IDEA: Categories

A place to talk about the official Factorio mod portal (https://mods.factorio.com)
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ssilk
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IDEA: Categories

Post by ssilk »

Currently the mod-portal has these categories (or maybe better called tags):

General
Non-Game-Changing
Helper Mods
Transportation
Logistics
Utility
Balancing
Weapons
Enemies
Armor
Oil
Logistic network
Storage
Power production
Manufacture
Blueprints
Cheats
Defense
Mining
Info
Trains
Big mods

In my eyes there are too much. And I have many reasons. But to make long things short: It is well researched, that the human brain can distinct up to 7 categories on one "level". Better 5. I don't want to say, that the "categories" for 0.12-mods are better, but as it is now it is not better. And it raises a big danger of dilution of the categories.

qwExample: There is a category "circuits" or "combinators" missing. So when that will be introduced to this list it makes things more worse, cause it dilutes the list even more...

So what I suggest is basically to shrink this list...

And to be more concrete, my suggestion would look like so:
- There are two category-trees / tags-types
- One is about WHAT it changes.
- The second about HOW.

Example

Category #1 might look like so (note, all in singular!):

- Armor
- Belt
- Blueprint
- Circuit
- Defence
- Enemy
- General
- Power
- Production
-- Assembly
-- Mine
-- Furnace
- Pollution
- Robot
- Storage
- Train
- Weapon

... well the list might be extended - see wiki first page what I mean.

Category #2 so:

- Balancing
- Cheat
- Decrease
- Helper
- Increase
- Info
- Complete Overhaul (Big Mod)
- Non-Game-Changing
- Logistic
- Overhaul
- Transport
- Utility

Some examples:

BlueprintString : Blueprint / Helper, Utility
Mobile suit in FACTORIO: General / Overhaul
Squeak Through: General / Helper, Transport
Air filtering: Pollution / Decrease, Increase
...

Well, not really thought completely through, just put an hour into this, but I think the idea would make that much more clearer than yet.
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