bobingabout wrote: Tue Feb 26, 2019 9:01 am
I must admit it is a bit long winded.
Linking to mods.factorio.com/mods/bobingabout is probably sufficient for a mods list, as it should list everything I've published, or to my "mods" forum page.
Adding an addition link to the 3rd party but official boblocale mod would be the only one I'd link in the "header"
I'd also suggest linking dependencies too (Keep in mind none of this is going to help when browsing for mods in game, only on the website)
As for the mod description part... going into detail of every recipe might work on something small and simple like the greenhouse, but look at mods such as MCI, the list of recipes is pretty large.
A brief description of what the mod actually does is probably preferable over a full list of every recipe in image form, and should work in the in game mod browser too. (as it's just text)
in the case of greenhouse I might say.
This is a mod for creating a renewable supply of wood. For a cost of only Water and electricity, you can multiply your wood using a greenhouse.
Once you've researched and built a greenhouse, you can process wood into seedlings, then grow them into even more wood.
As you advance through the game, you can increase your wood production with fertiliser.
Those short sentences pretty much cover everything you need to know about the greenhouse mod.
Also, your mod is named "clock" yet you've described my greenhouse mod.
In any case, I have put some effort into descriptions of some of the mods... Take a look at bob inserters for example. bobpower has a simple description too
Some sort of full mod recipe breakdown would likely be best done in some sort of Wiki format.
Bob's mods themselves can be a bit complex, and may require some system where you can pick what mods you have installed, and see how that changes recipes (EG, revamp will drastically change some recipes, different settings will also change recipes, like if you turn on robot parts)