Here's what it looks like (On Windows)
To use it you must first configure your paths for both the mod folder and Factorio. Then you create and/or select a profile (which can be used to save a particular mod combination), tick the mods you want to use, adjust the creeper settings (It will be possible to completely remove creeper waves in the near future, I'm just releasing this now while I'm still reasonably coherent and haven't passed out), and then launch Factorio however you prefer.
The mod directory structure goes like this and is pretty much based on Factorio's own structure
Code: Select all
Mods
----ModName1
--------Lua
------------ModName1.lua
--------Prototype Definitions
--------Resources
--------Locale
Speaking of lua, the only filename the program looks for is the same name as the mod itself (which is whatever the folder of the mod in your chosen mod path is), so you won't get any changes if you have Mods/Your Mod Here/Lua/Pants.lua (unless of course you do require "Pants" in Mods/Your Mod Here/Lua/Your Mod Here.lua!). The functions must also contain certain names if they are to be added to the right place, ("onTick", onSave", etc. Look to the wiki for the event names.). With the exception of onSave and onLoad, the functions can also take advantage of the event table if you provide it as an argument, although it is not required.
If there's anything I've failed to mention, if you have any questions/suggestions, or if the program errors please any of those in here. If you really like my work and think it's worth something more than words on an internet forum, then you can donate here if you want.
Linux version will be added as soon as I do a couple more tests tomorrow to make sure it doesn't break in new and exciting ways. Until then, Zzzzzzzz...
Downloads:
Windows Download
Sample Mod