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Friday Facts #391 - 2023 recap

Posted: Fri Dec 29, 2023 12:00 pm
by FactorioBot

Re: Friday Facts #391 - 2023 recap

Posted: Fri Dec 29, 2023 12:01 pm
by SnowZyDe
Good

Re: Friday Facts #391 - 2023 recap

Posted: Fri Dec 29, 2023 12:14 pm
by Hares
"INSTALL MODS LIST" button OMG I HAVE WAITED FOR SO LONG!

Re: Friday Facts #391 - 2023 recap

Posted: Fri Dec 29, 2023 12:17 pm
by Hares
@raiguard, would Factorio CLI also be improved? It would be nice to have FactorioModManager functionality bundled, as well as have options to check/download/install Factorio updates from CLI.

Re: Friday Facts #391 - 2023 recap

Posted: Fri Dec 29, 2023 12:24 pm
by Ghoulish
Another great change!

Re: Friday Facts #391 - 2023 recap

Posted: Fri Dec 29, 2023 12:37 pm
by Mernom
The ability to go to manage mods if an issue is detected is all well and good, but there is one more aspect that needs to be implemented: mod settings.
Sometimes an error in the setup can only be resolved by flipping a mod setting to some value, which if I understand the new system correctly, would still require several restarts.

Re: Friday Facts #391 - 2023 recap

Posted: Fri Dec 29, 2023 12:50 pm
by atanvarno
Hares wrote:
Fri Dec 29, 2023 12:17 pm
@raiguard, would Factorio CLI also be improved? It would be nice to have FactorioModManager functionality bundled, as well as have options to check/download/install Factorio updates from CLI.
Made a forum account to give this a +1.

Updating the game version as well as updating/managing mods is a real friction point with a headless installation. I would be delighted with a first party command line tool to help, or richer command line parameters on the executable itself, to enable updating and mod management.

Re: Friday Facts #391 - 2023 recap

Posted: Fri Dec 29, 2023 1:09 pm
by Dial-up
Due to my extensive modding experience
I just remembered that I wanted to look at the profile of each wube employee on the mod portal and roughly estimate the contribution of the rest of the mods in terms of quantity and downloads (considering that space exploration and krastorio were developed by you, I think that 10 percent is the most pessimistic estimate)
in general, I want to see statistics for this category too, please, I think it will be interesting

Re: Friday Facts #391 - 2023 recap

Posted: Fri Dec 29, 2023 1:18 pm
by Hares
Dial-up wrote:
Fri Dec 29, 2023 1:09 pm
I just remembered that I wanted to look at the profile of each wube employee on the mod portal and roughly estimate the contribution of the rest of the mods in terms of quantity and downloads (considering that space exploration and krastorio were developed by you, I think that 10 percent is the most pessimistic estimate)
in general, I want to see statistics for this category too, please, I think it will be interesting
Raiguard is capable of K2 only, although he is the author of many other popular mods, such as EditorExtensions which is mod#1. Space Exploration is a child of Earendel who is also a Wube's employee since they started working on the Space Age (other noticeable creations of the latter are AAI, Alien Biomes, and Text Plates).

Re: Friday Facts #391 - 2023 recap

Posted: Fri Dec 29, 2023 1:19 pm
by Dial-up
I’m also waiting for statistics from someone about the forums, I very often see newcomers in discussions from the first mention of factorio 2.0 (I’m among them, although I’m already a long-time player)

Re: Friday Facts #391 - 2023 recap

Posted: Fri Dec 29, 2023 1:23 pm
by Dial-up
Hares wrote:
Fri Dec 29, 2023 1:18 pm
Raiguard is capable of K2 only, although he is the author of many other popular mods, such as EditorExtensions which is mod#1. Space Exploration is a child of Earendel who is also a Wube's employee since they started working on the Space Age (other noticeable creations of the latter are AAI, Alien Biomes, and Text Plates).
and that's why I'm asking for statistics :)
because I sometimes notice developer nicknames from fff or about page on the page with recently updated mods

Re: Friday Facts #391 - 2023 recap

Posted: Fri Dec 29, 2023 1:28 pm
by Dial-up
The solution was simple: In 2.0, I added a new Manage mods button that allows full access to the mod manager GUI, including all mod portal functionality. You can see it in the screenshot above.
can I ask the same thing but for mod settings?

Re: Friday Facts #391 - 2023 recap

Posted: Fri Dec 29, 2023 1:37 pm
by jodokus31
Thank you very much for the continued support and further development of Factorio, which has become far more than a game to me.
I'm very exited for all the new 2.0 feature and space age extension. It will be huge, when it drops; hopefully somewhere in 2024.

Re: Friday Facts #391 - 2023 recap

Posted: Fri Dec 29, 2023 1:46 pm
by Batmates
Please add mod grouping to the mod explorer. For example, when I want to play Space Exploration, I have to browse through the huge list of mods which I have installed and one by one select the ones I use for my SE map. It would be nice and easy to have a SE group, to which I would put all the SE mods, K2 group and then group containing the two named K2SE so I can turn the mod lists all at once.

Re: Friday Facts #391 - 2023 recap

Posted: Fri Dec 29, 2023 1:52 pm
by picklock
Thank you for another interesting FFF. It is nice to see that the ingame Mod management will be improved.

I wish everyone a happy new year.

Re: Friday Facts #391 - 2023 recap

Posted: Fri Dec 29, 2023 1:53 pm
by SkerrittT
A note to say thank you to the entire crew for Factorio.
I have enjoyed the game immensely. I still do.
I too have been reading with interest and, sometimes, amazement this new series of Friday facts. Your letting us see a glimpse behind the curtain of what is to come in 2.0 and equally interesting is the description of the thinking and strategies applied to establish the elements of 2.0 and improve on 1.1.
Its been informative, enlightening and exciting.
All the very best to WUBE for the new year. May 2024 be an outstanding and enjoyable for you all.

Re: Friday Facts #391 - 2023 recap

Posted: Fri Dec 29, 2023 2:01 pm
by Justderpingalong
This post seems to be able to be summed up as 'how to improve modding experience? Hire modders and let them add in their bucketlist'. Seems to be working though.

Re: Friday Facts #391 - 2023 recap

Posted: Fri Dec 29, 2023 2:10 pm
by continue2021
Batmates wrote:
Fri Dec 29, 2023 1:46 pm
Please add mod grouping to the mod explorer. For example, when I want to play Space Exploration, I have to browse through the huge list of mods which I have installed and one by one select the ones I use for my SE map. It would be nice and easy to have a SE group, to which I would put all the SE mods, K2 group and then group containing the two named K2SE so I can turn the mod lists all at once.
In the same way, I would also like to see the custom grouping feature added to the mod management interface

Re: Friday Facts #391 - 2023 recap

Posted: Fri Dec 29, 2023 2:32 pm
by ElderAxe
Please add parallel downloads when updating mods on mod management GUI as well.
It's currently implemented on sync mods feature when you're entering a game. But updating installed mods takes long times.

Re: Friday Facts #391 - 2023 recap

Posted: Fri Dec 29, 2023 2:35 pm
by Hopscotch1337
OMG does this mean there will be a factorio 3.0 ?!?!