thanks, that helps a lotArtentus wrote:That is not possible. I haave plans to improve my export format to include mods so they don't have to be downloaded from the mod portal when importing, but that will still require ModMyFactory to install.
Sadly it is not as simple as throwing all the mod files into a single folder and then calling it done, doing that would create conflicts that could only be resolved manually by a programmer.
ModMyFactory - mod manager and more
Re: ModMyFactory - mod manager and more
ModMyFactory 1.5.12pre4 released
- Added "New Modpack" entry to modpack list context menu.
- Dragging and dropping mods into the modpack list at a free space will now create a new modpack containing all the dropped mods.
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Re: ModMyFactory - mod manager and more
Wildejackson wrote:For some reason it now uses the appdata factorio directory when locating mods. Im not entirely sure how the manager functions but despite launching different versions, it simply only ever looks in the root factorio folder for mod files.
I have the same issue.Artentus wrote:What you are describing sounds like somehow the folder junctions got messed up.
What directory exactly are we speaking of when you say it reads from the Factorio AppData directory? Are you talking about AppData\Roaming\Factorio or some other location?
Also, what kind of versions of Factorio are you using? Standalone versions installed with ModMyFactory or the Steam Version?
Yeah, that directory.
Website 0.16 version.
Also I couldn't even move my Factorio folder using the Version Manager, as ModMyFactory crashed with this error :
(Running ModMyFactory with administrative privileges didn't help.)
Code: Select all
System.IO.IOException: L'accès au chemin d'accès 'C:\_JEUX_\Factorio' est refusé.
at System.IO.DirectoryInfo.MoveTo(String destDirName)
at ModMyFactory.Helpers.DirectoryInfoExtensions.<>c__DisplayClass2_0.<MoveToAsync>b__0()
at System.Threading.Tasks.Task.Execute()
--- 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.Helpers.DirectoryInfoExtensions.<MoveToAsync>d__2.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.VersionManagementViewModel.<MoveFactorioInstallationAsync>d__49.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.VersionManagementViewModel.<AddLocalVersion>d__51.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.VersionManagementViewModel.<<-ctor>b__39_3>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)
Also, moving mods/saves with Location Settings after changing them didn't work (but without a crash).
I even tried changing the mod folder to Factorio's default one (which you do not recommend), but sadly, it doesn't work either : Factorio doesn't detect the mods if they are in a 0.16 subfolder, and ModMyFactory doesn't detect them if they aren't - even if set to Global...
Thankfully, it's still useful for quickly creating mod-list.json s and modpacks, so I can have a different one for each of my games!
BobDiggity (mod-scenario-pack)
Re: ModMyFactory - mod manager and more
The error you are getting is due to a lack of write permissions. ModMyFactory requires write permissions in the Factorio root folder as well as all the paths you specify in the settings, otherwise it won't be able to create the necessary links. Reset everything and then try to run as administrator.
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Re: ModMyFactory - mod manager and more
Didn't change anything, as I said.
(Which is weird, might Windows 10 have some additional security measures?)
Do you think that it might cause our main issue?
(Which is weird, might Windows 10 have some additional security measures?)
Do you think that it might cause our main issue?
BobDiggity (mod-scenario-pack)
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Re: ModMyFactory - mod manager and more
Also, after downloading a mod, ModMyFactory crashes with the following error :
(I've logged in using my account name, not e-mail.)
Code: Select all
System.InvalidOperationException: The server sent an invalid mod file.
at ModMyFactory.Web.ModWebsite.<DownloadReleaseAsync>d__7.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.OnlineModsViewModel.<DownloadSelectedModRelease>d__87.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
at ModMyFactory.ViewModels.OnlineModsViewModel.<DownloadSelectedModRelease>d__87.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.OnlineModsViewModel.<<-ctor>b__85_0>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)
BobDiggity (mod-scenario-pack)
Re: ModMyFactory - mod manager and more
I have had multiple reports of this error. It happens if you use an outdated version of MMF. The current stable build is completely non-functional, you have to use the latest pre-release as stated in the first post. If you are still on 1.5.11 chances are all your problems are because of that.
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Re: ModMyFactory - mod manager and more
Well, indeed, that's what I use... I got it from your GitHub, where it says :
https://github.com/Artentus/ModMyFactory#download
https://github.com/Artentus/ModMyFactor ... ses/latest :
https://github.com/Artentus/ModMyFactor ... g/v.1.5.11
I'd suggest fixing that link, as well as the one in "Getting Started".
Also maybe making the message about the latest stable being broken more prominent in the first post?
https://github.com/Artentus/ModMyFactory#download
("here" Linking to the "latest" 1.5.11 version : )You can find the latest release of ModMyFactory here.
https://github.com/Artentus/ModMyFactor ... ses/latest :
https://github.com/Artentus/ModMyFactor ... g/v.1.5.11
I'd suggest fixing that link, as well as the one in "Getting Started".
Also maybe making the message about the latest stable being broken more prominent in the first post?
BobDiggity (mod-scenario-pack)
Re: ModMyFactory - mod manager and more
I've the following error when importing a modpack or downloading a mod:
Code: Select all
System.NullReferenceException: Object reference not set to an instance of an object.
at ModMyFactory.GlobalCredentials.LogIn(Window owner, String& loginToken)
at ModMyFactory.ViewModels.MainViewModel.<DownloadModsAsync>d__204.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.<ImportModpackFile>d__205.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.<ImportModpacksInner>d__206.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.<ImportModpacks>d__207.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__189_4>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)
Re: ModMyFactory - mod manager and more
Looks like you are on 1.5.11, update to 1.5.12
Re: ModMyFactory - mod manager and more
I'm using ModMyFactory_1.5.12pre4.zipArtentus wrote:Looks like you are on 1.5.11, update to 1.5.12
edit: nevermind. There was an issue with my license. I was unable to install them from ingame as well.
Re: ModMyFactory - mod manager and more
Glad you could work it out.
Re: ModMyFactory - mod manager and more
Ok, so great news everyone, I will most likely release the 1.5.12 stable tomorrow.
Thanks to the awesome Factorio devs my pending request to add back mod api functionality that was previously lost in the February update has been answered, so I can finally restore complete functionality like back in version 1.5.11.
Look out for more updates tomorrow.
Thanks to the awesome Factorio devs my pending request to add back mod api functionality that was previously lost in the February update has been answered, so I can finally restore complete functionality like back in version 1.5.11.
Look out for more updates tomorrow.
ModMyFactory 1.5.12 released
Version 1.5.12 is now stable, you can find the download in the first post or on my GitHub as usual.
Please note that due to an API change from GitHubs side the automatic update check in older versions of MMF will not find this update.
Please note that due to an API change from GitHubs side the automatic update check in older versions of MMF will not find this update.
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Re: ModMyFactory - mod manager and more
hi, i havent tried modmyfactory yet, but here is some feedback i posted a while ago about mod management:
i posted it to the thread page here: viewtopic.php?f=80&t=27805#p336544
but also available directly below:
i posted it to the thread page here: viewtopic.php?f=80&t=27805#p336544
but also available directly below:
Mod management idea
(also me from the mod portal - im not dustine lol) = https://mods.factorio.com/mods/Dustine/ ... ssion/9108
my 1st Mod Idea viewtopic.php?f=33&t=50256
my 1st Mod Idea viewtopic.php?f=33&t=50256
Re: ModMyFactory - mod manager and more
Thanks for that.
Now obviously I cannot modify the game itself, however the functionality you are talking about is indeed provided by MMF.
In the core MMF allows you to select or deselect all of your mods in any combination you want, and then launch the game with your selected configuration. It also allows you to group up mod in modpacks for easy bulk activation and it has functionality to automatically activate certain configrations for you with shortcuts, so that once you are done configuring starting the game with multiple different configurations is just as straight forward as starting it normally.
Now currently mod settings are still stored globally. Eventually I am planning to implement per-modpack mod configuration. I have no official roadmap or anything as this is a hobby project, but this functionality will most likely be part of 1.7 just based on my current progress.
As to sharing savegames with mod configurations, MMF can provide similar functionality although not quite as you are describing it. It does allow you to share modpacks you have created. If someone else then loads the exported modpack file on their MMF the mods can all be downloaded automatically. The savegame however still has to be shared separately.
I am actually working on improving this system a lot in the 1.6 release, you can expect some big overhauls that should make sharing modpacks a lot more intuitive, with many more options as well. Expect 1.6 to release soon-ish (tm), although I can't make any promises regarding release dates.
Now obviously I cannot modify the game itself, however the functionality you are talking about is indeed provided by MMF.
In the core MMF allows you to select or deselect all of your mods in any combination you want, and then launch the game with your selected configuration. It also allows you to group up mod in modpacks for easy bulk activation and it has functionality to automatically activate certain configrations for you with shortcuts, so that once you are done configuring starting the game with multiple different configurations is just as straight forward as starting it normally.
Now currently mod settings are still stored globally. Eventually I am planning to implement per-modpack mod configuration. I have no official roadmap or anything as this is a hobby project, but this functionality will most likely be part of 1.7 just based on my current progress.
As to sharing savegames with mod configurations, MMF can provide similar functionality although not quite as you are describing it. It does allow you to share modpacks you have created. If someone else then loads the exported modpack file on their MMF the mods can all be downloaded automatically. The savegame however still has to be shared separately.
I am actually working on improving this system a lot in the 1.6 release, you can expect some big overhauls that should make sharing modpacks a lot more intuitive, with many more options as well. Expect 1.6 to release soon-ish (tm), although I can't make any promises regarding release dates.
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Re: ModMyFactory - mod manager and more
ok thanks for the info, i added mmf to the list of new (mods) to try after current playthrough - (the list seems to be growing lol)
(also me from the mod portal - im not dustine lol) = https://mods.factorio.com/mods/Dustine/ ... ssion/9108
my 1st Mod Idea viewtopic.php?f=33&t=50256
my 1st Mod Idea viewtopic.php?f=33&t=50256
ModMyFactory 1.6.0pre1 released
Version 1.6 is now available for testing.
I have completely reworked the modpack sharing from the ground up. Exporting modpacks now allows for a plethora of new options regarding mod versions, as well as support to export the mod files directly (in case you don't want the person you are sharing with having to download from the portal). This all comes with a new file format, so while MMF 1.6 can still load old exported modpacks, older versions of MMF will not be able to import files that have been exported in 1.6. Please also note that if you want to share mod files you need approval to do so by either the mod author or the mods license.
The reason why I decided to publish this a a pre-release is that the new system simply allows for so many different combinations I cannot possibly test them all in my free time on my own. That's why I'm hoping some of you guys are willing to help me out and give the new functionality a try.
Be assured that trying this out will at worst not properly load modpacks when importing, your savegames and Factorio installations are not in danger (at least not any more than on 1.5.12 ).
I have completely reworked the modpack sharing from the ground up. Exporting modpacks now allows for a plethora of new options regarding mod versions, as well as support to export the mod files directly (in case you don't want the person you are sharing with having to download from the portal). This all comes with a new file format, so while MMF 1.6 can still load old exported modpacks, older versions of MMF will not be able to import files that have been exported in 1.6. Please also note that if you want to share mod files you need approval to do so by either the mod author or the mods license.
The reason why I decided to publish this a a pre-release is that the new system simply allows for so many different combinations I cannot possibly test them all in my free time on my own. That's why I'm hoping some of you guys are willing to help me out and give the new functionality a try.
Be assured that trying this out will at worst not properly load modpacks when importing, your savegames and Factorio installations are not in danger (at least not any more than on 1.5.12 ).
ModMyFactory 1.6.0pre2 released
As per request I added an option to directly load into a game from a MMF-created link. I also added the option to specify custom arguments in case anyone needs them.
Re: ModMyFactory - mod manager and more
I recently had problems starting factorio with a specific mod, but when using steam directly it loaded fine.
thus i finally got to looking at the problem again today and probably found the cause which might involve a bug of factorio itself.
the following happened when using your old version 1.5.12pre4 (I'll update to 1.5.12 and test again later)
edit: now also tested with MMF 1.5.12 release version, and the problem is exactly the same (as expected since it seems to be a bug in factorio)
the mod which caused this problem is Dirty Barrels.
when i started factorio from MMF, i got this strange error:
- Failed to load mods: __dirtybarrels__/data.lua:1: ...Factory/Factorio/0.16.51/data/core/lualib/dataloader.lua:16: attempt to index local 'e' (a number value)
data.lua of Dirty Barrels has only one line:
- require("prototypes.recipe.clean-barrels")
the critical lines in factorios dataloader.lua are:
- 15: for _, e in ipairs(otherdata) do
- 16: if not e.type or not e.name then
after a lot of experimenting i found a very temporary fix:
rename the mod directoy that is setup by MMF from 0.16.51 to v0.16.51
and everything works fine again when starting factorio directly from the factorio/0.16.51/bin/x64 directory
i don't know the details, but it looks as if factorio (like some other programs) silently expects specific restrictions on filenames and directorynames, especially that they start with a letter and not with a digit. in addition it might have been a bit confusing to some checks (if there are any) when the directoy is accessible as mods but really is a hardlink to another path.
maybe you could name all those factorio subdirectories (for factorio itself, for mods, saves, etc) from x.xx.xx to vx.xx.xx (with a letter "v" prefixed to the number) to not hit this bug(?) in factorio?
and sine it seems to me as if it is a bg in factorio, maybe a bg report should be filed to them too. would you do that since you probably can describe the exact problem and circumstances better ?
besides the above crash, i have two other problems with factorio and its settings which you (at least partially) have mentioned above yourself:
the mod settings are global, and also the keyboard settings seem to be global. probably as a result of this, i sometimes lose mod settings or keyboard settings when disabling and re-enabling (or even deleting and reinstalling) mods. this means a lot of work when usng lots of mods which have lots of conflicting hotkeys which need to be checked and adjusted again after changig anything in the mod configuration.
although such a task would not be easy, it would be nice if your management could keep track of those settings and "patch together" some settings or hotkey configuration files, to restore the state as it was last time when using those mods.
thus i finally got to looking at the problem again today and probably found the cause which might involve a bug of factorio itself.
the following happened when using your old version 1.5.12pre4 (I'll update to 1.5.12 and test again later)
edit: now also tested with MMF 1.5.12 release version, and the problem is exactly the same (as expected since it seems to be a bug in factorio)
the mod which caused this problem is Dirty Barrels.
when i started factorio from MMF, i got this strange error:
- Failed to load mods: __dirtybarrels__/data.lua:1: ...Factory/Factorio/0.16.51/data/core/lualib/dataloader.lua:16: attempt to index local 'e' (a number value)
data.lua of Dirty Barrels has only one line:
- require("prototypes.recipe.clean-barrels")
the critical lines in factorios dataloader.lua are:
- 15: for _, e in ipairs(otherdata) do
- 16: if not e.type or not e.name then
after a lot of experimenting i found a very temporary fix:
rename the mod directoy that is setup by MMF from 0.16.51 to v0.16.51
and everything works fine again when starting factorio directly from the factorio/0.16.51/bin/x64 directory
i don't know the details, but it looks as if factorio (like some other programs) silently expects specific restrictions on filenames and directorynames, especially that they start with a letter and not with a digit. in addition it might have been a bit confusing to some checks (if there are any) when the directoy is accessible as mods but really is a hardlink to another path.
maybe you could name all those factorio subdirectories (for factorio itself, for mods, saves, etc) from x.xx.xx to vx.xx.xx (with a letter "v" prefixed to the number) to not hit this bug(?) in factorio?
and sine it seems to me as if it is a bg in factorio, maybe a bg report should be filed to them too. would you do that since you probably can describe the exact problem and circumstances better ?
besides the above crash, i have two other problems with factorio and its settings which you (at least partially) have mentioned above yourself:
the mod settings are global, and also the keyboard settings seem to be global. probably as a result of this, i sometimes lose mod settings or keyboard settings when disabling and re-enabling (or even deleting and reinstalling) mods. this means a lot of work when usng lots of mods which have lots of conflicting hotkeys which need to be checked and adjusted again after changig anything in the mod configuration.
although such a task would not be easy, it would be nice if your management could keep track of those settings and "patch together" some settings or hotkey configuration files, to restore the state as it was last time when using those mods.