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Manually editing the mod-list.json and switching "enabled": "true" or "enabled": "false" might be the best bet (could be combined with above solution as well) - though disabled mods and incompatible savegames would still be visible ingame. If you wanted more variation to customize the modlist yourself pre launch. Downsides: If using the alpha and want to always keep up to date, the often daily updates on each copy of the game might become a little annoying. Upsides: is that it would be easy enough to implement, each copy would have its own settings and folder for save games/mods, you could also manual edit the modlist if you wanted more configurability You would then duplicate the root folder for multiple setups and start the game using each folders execute (within /factorio/bin/64x/) I can imagine a number of people out there already use at least one of these options.Īs already recommended, You can install the archived (non-install) version of the game (via ). Although a formal interface would be nice, they may also be drawbacksĬurrently there are a few options you can implement manually to configure which mods are used pre-launch.
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