ModMyFactory - mod manager and more

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viny123
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Re: ModMyFactory - mod manager and more

Post by viny123 »

The program crashes when I add 7 mods in a modpack. I tried different mods and 6 mods always work but 7 mods gives me a program freeze, after which it crashes.
The log stops at "saving settings" and I cannot reopen the program after this. I have to delete the ModManager map in roaming before I'm able to open it again.

Any ideas on what it could be?

Artentus
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Re: ModMyFactory - mod manager and more

Post by Artentus »

There is apparently a number of issues related to modpacks. I will try to identify and resolve those whenever I find the time to.

recall2000
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Re: ModMyFactory - mod manager and more

Post by recall2000 »

The program crashes when I add 7 mods in a modpack. I tried different mods and 6 mods always work but 7 mods gives me a program freeze
FYI, I can add more than 6 mods OK. I get a couple that won't add (ToDo List and Disco Science specifically) but no crash. I was trying to replicate my Krastorio 2 Extended modpack in MMF1. Think it's over 30 mods in total (I know, I know :D ) It doesn't crash for me when adding mods but I get the minor display issues as posted before.

MMF1 works for me, with some manual intervention to merge 0.18 and 1.0 mods when I update, but it works fine.

Cheers.

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Re: ModMyFactory - mod manager and more

Post by PowerOnly »

I've been digging through the forum looking for a resolution to this crash I'm experiencing.

****
System.ArgumentException: '-2147483648' is not a valid value for property 'Width'.
at System.Windows.DependencyObject.SetValueCommon(DependencyProperty dp, Object value, PropertyMetadata metadata, Boolean coerceWithDeferredReference, Boolean coerceWithCurrentValue, OperationType operationType, Boolean isInternal)
at System.Windows.DependencyObject.SetValue(DependencyProperty dp, Object value)
at ModMyFactory.Controls.LayoutRoundingWindow..ctor(WindowInfo info, Int32 defaultWidth, Int32 defaultHeight)
at ModMyFactory.Views.OnlineModsWindow..ctor()
at ModMyFactory.ViewModels.MainViewModel.<DownloadMods>d__242.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
at ModMyFactory.ViewModels.MainViewModel.<<-ctor>b__239_1>d.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)

****
This recently started and only happens when attempting to download mods through MMF.

My version is 1.10.3, running Win 10 64 on an MSI laptop.

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KroshkaRoo
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Re: ModMyFactory - mod manager and more

Post by KroshkaRoo »

Great mod manager.
It delete ALL my mods on first start

Artentus
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Re: ModMyFactory - mod manager and more

Post by Artentus »

That is, in fact, not possible, MMF does not thouch any of your existing mod files nor any other existing files.

MMF does, however, use its own mod configaration that is entirely separate from any existing configurations like Steam or the standalone installer. And naturally this configuration is empty at first start.
This configuration is only used if you start Factorio through MMF. If you start it like normal Factorio will fall back to its own configuration again, completely unchanged.
If you want to use your existing mods in MFF you can simply import them from the old location.

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Re: ModMyFactory - mod manager and more

Post by DJQuad »

Thanks. I think I have it now; ticking a mod enables/disables it, and ticking a modpack enables/disables the mods in that modpack (I checked the json file as I tried it).
I'm a little confused how the launching works - I'm trying to launch Sandbox but when I hit Start Game it loads all of the mods, not just the one checked under Sandbox -
modmyfactory1.png
modmyfactory1.png (99.63 KiB) Viewed 421 times

recall2000
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Re: ModMyFactory - mod manager and more

Post by recall2000 »

If you click the Factorio button on the right you'll see the screen to create a shortcut. Click the shortcut arrow next to the Factorio version you want to use and then pick the modpack to start with and it should launch just those mods if you use the resulting shortcut to start the game. That's how I've done it. If you experiment with checking/unchecking mods/modpacks and check the changes on the mods/modpacks json files it *should* have those checked as "enabled" in the json file.
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Artentus
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ModMyFactory 2 Alpha 2.1.4 released

Post by Artentus »

Small update that solves the login issue

recall2000
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Re: ModMyFactory 2 Alpha 2.1.4 released

Post by recall2000 »

Artentus wrote:
Mon Aug 31, 2020 8:41 pm
Small update that solves the login issue
Thanks. Just confirming the login works. I will try this properly tomorroww now; gone midnight....so should get *some* sleep :)

Artentus
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ModMyFactory 2 Alpha 2.2.0 released

Post by Artentus »

  • Improved Drag&Drop in the manager
  • Modpacks can now be deleted
  • Fix an issue causing MMF to not properly shutdown, possibly resulting in subsequent corruption or crashes

DJQuad
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Re: ModMyFactory - mod manager and more

Post by DJQuad »

Shouldn't hitting browse be asking for which save to load rather than a folder?
loadsave.png
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Is there any documentation or videos on how to use MMF2? :)

Artentus
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Re: ModMyFactory - mod manager and more

Post by Artentus »

Indeed it should, I'll take a look at that.

I will start writing documentation once all of the UI is finalized. Currently many things are still placeholders and I don't want to do everything twice.

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Re: ModMyFactory - mod manager and more

Post by DJQuad »

Sounds great. I went ahead and created a shortcut but after launching it -
shortcut.png
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recall2000
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Re: ModMyFactory - mod manager and more

Post by recall2000 »

DJQuad wrote:
Sat Sep 05, 2020 2:58 pm
Sounds great. I went ahead and created a shortcut but after launching it -

shortcut.png
Open the shortcut properties and change the .dll to .exe and it should work.

Artentus
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ModMyFactory 2 Alpha 2.2.1 released

Post by Artentus »

Fixes the link issue

I've also streamlined the available precompiled releases to reduce confusion.

PowerOnly
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Re: ModMyFactory - mod manager and more

Post by PowerOnly »

So I've done away with MMF 1 and replaced it with MMF 2.

The problem I keep running into is whenever I create a modpack, whether or not I add any mods, on closing MMF 2 and reopening the program, all modpacks are gone.

For reference, I'm using MMF 2 v 2.2.0.11.

Correction, I downloaded and used V 2.2.0.12 and have experienced exactly the same behavior.

Additionally, on starting MMF 2, I usually have to go into the task manager and shut down a failed start. Usually the second attempt to start the program will run it just fine, but without any modpacks i may have tried to create prior to closing.

Artentus
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ModMyFactory 2 Alpha 2.2.2 released

Post by Artentus »

Fixes multiple issues and crashes related to modpack saving and app shutdown

@PowerOnly this may fix your issues

Artentus
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ModMyFactory 2 Alpha 2.2.3 released

Post by Artentus »

Fixes more crashes related to file access. I hope this is the last one.

Artentus
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ModMyFactory 2 Alpha 2.2.4 released

Post by Artentus »

Fixes a couple of crashes that could occur when enabling or disabling mods and modpacks and fixes an error that could cause a link to not enable the correct mods.

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