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回報翻譯問題
Thanks!
I know it is not "necessary" just as you mentioned convenient in one place. :)
The thing is I do not use or play Factorio 1.1 yet, just refining my 1.0 packs.
And modMyFactory stopped to work for that version - so I've thumbed up his reasons, while searching for the reason for it.
There was no update, the manager just started to behave this way.
I have just a hunch the modmanager closing a few seconds after I start it is caused by one mod with askew data, which when reached in some internal data process, crashes the manager, because
Also I do not have the energy to examine and learn the process of putting together a pack-data to be uploaded - the same for as Minecraft 1.20.1 and higher to learn datapacks or KubeJS to configure mods at a higher level I need to be comfortable (instead the config files).
I just want to play what I've put together, maybe fiddle with it a bit.
When real springtime comes around here with sun and nighttime open-air talks with my friends I'll have some more power.
Till that, I'm asking around at most, perhaps some expert can be my savior. :D
Have nice dreams!
I do not think you will find too many players still interested in Factorio 1.0. and even fewer interested in new, or updated, mods and mod packs for 1.0. I also think there are few, if any, mods for 1.0 still receiving updates which work in 1.0. I cannot think of a reason, other than mods, for anyone to lock their version to 1.0. Perhaps there is some mechanic in 1.1, or now 2.0 as well, they don't like, and they're set on sticking with 1.0. I can, however, imagine that there is some mod, or a few mods, they "can't live without" which never got 1.1 updates, or they are in some long-running game with mods which 1.1 would break. Still, I expect that to be a very small number - low triple-digit, if that high.
The situation for 1.1 versus 2.0, however, seems more extreme. There are many changes in mechanics, not counting the expansion's extras, which break many existing games, and a large number of the mods, including popular ones, are not ready for 2.0 yet. I suspect that there are quite a few players who've chosen to stay with 1.1. at least for a while. Enough of them to at least show as a percentage of the active players. I expect that number to get smaller as more mods get updated and as folks finally 'finish' the games they're deep into from 1.1. I don't expect many of them, however, are looking to get mods, or mod packs, updated within the 1.1 games.
The upshot of all this is that I don't think there are going to be very many people interested in the mod packs, or updates to them, which you have for 1.0, or for 1.1 if any. Therefore you can switch to dealing with the mod packs you have for 1.0 without having to package them for distribution on the mod portal. The game offers a neat trick for having the same convenience as a mod pack, without having one or making one. Mod sync.
What I like to do when I'm using a collection of mods in one game and a different collection, or vanilla, in another, is start a new game with the chosen mods active. I then save that game before it even gets to the cut scene. I can later enable that 'mod pack' by selecting that game, click on the sync mods button and uncheck the 'load game' option on the sync list screen. All the mods I want will be enabled, and all the mods I don't want will be disabled, and I can load, or start, a game with that exact pack ready. I even name the save files as 'mod-sync-something' so I know that it is just a sync game and not a to-play game, and to copy it somewhere if I want to move the mod set somewhere else, like a different install of the game, or the office.
When, if ever, you move up to 1.1, or even 2.0, this will still work, it takes advantage of all the checking built into the game, automatically connects with the mod portal, and does not require you to have, or use, a third-party application at all.
Has worked well for me.