Mod Manager / ability to load mods based on a save

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daemonworks
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Mod Manager / ability to load mods based on a save

Post by daemonworks »

It would be handy to have a method to match mod list to an existing save file, in a manner similar to what's done with servers.

In my case it's because in migrating data to a new PC, I have the saves, but the mod list doesn't seem to have made it across. I'll should be able to sort it, but having a "click here to get the mods" button would have been delightful.

Also handy for anyone who might swap between server and single player play, or who have multiple single player games they swap between, etc.

Pi-C
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Re: ability to load mods based on a save

Post by Pi-C »

You mean this?
Attachments
sync-mods.png
sync-mods.png (2.35 MiB) Viewed 1370 times
A good mod deserves a good changelog. Here's a tutorial (WIP) about Factorio's way too strict changelog syntax!

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Optera
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Re: ability to load mods based on a save

Post by Optera »

To me this sounds more like the ancient plea for a way to pick mods before the game spends a while loading.

Having multiple shortcuts using the --mod-directory switch is a lot more comfortable than a mod sync requiring game restart.

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Re: ability to load mods based on a save

Post by Koub »

Optera wrote:
Thu Dec 12, 2019 6:16 am
To me this sounds more like the ancient plea for a way to pick mods before the game spends a while loading.

Having multiple shortcuts using the --mod-directory switch is a lot more comfortable than a mod sync requiring game restart.
That's not OP's situation :
daemonworks wrote:
Thu Dec 12, 2019 4:20 am
In my case it's because in migrating data to a new PC, I have the saves, but the mod list doesn't seem to have made it across.
Koub - Please consider English is not my native language.

Ugotu
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Mod manager

Post by Ugotu »

TL;DR
Add a easy way to organize you mods, mostly if you want to switch between multiple modded setups.

What ?
Many MMORPGs have something like a build template planner, so if you want to switch between builds you don't have to reselect everything from scratch. In my opinion it would be nice to have something similar to manage which mods are turned on or off. If you want to revisit your old Krastorio Megabase but have a AngelBob mod setup running at the moment you could swap the active mods with a few clicks without the need to check if you have activated/deactivated the correct ones. Maybe even add a way to export the mods active as a "blueprint" string, so that you can share them.
Why ?
To save time and effort while switching between multiple Mods.

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Re: Mod manager

Post by Xorimuth »

When you try to load a modded save it will give you the option to ‘sync mods with save’ which does it all for you.

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Re: Mod manager

Post by Ugotu »

Well, I didn't know this function existed.

I'd then like to withdraw my suggestion...

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ssilk
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Re: Mod manager

Post by ssilk »

There is also the possibility to switch between different mod-directories via command-option. See some posts above.

There is another possibility to change the directories: via config.ini, see wiki.
https://wiki.factorio.com/index.php?tit ... _directory
https://wiki.factorio.com/Command_line_parameters


And a third way is to exchange the file mod-list.json - which is problematic, because it is under control of Factorio. ( See viewtopic.php?f=6&t=52628 Mod-Directory cli should be separate from mod settings )


All of those four methods aren’t very comfortable and the reason, why this still makes sense and is merged with the older thread.

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Cool suggestion: Eatable MOUSE-pointers.
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ssilk
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Re: Mod Manager / ability to load mods based on a save

Post by ssilk »

Moved to implemented, you can choose to sync mods before loading a game.
Cool suggestion: Eatable MOUSE-pointers.
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