I'd be glad to test dev buildsArtentus wrote: ↑Mon Feb 08, 2021 9:07 pmI've uploaded a new update, check if it improves anything.
If you're willing to help (which may take some time tho) I can keep sending you dev-builds until everything works. I don't want to spam the public releases with experimental builds that may not even do anything.
ModMyFactory - mod manager and more
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Re: ModMyFactory - mod manager and more
Re: ModMyFactory - mod manager and more
Sorry if I'm being obtuse, but I can't seem to figure out how to import modpacks. Unlike MMF1, there is no File menu with the Import Modpacks selection, no Import Modpacks button in the top bar, and the Ctrl+I hotkey to import doesn't seem to exist either (or hardly any other hotkeys, for that matter). There's no option to import them in the Modpacks field of the window, and there's no option to import in a right click menu because there is no right click menu. (Why is there no right click menu, btw?) There's no option to import modpacks in the Download Mods tab, or in the Modpack Export tab, and the Settings tab doesn't mention anything about modpacks at all. Heck, I've even tried dragging the modpack file into the Modpacks field of the window and simply double clicking the modpack to open it with MMF2. None of these methods worked for me! How the heck do you import modpacks in MMF2? Lol...
I'm going to be getting a friend into the game, but I don't wanna be like, "Alright, so you download the game and the mod manager, go to the Download Mods tab and then search for and download all fifty of these mods individually, then add these ones to one modpack, and those ones to another, then..." Yeah, no. I'm not even gonna start until I can simply tell him to import this set of modpacks, and select these two.
Also, is there a way to check mod dependencies, both required and optional, and conflicts for every mod in your list like you could in MMF1? I don't see that option anywhere either. It's not quite as important as importing modpacks because I can just look at every mod entry in game, then download all the dependencies myself before sending the modpacks to others, but being able to do so in MMF2 would definitely be soo much faster and easier.
And a feature request... When attempting to recreate modpacks I had from MMF1 (because I haven't been able to figure out how to import modpacks), I noticed that like MMF1, you can select multiple mods in the modlist on the left, but then to my annoyance and unlike MMF1, trying to drag all selected mods over into the modpack deselects everything that had been selected and drags only the mod that the mouse cursor is actually on. Could this multidrag feature that was in MMF1 please be added to MMF2?
Oh btw, I noticed that the checkmark at the beginning of the name of the Todo List mod shows up just fine in MMF1, but in MMF2, it only shows a null character box. Exceedingly minor issue, but I figured you may want to know about it. Thank you for all your hard work on creating a tool for managing mods that is direly needed with a game like Factorio. It is very much appreciated.
I'm going to be getting a friend into the game, but I don't wanna be like, "Alright, so you download the game and the mod manager, go to the Download Mods tab and then search for and download all fifty of these mods individually, then add these ones to one modpack, and those ones to another, then..." Yeah, no. I'm not even gonna start until I can simply tell him to import this set of modpacks, and select these two.
Also, is there a way to check mod dependencies, both required and optional, and conflicts for every mod in your list like you could in MMF1? I don't see that option anywhere either. It's not quite as important as importing modpacks because I can just look at every mod entry in game, then download all the dependencies myself before sending the modpacks to others, but being able to do so in MMF2 would definitely be soo much faster and easier.
And a feature request... When attempting to recreate modpacks I had from MMF1 (because I haven't been able to figure out how to import modpacks), I noticed that like MMF1, you can select multiple mods in the modlist on the left, but then to my annoyance and unlike MMF1, trying to drag all selected mods over into the modpack deselects everything that had been selected and drags only the mod that the mouse cursor is actually on. Could this multidrag feature that was in MMF1 please be added to MMF2?
Oh btw, I noticed that the checkmark at the beginning of the name of the Todo List mod shows up just fine in MMF1, but in MMF2, it only shows a null character box. Exceedingly minor issue, but I figured you may want to know about it. Thank you for all your hard work on creating a tool for managing mods that is direly needed with a game like Factorio. It is very much appreciated.
Re: ModMyFactory - mod manager and more
The short answer to that is there is still a lot to do until I can mark MMF2 as stable.
Most of your points are directly related to the fact that in order to make MMF2 cross-platform compatible I had to use an entirely different GUI framework so I had to design everything from scratch again.
And at the moment I still have a pile of issues to resolve so GUI is not a priority. Rest assured all these things will eventually come back.
Importing modpacks does work, but only using the command line at the moment.
Most of your points are directly related to the fact that in order to make MMF2 cross-platform compatible I had to use an entirely different GUI framework so I had to design everything from scratch again.
And at the moment I still have a pile of issues to resolve so GUI is not a priority. Rest assured all these things will eventually come back.
Importing modpacks does work, but only using the command line at the moment.
Re: ModMyFactory - mod manager and more
Hello,
Please what is the command to import a fmp modpack ?
Please what is the command to import a fmp modpack ?
Re: ModMyFactory - mod manager and more
ModMyFactoryGUI --import <path>
Re: ModMyFactory - mod manager and more
Hi,
how to use MMF with steam account?
how to use MMF with steam account?
Re: ModMyFactory - mod manager and more
You mean how to log in? You'll have to link your Steam account with a factorio.com account, then you can use that to log in.
Re: ModMyFactory - mod manager and more
Hey,
for a while now modmyfactory2 seems not to work anymore. I am asked to install .net whenever I try to run it. However, I have .net sdk 5.0.408 and .net sdk 8.0.204 on my PC. Replacing the .net sdk 5.0.408 (and its runtime) with the 5.0.17 runtime did not work either.
I understand that you have been pretty inactive, but maybe you could look into it nonetheless.
for a while now modmyfactory2 seems not to work anymore. I am asked to install .net whenever I try to run it. However, I have .net sdk 5.0.408 and .net sdk 8.0.204 on my PC. Replacing the .net sdk 5.0.408 (and its runtime) with the 5.0.17 runtime did not work either.
I understand that you have been pretty inactive, but maybe you could look into it nonetheless.
Re: ModMyFactory - mod manager and more
Hello,
Despite not being updated for a while, this tool has remained totally functional for me.
However, with the advent of the official mods (space age, quality, elevated rails), I don't see any way to see those in the launcher, and thus no way to configure whether a pack should include them.
What happens then, when launching the game from MMF or from an MMF shortcut, is that all official mods will be loaded along with the MMF mods. No matter what.
I tried launching factorio normally (through steam) and turning off the official mods but MMF always loads the official mods even if when the normal exe remembers that the official mods are turned off.
The normal exe looks at %AppData%\Roaming\Factorio\modsmod-list.json (in which official mods appear either on or off) so it remembers which official mods are turned off. But launches through MMF look at %AppData%\Roaming\ModMyFactoryGUI\modpacks.json which doesn't list the official mods at all.
Factorio must assume that the official mods are on unless specified otherwise.
In effect this means MMF can't be used for any pack that does not include one or more of the official mods. I don't see any trick to circumvent this.
Edit (if anyone is reading this): I tried several ways of editing the json to specify that an official mod should be off.
Right now, the only solution I found to launch a modpack without an official mod is to launch the game from MMF (via the UI or a a shortcut), wait for it to throw an error (if a mod conflicts with an official mod) or finish loading, go to the in-game mods menu and tick off the undesired official mod(s). The game will restart, still using the MMF configured mod folder and list, but with the official mods turned off. But that means doing this every time you launch that pack.
I guess the new "sync-mods" argument for the factorio command line with a dummy save could be used but the dummy save would have to be overwritten every time changes are made to a modpack. Will try.
Despite not being updated for a while, this tool has remained totally functional for me.
However, with the advent of the official mods (space age, quality, elevated rails), I don't see any way to see those in the launcher, and thus no way to configure whether a pack should include them.
What happens then, when launching the game from MMF or from an MMF shortcut, is that all official mods will be loaded along with the MMF mods. No matter what.
I tried launching factorio normally (through steam) and turning off the official mods but MMF always loads the official mods even if when the normal exe remembers that the official mods are turned off.
The normal exe looks at %AppData%\Roaming\Factorio\modsmod-list.json (in which official mods appear either on or off) so it remembers which official mods are turned off. But launches through MMF look at %AppData%\Roaming\ModMyFactoryGUI\modpacks.json which doesn't list the official mods at all.
Factorio must assume that the official mods are on unless specified otherwise.
In effect this means MMF can't be used for any pack that does not include one or more of the official mods. I don't see any trick to circumvent this.
Edit (if anyone is reading this): I tried several ways of editing the json to specify that an official mod should be off.
Right now, the only solution I found to launch a modpack without an official mod is to launch the game from MMF (via the UI or a a shortcut), wait for it to throw an error (if a mod conflicts with an official mod) or finish loading, go to the in-game mods menu and tick off the undesired official mod(s). The game will restart, still using the MMF configured mod folder and list, but with the official mods turned off. But that means doing this every time you launch that pack.
I guess the new "sync-mods" argument for the factorio command line with a dummy save could be used but the dummy save would have to be overwritten every time changes are made to a modpack. Will try.