[MOD 0.13] Zythum - Clean crafting UI with ANY mod!
Posted: Thu Aug 11, 2016 6:16 am
Type: Mod
Name: zythum
Description: Modding Factorio is great fun, playing with cluttered, weirdly sorted UI is not! This mod will resort your crafting and filtering UI, no matter what mod you have installed!
License: CC BY-NC-SA
Version: 1.0.0 (in progress)
Release: planned within the next week
Tested-With-Factorio-Version: 0.13.14/0.13.15
Category: (Helper Mod)
Github: https://github.com/cybrox/zythum
Download: https://mods.factorio.com/mods/cybrox/zythum ("demo"!)
Granted, supporting EVERYTHING is a bit of an optimistic statement but the mod contains the tools needed to reach support for absolutely every mod out there.
My goal for this mod is to keep it open source and maybe even be a bit of a community project. - But I guess I will see if any developer is interested in directly working towards compability with this mod.
Originally, I didn't want to share this until it is completely finished (meaning all mod data included), but I figured it would be good to let people know, that a mod like this is built, even though it's not the first approach of someone to do this. However, all similar mods I've seen so far have either been abandoned or do more than just sorting, which bugs me, since I only want to have my Factorio tidy, no additional "balance" added or anything.
Zythum is a Factorio mod wrapper that will sort all your base game and modded items into more reasonable categories. The aim of this mod is to clean up the Factorio UI, especially the crafting and filtering menu, no matter what kind of mod you use for your current game. This mod was inspired by ZGroupChange, however, while ZGroupChange provides renaming for some famous mods and even adds some new items and technology, it highly depends on all of the supported core mods to be loaded. It will otherwise fail, hide items, or mess up your UI. Zythum will not add any research or items and will also not be dependent on any specific mods. It uses a completely different approach than ZGroupChange, meaning every single item will be assigned a group and not just batches of items from other mods. This way, the mod will not cause any weird behaviour with custom modpacks.
Current status: The mod core, graphics and the generators for automatically adding new mods are all done, I'm currently in the process of beginning to add more and more mods to the mod. Small mods will be really easy to add, bigger mod-groups will need some manual testing, since I want reasonable categories in the end.
Run it: You can build the mod via script/build.sh
Estimated release: We are currently going through all Factorio mods (497 by the time we fetched them), we're at about 100 internally, so it might take another few days until everything is added.
Maintaining: The mod is rather easy to maintain in the future. It contains a script that will automatically compare the its supported mods against the factorio modbase and show version differences. Since most mods rarely change their prototypes once they are released, the work load will be cut down drastically. I will add a script later on that will atuomatically compare new versions of a mod with the existing mod information and notify the maintainer about changes in prototypes
Name: zythum
Description: Modding Factorio is great fun, playing with cluttered, weirdly sorted UI is not! This mod will resort your crafting and filtering UI, no matter what mod you have installed!
License: CC BY-NC-SA
Version: 1.0.0 (in progress)
Release: planned within the next week
Tested-With-Factorio-Version: 0.13.14/0.13.15
Category: (Helper Mod)
Github: https://github.com/cybrox/zythum
Download: https://mods.factorio.com/mods/cybrox/zythum ("demo"!)
Granted, supporting EVERYTHING is a bit of an optimistic statement but the mod contains the tools needed to reach support for absolutely every mod out there.
My goal for this mod is to keep it open source and maybe even be a bit of a community project. - But I guess I will see if any developer is interested in directly working towards compability with this mod.
Originally, I didn't want to share this until it is completely finished (meaning all mod data included), but I figured it would be good to let people know, that a mod like this is built, even though it's not the first approach of someone to do this. However, all similar mods I've seen so far have either been abandoned or do more than just sorting, which bugs me, since I only want to have my Factorio tidy, no additional "balance" added or anything.
Zythum is a Factorio mod wrapper that will sort all your base game and modded items into more reasonable categories. The aim of this mod is to clean up the Factorio UI, especially the crafting and filtering menu, no matter what kind of mod you use for your current game. This mod was inspired by ZGroupChange, however, while ZGroupChange provides renaming for some famous mods and even adds some new items and technology, it highly depends on all of the supported core mods to be loaded. It will otherwise fail, hide items, or mess up your UI. Zythum will not add any research or items and will also not be dependent on any specific mods. It uses a completely different approach than ZGroupChange, meaning every single item will be assigned a group and not just batches of items from other mods. This way, the mod will not cause any weird behaviour with custom modpacks.
Current status: The mod core, graphics and the generators for automatically adding new mods are all done, I'm currently in the process of beginning to add more and more mods to the mod. Small mods will be really easy to add, bigger mod-groups will need some manual testing, since I want reasonable categories in the end.
Run it: You can build the mod via script/build.sh
Estimated release: We are currently going through all Factorio mods (497 by the time we fetched them), we're at about 100 internally, so it might take another few days until everything is added.
Maintaining: The mod is rather easy to maintain in the future. It contains a script that will automatically compare the its supported mods against the factorio modbase and show version differences. Since most mods rarely change their prototypes once they are released, the work load will be cut down drastically. I will add a script later on that will atuomatically compare new versions of a mod with the existing mod information and notify the maintainer about changes in prototypes