mod lists, checker, and counter

Post your ideas and suggestions how to improve the game.

Moderator: ickputzdirwech

To see if these are a much wanted additions a Poll is here for the admins and moders to see.

all
1
50%
mod lists and checker
0
No votes
mod lists and counter
0
No votes
checker and counter
0
No votes
none
1
50%
 
Total votes: 2

KroganRip24
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mod lists, checker, and counter

Post by KroganRip24 »

The long and short:
Now I don't know if it is planned or has been talked about (it hasn't from what I have seen including mods) however a mod list loader for different playthroughs that you can load and unload would be nice. As well as a conflict detector for mods before it relaunches the game (I don't know how hard that second one will be to implement)
An active mod count would be nice as well.

More details:
The former could be a tab that appears when you are in the manage section of the mod manage list at the bottom that when clicked could have a (save current mod list) button and be able to name them as you go obviously a delete button as well clicking the saved mod list would show all mods in that list with a confirm button and a cancel button. maybe to be able to save you have to use the checker for conflicts before you can save it or something.

The latter as in the conflict detector could also be a button on the bottom of the manage tab, that confirms that it has no conflicts.

The active mod number could just be in the corner of the window.

Why
Ease of modding in short, this is kinda three ideas in one just to make the mod interface more complete and more user friendly. But parts can be used and not all. so it can be chunked out if need be. I also don't know if changing the mod screen like this is possible without doing it through vanilla (as I am not a programmer) so that could be why a solve or implimitation isn't around

Sorry for the trouble and thanks in advance.
I also don't know exactly how active the site is so the poll might be underwhelming, however these are the ease of use things for modding that I personally would like to see. Please and Thank you.
FuryoftheStars
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Re: mod lists, checker, and counter

Post by FuryoftheStars »

Mods already have a compatibility/conflict check that relies on the mod author denoting which mods. Anything beyond that I imagine is way too complex (and impossible) to tell.

As for mod list swaping and count, eh, sure, no harm. I know for me, personally, that's like at the bottom of the priority list. Everyone's opinions I know will be different. There are currently ways of achieving some of this, though, like using save games to sync and creating separate mod list files to manually (or via script) swap in and out. Mod count can even be gotten from the current mod list file as it lists all unique mods in it (just count number of "true" and "false" in it).
My Mods: Classic Factorio Basic Oil Processing | Sulfur Production from Oils | Wood to Oil Processing | Infinite Resources - Normal Yield | Tree Saplings (Redux) | Alien Biomes Tweaked | Restrictions on Artificial Tiles | New Gear Girl & HR Graphics
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