Mods: why change

Post all other topics which do not belong to any other category.
Post Reply
silver_26
Long Handed Inserter
Long Handed Inserter
Posts: 68
Joined: Sun Nov 02, 2014 1:08 am
Contact:

Mods: why change

Post by silver_26 »

why did thay change the site ??
I cant find anny thing anymore

just make a topic mods 12 x

and a topic 11 x

please cant find anything

way to many subgoups
Last edited by ssilk on Wed Aug 19, 2015 3:48 pm, edited 1 time in total.
Reason: Edited subject

Torquizze
Manual Inserter
Manual Inserter
Posts: 2
Joined: Sat Aug 08, 2015 2:07 pm
Contact:

Re: why change

Post by Torquizze »

English is kill

Rahjital
Filter Inserter
Filter Inserter
Posts: 435
Joined: Thu May 29, 2014 10:44 am
Contact:

Re: why change

Post by Rahjital »

He has a point, though, the modding forum is shattered into so many superfluous subforums.

Silver_26, you should raise the complaint to the mods. So, Ssilk really.

User avatar
SHiRKiT
Filter Inserter
Filter Inserter
Posts: 706
Joined: Mon Jul 14, 2014 11:52 pm
Contact:

Re: why change

Post by SHiRKiT »

They tried fixing it, but in the end didn't work out so well, but meh, it's not the end of the world. Until they create a mod repository, we'll use it.

User avatar
ssilk
Global Moderator
Global Moderator
Posts: 12888
Joined: Tue Apr 16, 2013 10:35 pm
Contact:

Re: why change

Post by ssilk »

SHiRKiT wrote:They tried fixing it, but in the end didn't work out so well, but meh, it's not the end of the world. Until they create a mod repository, we'll use it.
Well, there are projects, which go into that direction:
http://www.factoriomods.com/
See https://forums.factorio.com/forum/vie ... 37&t=13563


The current order is just a result of the former experiences: It couldn't be moderated any longer, cause the number of changes per day per board was too big. The current order enabled that (for me) again.

See also https://forums.factorio.com/forum/vie ... 9&start=10

This is the view I have, when working on the mods: https://forums.factorio.com/forum/viewforum.php?f=83

As it is now, I can imagine to put together:
- helper and non-game-changing
https://forums.factorio.com/forum/viewforum.php?f=144 https://forums.factorio.com/forum/viewforum.php?f=92
- items and vanilla+
https://forums.factorio.com/forum/viewforum.php?f=93 https://forums.factorio.com/forum/viewforum.php?f=94

In the end I really need to say: This is and keeps a provisional state, until we have a Mod-Database.

Thoughts?
Cool suggestion: Eatable MOUSE-pointers.
Have you used the Advanced Search today?
Need help, question? FAQ - Wiki - Forum help
I still like small signatures...

User avatar
Kewlhotrod
Fast Inserter
Fast Inserter
Posts: 168
Joined: Thu Apr 23, 2015 5:20 pm
Contact:

Re: Mods: why change

Post by Kewlhotrod »

holy crap, a mod database would be incredible, is that mod site official? regarding the current modding section I think its fine, just requires you searching, forums where never meant to be a catalog really, not much you can do.

daniel34
Global Moderator
Global Moderator
Posts: 2761
Joined: Thu Dec 25, 2014 7:30 am
Contact:

Re: Mods: why change

Post by daniel34 »

Kewlhotrod wrote:holy crap, a mod database would be incredible, is that mod site official? regarding the current modding section I think its fine, just requires you searching, forums where never meant to be a catalog really, not much you can do.
This mod site is not official right now, although I'd like to have something like that in the future, maybe even with steam workshop integration once Factorio goes on steam when 0.12.x is final.
slpwnd wrote:Just a FYI. We intend to create something called Multiplayer Matching Server / Service for the 0.13. The intended feature list is not yet complete but it would basically be an in-app integrated server listing service. So the server would list itself with the matching server. There would be some possibility to specify who is allowed to join (for instance list of usernames). Then players could look up servers to connect to directly via a dialog in Factorio.
https://forums.factorio.com/forum/vie ... 82#p101882

Something like that but for mods would be ideal, or maybe a factorio launcher like described in this thread.
I think the devs even said they're working on a mod DB at the moment, but I couldn't find any link to that.

Ideally it would be like Space Engineers is doing it right now, that if you join a server all the mods used are automatically downloaded to your client and activated, so you don't have to install/maintain them yourself.
quick links: log file | graphical issues | wiki

User avatar
SHiRKiT
Filter Inserter
Filter Inserter
Posts: 706
Joined: Mon Jul 14, 2014 11:52 pm
Contact:

Re: why change

Post by SHiRKiT »

ssilk wrote:Well, there are projects, which go into that direction:
http://www.factoriomods.com/
See https://forums.factorio.com/forum/vie ... 37&t=13563
I love that website, but once things starts spreading out, I fear that it may get confusing, like what happened to KSP. Hopefully, someone will create an opensource tool like CKAN+KerbalStuff that can be used by other games as well. There's things like SteamWorkshop, but that's only for Steam games. There's also Curse, but that's paid.

Post Reply

Return to “General discussion”