views: 3835
 
Re: Radar channels
I'd recommend using Schall Virtual Signal mod.
That mod adds A LOT of new virtual signals.
Just feed the signal you want to 'modulate' through an Arithmetic combinator set to * 1, then `demodulate` it on the consuming side with another Arithmetic * 1.
					That mod adds A LOT of new virtual signals.
Just feed the signal you want to 'modulate' through an Arithmetic combinator set to * 1, then `demodulate` it on the consuming side with another Arithmetic * 1.
- Wed Jan 15, 2025 4:34 am
 - Forum: Ideas and Suggestions
 - Topic: Mod "Profile" or "Collection" to turn on/off multiple mods in one go
 - Replies: 0
 - Views: 505
 
Mod "Profile" or "Collection" to turn on/off multiple mods in one go
 Background 
Since "Space Age" is implemented as a mod, and not compatible with vanilla's save, I found that I have to enable/disable mods as needed to concurrently play a game in "Space Age" / continue my sprawling base in Vanilla.
The problem is that enabling the "space-age" mod => need to ...
					Since "Space Age" is implemented as a mod, and not compatible with vanilla's save, I found that I have to enable/disable mods as needed to concurrently play a game in "Space Age" / continue my sprawling base in Vanilla.
The problem is that enabling the "space-age" mod => need to ...