Hi! I would like to suggest a feature for Factorio, which would be to show the update of only mods currently active.
I have a very large list of installed and outdated mods (angel, bobs, krastorio2, industrial revolution, etc.).
I don't use all of these mods in the same gameplay. So now I have an industrial revolution 2 gameplay with only a few mods from the big list active.
However, Factorio is showing me that there are updates for a large part of disabled mods (krastorio2, space exploration, angels).
I would like only active mods to be shown updates, because as I am not playing with the other mods now it does not make sense to update them at this point.
Thank you!
Update only active mods
Moderator: ickputzdirwech
Re: Update only active mods
As long as you have it installed I would say it should also be updated, because you can activate them at every time. And when you update them after activation you need to restart again. Makes no sense.
What makes much more sense is, that we have “sets” (or repositories or folders, keyword repository) of mods that can be just exchanged, so that you in the extreme case have a set of mods for each “world” you’re playing.
And for that sets it makes sense to have some, which shouldn’t be updated automatically.
See very similar suggestion:
viewtopic.php?f=66&t=61091 Update selected Mods
Good to know:
https://wiki.factorio.com/Application_directory
Other stuff around mods in folders (or mods repositories):
viewtopic.php?f=80&t=27805 Suggestion around Game-Internal Mods-Handling/Mods-Management
viewtopic.php?f=6&t=83688 Mod Folders
viewtopic.php?f=6&t=71768 Disable all mods in campaign
viewtopic.php?f=6&t=57678 Open mod folder button in mod menu
viewtopic.php?f=6&t=43357 Auto-Toggle Mods When Switching Between Diff. Saves or MP
Related:
viewtopic.php?f=6&t=65393 Mod Management Improvement
viewtopic.php?f=6&t=81806 Mod pack import
viewtopic.php?f=6&t=75147 Allow playing Zipped scenarios
viewtopic.php?f=66&t=92652 Sync Client State (Settings, Mods, etc.)
viewtopic.php?f=6&t=83150 "Open folder" button inside menus
What makes much more sense is, that we have “sets” (or repositories or folders, keyword repository) of mods that can be just exchanged, so that you in the extreme case have a set of mods for each “world” you’re playing.
And for that sets it makes sense to have some, which shouldn’t be updated automatically.
See very similar suggestion:
viewtopic.php?f=66&t=61091 Update selected Mods
Good to know:
https://wiki.factorio.com/Application_directory
Other stuff around mods in folders (or mods repositories):
viewtopic.php?f=80&t=27805 Suggestion around Game-Internal Mods-Handling/Mods-Management
viewtopic.php?f=6&t=83688 Mod Folders
viewtopic.php?f=6&t=71768 Disable all mods in campaign
viewtopic.php?f=6&t=57678 Open mod folder button in mod menu
viewtopic.php?f=6&t=43357 Auto-Toggle Mods When Switching Between Diff. Saves or MP
Related:
viewtopic.php?f=6&t=65393 Mod Management Improvement
viewtopic.php?f=6&t=81806 Mod pack import
viewtopic.php?f=6&t=75147 Allow playing Zipped scenarios
viewtopic.php?f=66&t=92652 Sync Client State (Settings, Mods, etc.)
viewtopic.php?f=6&t=83150 "Open folder" button inside menus
Cool suggestion: Eatable MOUSE-pointers.
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