This is LFMM and is meant to help you manage mods for Factorio outside of the game, to help reduce loading times while waiting for the game to start after changing mods, and to provide extra features.
Currently Implemented Features:
Support for multiple platforms: Windows, Linux, OSX (note, I don't run Linux or OSX with this so I'm not sure everything works 100% on those platforms. Feedback is welcome if you run into issues)
Profiles to manage active mods
Profile import/export
Updating installed mods
Downloading missing dependencies of installed mods
Browse online mods (retrieved from mod portal) and download
Browse save files and create a profile based upon mods in that save
Next planned feature:
Support for multiple installations of Factorio and multiple versions of a mod at once (which installation/version specified set per profile)
For any issues or requests, you can put it in three places. In order from fastest response time: on the Github repo, send me a PM, or post in this thread.
To look at the source code, check out the Github Repo.
changelog
v2.3.3
##### Fixed:
- Parsing of mods from save files. Fixed how the app would try to read save files. This should make it be able to read more versions by default.
- Reading of save files with the 'sandbox' scenario (and likely any scenario besides freeplay)
- Correctly reads files that contain a mod with a version 255 or higher.
v2.3.2
##### Added
- Compatibility for version 18.x saves
##### Warnings
- I noticed that a mod with a version larger than 255 (such as a version of EvoGUI 0.4.401) causes all mods after to be read incorrectly. I haven't yet figured out how to find out and handle it when a save has this kind of number, so sadly if you've got a mod/version like this in your save you won't be able to use the profile export functionality
v2.3.1
##### bugfixes
- fixed the initial startup page not displaying correctly
v2.3.0
##### features
- added a startup page that allows user to see what paths the app found when trying to auto find Factorio paths, and allow ability to edit these before app runs for the first time
- added an options page in the app
- added option, whether app closes when Factorio is started through the app (default, true)
- added option, how often online mod list is polled when viewing the portal page (default, 1 day)
- added links to where app data is stored
- added ability to edit factorio paths used in the app
##### bugfixes/improvements
- changed how mods/saves are initially parsed, so if one of them fails to load the app continues anyway
- added checks for if saves/mod paths are not provided, so the app will simply skip loading them rather than crash
v2.2.0
- Feature: Added options page to display app options. Includes the following options:
---- Whether to close the app when starting Factorio
---- How long to keep cached online mods before refreshing it, when viewing the mod portal page
---- All of the existing paths that were originally only set during first app initialization. They can now be changed at any time
---- Added links on the options page to paths in the user filesystem where app data is stored
- Misc: Moved the data for cached online mods into a separate folder to remove clutter from main config file
- Misc: Upgraded electron store and other internal packages to access newer features, such as migrations.
v2.1.0
- Feature: Import and Export of profiles
- Feature: Added ability to view Factorio save files and build profile based on mods used in that save
- Fix: App not correctly building config file on first run
v.2.0.1
- Fix: positioning issue on the modal windows
v2.0.0
- The new first iteration of the app. A rework of the app containing what I'd consider to be the base feature set. Setting up profiles, downloading mods.
Re: [0.8.0] Lunar's Mod Manager (Almost In Release)
Posted: Wed Aug 03, 2016 7:43 am
by Nexela
Can't wait to use it! hopefully the biters are not giving you a hard time.
Re: [0.8.0] Lunar's Mod Manager (Almost In Release)
Posted: Wed Aug 03, 2016 10:34 am
by Pe334
Great mod, but I have 1 question:
Can you config the path to start factorio, I mean I have a steam version and must start factorio over steam.
Is this possible with your Mod-Manager, it sounds great
Thx ...
Re: [0.8.0] Lunar's Mod Manager (Almost In Release)
Posted: Wed Aug 03, 2016 12:09 pm
by AlyxDeLunar
Excellent, thanks for the interest guys. I've been working on this as much as I can for the past 4 days in between work (4 hours of sleep? Yeah I'll be fine, just nap later). Kind words mean a lot and make it all worth it
I also completely forgot to provide some kind of ETA. At the current rate, worst case scenario is putting the first release up in 5 days. Brace yourself, the beholder is at hand.
Nexela wrote:Can't wait to use it! hopefully the biters are not giving you a hard time.
Oh they're putting up stiff resistance, but that's the way I like it! What's the fun of progress without breaking a few thousand indigenous species along the way?
Pe334 wrote:Great mod, but I have 1 question:
Can you config the path to start factorio, I mean I have a steam version and must start factorio over steam.
Is this possible with your Mod-Manager, it sounds great
You're going to be quite happy! Having the steam version means it'll find your path a lot more reliably. I'm using Steam too, and the app starts it up just fine.
Re: [0.8.0] Lunar's Mod Manager (Almost In Release)
Posted: Wed Aug 03, 2016 12:44 pm
by Pe334
Cool
I have startet a programm like this but never end it because it would only run on windows.
I have one suggestion, don't know if your program do that, befor manipulation the json-file backup it with a datestamp or something else, it helps the user if something getting wrong.
And maybe a button that opens the folder with the json-files if someone wants to take a closer look.
Keep on working ...
Re: [0.8.0] Lunar's Mod Manager (Almost In Release)
Posted: Thu Aug 04, 2016 3:03 pm
by AlyxDeLunar
Thanks for the suggestion Pe334. I hadn't thought to save a backup, but that could be useful...
I've been messing with my program and intentionally breaking it, I always have save backups, could be useful for the user
And I've got an update! I've put it enough features to consider it v0.9.0 and ready enough to publish. As soon as I get the prerequisites set up so I can compile the app, I'll be officially releasing it! At the current rate Visual Studio 2015 is installing itself, that should be about 2 days from now...grr....
Added in the ability to sort profiles, update them when new mods are added, and some huge refactoring and code cleanup that cleared up a couple of bugs.
Re: [v1.3.0 - Learning to Backstroke] Lunar's Mod Manager
Clicking rename profile button now sets focus on textarea field
Better error handling during user dialog prompts
Improved logging
Re: [v1.3.0 - Learning to Backstroke] Lunar's Mod Manager
Posted: Thu Aug 11, 2016 12:18 am
by AlyxDeLunar
I bet you're all dying to know the state of the program as it stands.
I'm currently pushing my way to v2.0.0 release, which will have mod portal integration build into the app. Along the way, I'm stopping at v1.5.0 for some necessary functionality for the full v2.0.0 release.
The main exciting features of this half version will be viewing the information of mods you have downloaded.
I mean, you probably already know the mods you have downloaded. But isn't it great to refresh your memory every so often?
Here's some pictures of the app in action.
v1.4.0 - Not Actually a Release
Re: [v1.3.0 - Learning to Backstroke] Lunar's Mod Manager
Posted: Fri Aug 12, 2016 12:47 am
by AlyxDeLunar
Greetings folks!
I'm trying not to spam updates here, but at this rate of progress we'll have v2.0.0 out within 5 days (having some wiggle-room for procrastination is important). And let me tell you, I'm excited as a biter during pollution season (which, as we all know, is every season).
I've now got the app set to poll the mod portal. I can do anything with the data, but for now just sticking with the tried-and-true list and show technique like I did with installed mods.
Development Pictures
Re: [v1.3.0 - Learning to Backstroke] Lunar's Mod Manager
Posted: Fri Aug 26, 2016 7:42 pm
by AlyxDeLunar
I finally updated the app! The previous estimate turned out to be not generous enough.
The current functionality is very crude, download at your own risk. Improvements and polishing will be coming.
Re: [v1.8.0 - Glorious Medium Worm] Lunar's Mod Manager
Posted: Sat Sep 03, 2016 5:16 am
by AlyxDeLunar
An awesome, feature-rich update that will blow your pants off. If you're wearing pants. Or if this update included dynamite.
Which definitely is not the case.
Feature - Shows in the installed mod list if a mod is missing any required dependencies
Feature - Can download a mod update from the installed mod list
Feature - Can filter the online mod list by tags
Feature - Can sort the online mod list by the following (ascending and descending):
- Alphabetically
- Number of downloads
- Most recently updated
- Mod author
Feature - Pretties up the JSON files
Fix- Deleting all profiles no longer crashes the app (introduced some versions back)
Re: [v1.8.6 - Laser Biters Mk2] Lunar's Mod Manager
Posted: Thu Sep 08, 2016 6:19 am
by AlyxDeLunar
Minor bugfix release here. The biters are still at large, however.
Fix - Only zip files will be read from mod directory (fixes error from random files being included, or weird mod-generated rzi files that would cause some mods to be included twice)
Fix - Profiles are now correctly updated after an online mod has been downloaded
Tweak - Cleaned up initialization code and fixed some odd edge case errors
Tweak - Greatly improved logging during app initialization
Re: [v1.8.6 - Laser Biters Mk2] Lunar's Mod Manager
Posted: Thu Sep 08, 2016 7:27 pm
by DreamSmith
Hiya, this file player-data.json is up one layer in the Factorio folder rather than the config folder for me.
08/09/2016, 20:25:39 | x_loc not found parsing config, setting a default value and continuing.
08/09/2016, 20:25:39 | y_loc not found parsing config, setting a default value and continuing.
08/09/2016, 20:25:39 | Error creating Mod Manager class. Error: ENOENT: no such file or directory, open 'C:\Users\Dreamer\AppData\Roaming\Factorio\config\player-data.json'
08/09/2016, 20:32:17 | x_loc not found parsing config, setting a default value and continuing.
08/09/2016, 20:32:17 | y_loc not found parsing config, setting a default value and continuing.
08/09/2016, 20:32:17 | Error creating Mod Manager class. Error: Cannot find module 'tough-cookie'
Stepped Back to 1.8.5... get a blank white app with nothing in it apart form the title bar.
Ok with some mods added to the mod folder this 1.8.5 now launches and looks good to go.
Re: [v1.8.7 - Laser Biters Mk3] Lunar's Mod Manager
Posted: Fri Sep 09, 2016 2:46 am
by AlyxDeLunar
Got a new bugfix, this should clear up the errors a few people have been experiencing.
DreamSmith, that includes you. 1.8.7 should clear up the issues, sorry about the problems you had.
v1.8.7 - Laser Biters Mk3
Hotfix update for app startup issues.
This will request a third path, the location of the player-data.json file. This will likely be located in the Factorio AppData folder, one directory up from where the modlist resides.
Fix - Removes hardcoded path to player-data.json file, causing app to crash when it was in a different location
Tweak - App now gives a third dialog window on startup, requesting path of player-data.json file
Re: [v1.8.8 - Laser Biters Mk4] Lunar's Mod Manager
Posted: Mon Sep 12, 2016 4:01 am
by AlyxDeLunar
Another small update, to fix some more issues with startup.