Mod Groups

Post your ideas and suggestions how to improve the game.

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Redingz
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Mod Groups

Post by Redingz »

Recently I have been switching between Space Age and Classical Factorio to play different runs. I have a collection of quality of life Space Age mods that I also need to enable and disable every time I want to switch as well. So I thought why not have "Mod Groups", just like how Factorio got logistic groups for the player's inventory for specific tasks, why not have groups of mods in the "Manage" tab that can be toggled on and off all at once for a specific experience you are looking for. It would also be nice if you could sort mod groups and individual mods by dragging as well, this would make the tab much more organized and intuitive in my opinion. I have realized one possible annoyance of this addition though, that being that mods could now show up in more than one place, because each group could have a mod in common. So I figure that in order to add the mod to a group it must already be located in the manage tab and then it should be selectable when you want to add mods to a group, and once you remove it from the tab, all groups containg the mod will lose it. To be honest, I am mostly trying to come up with ways to make this addition more intuitive for players, but I understand that this fix for mod groups is probably not a good one, I just don't know. But I really hope that this is a reasonible vanilla addition because it seems so valuable to Factorio players.
eugenekay
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Re: Mod Groups

Post by eugenekay »

Feature (mostly) exists: Mod Packs category, by using Required Dependencies to bring in sub-mods which exceed the size limit or from other authors

This feature does not directly disable all sub-mods when toggled Off, but it does show a Red “dependency required” if you uncheck a given sub-mod without disabling the Parent mod first. Loading a save game with a different set of mods will prompt you to Synchronize Mods in most cases, which works just fine when playing with wildly different sub-sets.

Good Luck!
mmmPI
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Re: Mod Groups

Post by mmmPI »

I wish the mod management was more intuitive too, especially when you don't have a group and a save yet, and you are trying to see if you didn't forgot a mod before starting, but if you already have save game then +1 for the previous advice, definitely recommend the "synchronize mods with save game" feature that is available from the loading menu in the top right corner :) , that will automatically enable all the mods that were active on the save before loading it and as mentionned shows those that were not present to propose their disabling.
Check out my latest mod ! It's noisy !
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