First a quote:
Ghoulish wrote:If you use a zip package of factorio ie. rather than an installation of factorio, you can do just this, have as many combinations of mods or game versions as you wish.
I want to distinct that from suggestions around the new mod-portal. Suggestion for the mod-portal should go to viewforum.php?f=189 Mod portal Discussion.
For that there is also this interesting:
viewtopic.php?f=66&t=20819 Mod Portal / Steam Workshop
And a "sister collection":
viewtopic.php?f=80&t=16136 Faster start sequence / Update check / Load order
And some of this ideas go also directly into a direction, which I would call "game configuration" or "what kind of game would you like to play":
viewtopic.php?f=80&t=16592 Game Setup, Game Configuration, Init Screen
viewtopic.php?f=80&t=13022 World Generation / Map Generator / Game Modes / Scenarios
Also a bit related:
viewtopic.php?f=6&t=25129 Mod config options.
where Kovarex answered
Yes, and submods. I'm planning this for years
This is the TL;DR of the current disscussion:
Around Enabling/Disabling Mods from the Installed Mods
There are basic things:
1. Easier selecting/unselecting mods. Double clicking mods to enable/disable is already working (I left them out).
2. Storing and loading a setup of mods (this is currently already possible, by making a copy of the info.json-file in the application-dir), but of course it needs a GUI
3. Before loading a game you should choose either,
- that you want to play exactly with the mods in the save. The game will download then the missing mods and disable unused mods.
- Or you can choose, which mods you want to play that and optionally can store that list also.
Mods and Multiplayer
If you join a multiplayer game you want
- to get a copy of the used mods (from the server, the original repository - this must be distinguished, otherwise there could be slightly different mods installed! This is also a security leak)
- don't want to do anything (just see, what mods will now be installed and activated or abort joining)
Mod Packs
From viewtopic.php?f=6&t=15524 Mod Packages
So a mod-pack would define basically what kind of game you want to play. That - logically - influences also the above ideas of storing/loading a mod-list.ssilk wrote:Every mod can define dependecies and can load automatically that dependencies.
So when we have a working mod-db (which might be possible this year), a modpack just needs to be downloaded; let's say it's a big modpack, then it is 2 kilobytes.
Then, when starting the game, it sees there are dependencies and looks into the mod-db. If the mod is found (in the right version) it is also downloaded (and also that dependencies). The indentations in mod-list are a good idea...
No modpacks needed anymore; long lives the modpacks!
Other
There are a lot suggestions around handling of dependecies, rights, installation, game-startup, handling of mods before starting etc. please look into ...
Referred Suggestions
viewtopic.php?f=6&t=16581 Better new game setup
viewtopic.php?f=6&t=17216 Mod Adding Confirmation
viewtopic.php?f=6&t=24939 Mod management
viewtopic.php?f=6&t=27514 Toggle all Mods
viewtopic.php?f=6&t=27741 Mod Presets
viewtopic.php?f=6&t=28229 Mod Manager - Profiles or Groups?
viewtopic.php?f=6&t=28663 Mod Launcher
viewtopic.php?f=6&t=29738 Automatic mod enabler by choosing server with mods
viewtopic.php?f=6&t=30745 Download mods when joining servers automatically
viewtopic.php?f=6&t=34415 Data.lua in scenarios
viewtopic.php?f=6&t=34555 Mod UI Suggestion - reduce reloading
viewtopic.php?f=6&t=34820 easy modding handeling
viewtopic.php?f=6&t=35649 Mod profiles - make joining servers easy
viewtopic.php?f=6&t=35417 add support for enable disable mods in install mods
viewtopic.php?f=6&t=37018 Simple gui additions for loading/installing mods
viewtopic.php?f=6&t=44455 Suggestion around Game-Internal Mods-Handling/Mods-Management
viewtopic.php?f=6&t=45674 Too many restarts for mods
viewtopic.php?f=6&t=48263 Move inactive Mods into mods/inactive
viewtopic.php?f=6&t=49109 move blueprint-storage.dat to mods folder
Related Suggestions
viewtopic.php?f=6&t=7281 Possiblity for significantly lowering game load time
viewtopic.php?f=189&t=12199 Mod portal/repository operated by Factorio dev team
viewtopic.php?f=6&t=13121 factorio launcher / different game instances [closed]
viewtopic.php?f=6&t=13133 factorio launcher / profile manager [rewritten from above] refers also to
--> viewtopic.php?f=49&t=12819 Multiple Factorio Installs
viewtopic.php?f=80&t=16136 Faster start sequence / Update check / Load order
viewtopic.php?f=6&t=16459 Button to reload all mods, super useful for mod devs!
viewtopic.php?f=6&t=24611 Have installer create script-output shortcut
viewtopic.php?f=6&t=27698 About Blueprints and Loaders
viewtopic.php?f=6&t=32470 idea: selectable mod "profiles"
viewtopic.php?f=6&t=32808 More Robust Mod Loading
viewtopic.php?f=6&t=33494 Mod Browser UI Enhancement
viewtopic.php?f=6&t=33500 Mod-Loading: Add a "Safe mode" to the game.
viewtopic.php?f=6&t=33625 Crash at startup because of mods
viewtopic.php?f=6&t=33636 (de)activate multiple/all mods
viewtopic.php?f=5&t=33866 Restart after Mod Change
viewtopic.php?f=6&t=34038 some kind of mod manager
viewtopic.php?f=6&t=34348 mod presets/lists
viewtopic.php?f=6&t=47576 Unessesary? reboots in relation to managing mods
viewtopic.php?f=6&t=49066 Mod Toggle hotkey
viewtopic.php?f=80&t=27805 Suggestion around Game-Internal Mods-Handling/Mods-Management