Mod Presets Creation

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djubre7
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Mod Presets Creation

Post by djubre7 »

TL;DR
Creation of Mod Selection Presets from the Mod Manager

What ?
Adding 2 buttons above mods list - Create Preset and Load Preset.
Suggestion-01.png
Suggestion-01.png (147.87 KiB) Viewed 859 times
- Create preset would offer a save menu with all currently active mods in the list.
- Load preset would offer a submenu list with previously created presets. Choosing one would automatically activate / deactivate the mods according to the preset.
- Clicking Confirm would restart the game with the mods activated.
Why ?
I believe a lot of players often switch mod suites either for testing or for different playthroughs. As the mod suites are often not compatible with each other, managing this relies on having multiple portable Factorio install directories (which can take a considerable amount of disk space). With this we could have all mods in one place, and switch to the active / inactive ones quickly and without affecting the non-compatible mods. Also, all mods would be updated at the same time. Understandably, with every template change, a restart would be required as it is now, but it would save a lot of time and space managing different playthroughs.

Thanks in advance for considering,
Predrag

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Deadlock989
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Re: Mod Presets Creation

Post by Deadlock989 »

Just create save game(s) with the mod set(s) you want and then use the sync mods feature. Takes 10 seconds.
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ssilk
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Re: Mod Presets Creation

Post by ssilk »

Hm. My thought about this: If the game would support mod-dependencies in a way, that it automatically would load (or load from cache) the needed mods - and not only for existing games - we could create a mod, that has just the right mods installed - for the wanted preset.

Workflow:
- create mod-preset - that's just an quite simple stupid creation of dependencies in info.json, the mod itself is empty.
- save that mod as mod-preset.
- clear all mods (technically move them into a mod-cache-folder)
- load the mod-preset
- automatic loader looks if mod is either in mod-cache in the correct version (and moves it back into mods-dir) or loads it from mods-repository
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