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Silliness aside, I have finally added the ability to share modpacks with friends, the resulting codes can be a rather bulky but this seems to be the best I can do. Other limitations has made the process of sharing a little obtuse, but I did my best and hopefully it's intuitive enough. ^-^
No idea how that would interact with missing or mismatching mod versions.
But for the time being it works perfectly for me, thanks!
Two save files are from this mod, `enablecauses` which holds data for what mods are currently enabled by modpacks and/or otherwise, and `modpacks` which holds all save data for your modpacks. I've never really done this myself so I am not certain, but I think all you would need to do to back up the data would be to copy those two files somewhere safe, and if you wanted to restore them, copy them back. And I imagine you could also use this to copy modpacks from main branch to beta branch.
I hope this helps, let me know if you have any further questions.
Happened a few times that I got back into the game after a long while, and had my modpacks missing, it'd be nice if I could back them up!
Oh and remember that in order for any changes made to a modpack to be saved, you must use the "Apply" or "Create World"/"Resume World" buttons like you normally need to do for normal mods.
Modpacks will not save unless you attempt to start/resume the world. Seems to work even if the process fails but it must be attempted.
Not sure if either is fixable at the moment but at least knowing this you can workaround these issues pretty easily.
I will release a hotfix which will use the code name as a fallback in such cases and that should fix your problem, but I have no clue how you possibly could have ended up getting this issue.
"Craft Pot(智能锅)" "Lazy Controls" "快捷宣告(中文)" "开船辅助" "rebuild recipes negatively" "WagstaffToollnfo
" "T键物品增加”"Round Deploy" "Rain and Snow Lag Fix" "Minimap HUD(小地图)" "Burning Timer(燃烧计时器)" "ActionQueue RB3汉化版"”
修改mod合
+>
[string ./mods/workshop 2966968749/scripts/modsab.."]:263: attempt to concatenate local 'fancyname' (a nil value)
LUA ERROR stack traceback:
./mods/workshop-2966968749/scripts/modstab.lua:263 in (upvalue) ModpackSyncMods (Lua) <258-276>
./mods/workshop 2966968749/scripts/modstab.lua:277 in (field) onclick (Lua) <277-277>
scripts/widgets/imagebutton.lua:213 in (method) OnControl (Lua) <173- 220>
scripts/widgets/widget.lua:129 in (method) OnControl (Lua) <123-137>
scripts/widgets/widget.lua:129 in (method) OnControl (Lua) <123- 137>
scripts/widgets/widget.lua:129 in (method) OnControl (Lua) <123-137>
scripts/widgets/widget.lua:129 in (method) OnControl (Lua) <123-137>
scripts/widgets/widget.lua:129 in (method) OnControl (Lua) <123-137>
scripts/widgets/widget.lua:129 in (method) OnControl (Lua) <123-137>
https://cdn.discordapp.com/attachments/1087471636820795422/1153813327441567844/strings_ukr.lua
https://pastebin.com/PnNbxgxu
i even tried to disable the Mod and restarting the game, but i can't seam to be able to update it.
Also translations are available, by default it will try to auto-detect language but it can be manually overridden in the config. Do let me know if the auto-detect doesn't seem to work correctly.