#https://mods.factorio.com/mod/magic-huts

1 messages · Page 1 of 1 (latest)

rapid gull
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@distant osprey description says

just like the 1.1 version beacons are supported

distant osprey
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great now i'd have to murder monospaced goodness to fix that trianglepupper

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that'll do

small olive
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So now you have the same mod twice on the mod portal? I'm a bit confused.

distant osprey
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during my playthroughs in the 1.1 days the players kept referring to them as "magic huts", so during the porting i decided to jump to that name, the 1.1 mod is purely updated as an empty zip with the new mod as a dependency and will be deprecated in the near future

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it is purely for (re)discoverability for whom still has the 1.1 mod lurking in their mods folder or searches on the old name

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normally i always keep the same modname, but for the first time in 200+ mods i'm making this one exception

twilit sinew
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Magic huts is a far better name ChibiHappy

distant osprey
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yeah the original mod name was such an incredible mouthful

small olive
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Your idea of using two mods gave me inspiration to revisit a migration problem I had a few months ago, but thankfully I don't think I need two mods to fix it.