ModMyFactory - mod manager and more

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Artentus
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ModMyFactory - mod manager and more

Post by Artentus » Sun Sep 25, 2016 2:31 pm

I was not really happy with all the available mod managers. So I created one that would fit my needs, and I want to share it with the community.

License: MIT
GitHub: ModMyFactory
Written in: C# + WPF
For used external libraries and resources see 'About'.

Wiki: https://github.com/Artentus/ModMyFactory/wiki


Features
  • Access to mods.factorio.com
    Download mods from the official mod portal. Update your mods automatically.
    Full search functionality as well as complete descriptions and links to the portal included.
  • Modpacks
    Create custom modpacks that can contain as many mods and modpacks as you wish.
    Modpacks are resolved recursively, so feel free to nest as many as you like.
  • Factorio version management
    Add and manage all factorio versions you like to play on at the same time.
    New versions can be added from existing local installations or downloaded directly from the factorio.com website (requires login). The Steam version is also fully supported.
    Each version can be custom named and updated individually so you can keep track of which version you use for which modpack.
  • Mod version detection
    ModMyFactory will detect to which version of Factorio a mod belongs, place it in the correct mod directory and group them by version in the overview.
  • Link creation
    Create shortcuts that automatically enable specific modpacks and start specific versions of the game.
    Loading directly into a specific savegame and custom arguments are also supported.
  • Modpack export and import
    ModMyFactory allows sharing of arbitrarily complex modpacks with ease. You can export the modpacks you create and others can import them with a few clicks.
    Exported modpacks support a plethora of settings on a per-mod basis, as well as the ability to directly include mod files so mods don't have to be downloaded on import.
  • Mod dependency handling
    Automatically download and enable dependencies of your mods. Optional dependencies are also supported.
    If you are missing dependencies for some of your mods ModMyFactory will tell you in an obvious but unintrusive manner.
  • Disk location selection
    Select where Factorio and mods are stored on your local hard drives - without editing any configuration files.
    Available locations are AppData, the ModMyFactory installation directory and completely custom locations.
  • Localization
    ModMyFactory has full support of localization.
    Currently available languages are: English, German, Russian, Portuguese, Chinese, Korean (hopefully more to come).
Images

System requirements
  • Windows 7/8.1/10
  • .Net Framework 4.5.2
There will most likely never be Linux support from my side as Mono does not support WPF. Sorry.

Disclaimer:
The creation of backups is advised before using ModMyFactory, just in case.
The manager has been pretty stable for the last few versions but better safe than sorry.



Downloads

Latest stable:
ModMyFactory_1.9.0.zip
(1.12 MiB) Downloaded 96 times
ModMyFactory_1.9.0_portable.zip
(1.12 MiB) Downloaded 23 times
All versions on GitHub: Releases
Full changelog on GitHub: Changelog

If you are new to ModMyFactory I recommend you to read the Getting Started guide.
When using the portable version please also read these remarks.


Common modpacks
These need to be extracted before import.
Bobs Mods.zip
(519 Bytes) Downloaded 42 times
Angels Ores.zip
(441 Bytes) Downloaded 35 times
Pyanodons Mods.zip
(358 Bytes) Downloaded 32 times
Last edited by Artentus on Thu Nov 08, 2018 12:02 am, edited 91 times in total.

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DofD
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Re: ModMyFactory - mod manager and more

Post by DofD » Mon Sep 26, 2016 8:12 pm

Great program!
Just a small suggestion. Drag and drop for factorio zip versions and mods would be awesome. Thanks

Artentus
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Re: ModMyFactory - mod manager and more

Post by Artentus » Mon Sep 26, 2016 8:50 pm

Shouldn't be too difficult. I'll see what I can do.

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Re: ModMyFactory - mod manager and more

Post by DofD » Mon Sep 26, 2016 9:12 pm

Ohh and if i am at it :D
  • Maybe color coding? So you could mark different mods with colors
  • Search field. It gets very fast crowded in the mod list ;)
  • A direct link to this thread maybe. Makes bug and feature reporting easier
Does the login feature doesnt work atm? If it does do you have a debug option or a debug log?
Thanks

Artentus
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Re: ModMyFactory - mod manager and more

Post by Artentus » Mon Sep 26, 2016 9:22 pm

At the rate I'm getting new suggestions it will take some time for the next release to be ready. :D

Login should work, at least for me it worked consistently for days (but then again, I only can test with my own login credentials).

Artentus
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Version 1.0.4 released

Post by Artentus » Tue Sep 27, 2016 5:16 pm

Features added:
  • Mods and modpacks can now be filtered.
  • New button in version manager to open the Factorio folder.
  • This thread is now linked in the 'Info' menu.
Bugs fixed:
  • Renaming modpacks does now respon to the enter key and to lost focus.
  • All hotkeys containing the Shift key have been changed to avoid confilcts with writing uppercase letters.

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Version 1.0.5 released

Post by Artentus » Thu Sep 29, 2016 1:10 pm

This release fixes a critical bug that caused the application to crash when clicking in the list views without selecting an item.

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Version 1.0.6 released

Post by Artentus » Thu Sep 29, 2016 5:44 pm

Features added:
  • ModMyFactory will now inform you about new updates (can also be checked manually).
Bugs fixed:
  • Factorio versions added from folder will now always show without a restart.

If I don't get any more bug reports in the meantime, the next update will be a bigger one and take some time. At least one of the features on the todo list will be added til then.

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Re: ModMyFactory - mod manager and more

Post by Arumba » Sun Oct 02, 2016 1:54 pm

Hey Artentus, I really like what you've made so far and I am planning on starting to use it exclusively for my game management. I currently have no fewer than 5 separate factorio installs due to all the different configurations I do for youtube, twitch, solo play, multiplayer, etc. I do have a few questions though if I may pick your brain! (I am also planning on a doing a short tutorial on my channel to teach people how to use this app since I think it is absolutely essential)

What would happen if I launched the game using your modmanager and then used the in game mod portal to 'update mods' ??
Do I have to manually add mods to the program in order to keep up to date?
Why are the "download" and "from folder" buttons greyed out for the add mods dropdown?
Why does the program crash when I try to add a factorio version from folder instead of from zip? (I had to download a fresh standalone x64 0.14.12 to get the app to work)
What sort of encryption is used by the app for the factorio login? (I have, and I imagine others will have, concerns about giving out login credentials to a third party app)

If I understand correctly I think that I can't *really* fully commit to this app until it can update mods for me. I run anywhere from 20-40 mods per pack, and it varies quite a lot between them. I also have concerns about how well it would load up an older version of factorio if its not keeping mod versioning in mind as I update them manually.

*Edit*: Also, if the app could support mod versioning, it would be really nice if you could have a checkbox on a mod or something that would say "load newest version available" so that you could maintain an active archive of mods in case you run into bugs or compatibility issues when updating them.

Thanks for your time and app! I love it so far :)

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Re: ModMyFactory - mod manager and more

Post by Artentus » Sun Oct 02, 2016 2:25 pm

I'd be honored if you were to upload a video about my app.

Concerning your questions
What would happen if I launched the game using your modmanager and then used the in game mod portal to 'update mods' ??
This will work (assuming the game only ever downloads the newest compatible version of a mod instead of the overal newest version; if 0.13 would update to a mod version that was only compatible with 0.14 this would obviously break things but I hope the devs were smart enought to not do this). However, it will remove the updated mods from all modpacks.
Do I have to manually add mods to the program in order to keep up to date?
At the moment, yes, however once mod downloading is implemented (see my answer to the next question) updating mods will be possible.
Why are the "download" and "from folder" buttons greyed out for the add mods dropdown?
These options are not implemented yet. I am working on it, they will be in the next release which sould be out within a few days.
Why does the program crash when I try to add a factorio version from folder instead of from zip?
Must be a bug. I suspect you used an existing version and something was already inside its folder that ModMyFactory didn't like. If you could give some more information about what version you added you could help me solve this.
What sort of encryption is used by the app for the factorio login?
The login credentials are never saved locally. When communicating with the Server, SSL is used just like in your browser.


I fully understand if you don't want to use this just yet. See the current build as a work in progress, I only released it to get something going real quick because I could not be bothered to switch mods all the time anymore.

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Re: ModMyFactory - mod manager and more

Post by Arumba » Sun Oct 02, 2016 3:05 pm

I see, thanks for the quick response.
What would happen if I launched the game using your modmanager and then used the in game mod portal to 'update mods' ??
This will work (assuming the game only ever downloads the newest compatible version of a mod instead of the overal newest version; if 0.13 would update to a mod version that was only compatible with 0.14 this would obviously break things but I hope the devs were smart enought to not do this). However, it will remove the updated mods from all modpacks.
Okay so I think I understand. I am not concerned about playing outdated versions of factorio, I always play the newest experimental, so it doesn't sound like the first issue will ever affect me. The second part, it sounds like the app creates modpacks based on the filenames of the mods and then launches based on that? Is that why updating the mod will remove the mod from the pack? Since it changes the version (and name) of the mod? It sounds like getting the next version of your app out will be a pretty significant step toward getting what I am really hoping for then.
Do I have to manually add mods to the program in order to keep up to date?
At the moment, yes, however once mod downloading is implemented (see my answer to the next question) updating mods will be possible.
Why are the "download" and "from folder" buttons greyed out for the add mods dropdown?
These options are not implemented yet. I am working on it, they will be in the next release which sould be out within a few days.
Awesome, I eagerly await that release then!
Why does the program crash when I try to add a factorio version from folder instead of from zip?
Must be a bug. I suspect you used an existing version and something was already inside its folder that ModMyFactory didn't like. If you could give some more information about what version you added you could help me solve this.
I had taken my current install of 0.14.12 (already extracted from zip) and tried to add it to the app using the "add from folder". It invariable crashed for me regardless of which install I used out of my 5. All my installs are 64x zip installs extracted into their own folders inside a parent folder for organization. The only things in there are what comes with it and whatever other folders it creates as you play. Here is a list of the files directly in the folder itself (let me know if you want more info, its a large folder of course but I can make the whole thing available if it helps. (Running windows 7x64)

Code: Select all

achievements-modded.dat
achievements.dat
bin
config
config-path.cfg
crop-cache.dat
data
doc-html
factorio-current.log
factorio-previous.log
mods
player-data.json
saves
script-output
temp
tests
What sort of encryption is used by the app for the factorio login?
The login credentials are never saved locally. When communicating with the Server, SSL is used just like in your browser.

I fully understand if you don't want to use this just yet. See the current build as a work in progress, I only released it to get something going real quick because I could not be bothered to switch mods all the time anymore.
Well that is the exact reason I am so interested in your app. I can't stand keeping 5 separate mod folders up to date and organized. It is a lot of work and honestly we need a Factorio-esque automation for it. Thanks again!

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Re: ModMyFactory - mod manager and more

Post by Artentus » Sun Oct 02, 2016 4:58 pm

I hope I got the error. Pleasy retry adding this Factorio version once the new version is out. If it still crashes, you will now find a crash log in %AppData%\ModMyFactory that will tell me exactly what has gone wrong.

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Version 1.1.0 released

Post by Artentus » Fri Oct 07, 2016 3:57 pm

Features added:
  • Mod downloading and updating.
  • Two different manager modes are now available.
  • 'Latest' is now a valid Factorio version in links and will start the latest available Factorio version.
  • ModMyFactory will now create crash logs in %AppData%\ModMyFactory.
I have noticed that the mods.factorio.com server can sometimes be quite slow, so if ModMyFactory appears to take extremely long downloading/updating mods it's the servers fault.

There are now two different modes available in the settings, 'per Factorio version' and 'global', that control how mods are updated. If you want to just always have the latest versions of Factorio and all mods, choose 'global' and ModMyFactory will always update to the very latest version of a mod. If you want to have different versions of Factorio installed choose 'per Factorio version' and ModMyFactorio will update mods only to the latest Version available for its specific Factorio version.

Because this is the biggest release so far, I suspect there will be a few new bugs. Please report everything you find so I can make ModMyFactory as stable as possible.

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Version 1.1.1 released

Post by Artentus » Sat Oct 08, 2016 1:13 pm

Bugs fixed:
  • Fixed crash when clicking in the mod managers list view.
  • Item controls no longer auto-select items.
  • Modpacks are now sorted alphabetically in the link properties.
  • Fixed a possible bug regarding the asynchronous loading of online mod information.

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Version 1.1.3 released

Post by Artentus » Sun Oct 09, 2016 11:58 am

Features added:
  • ModMyFactory now also saves position and size of the mod manager and mod downloading windows.
Bugs fixed:
  • Unchecking a mod in the update dialog will now actually not update that mod.
  • When updating mod, the modpacks containing the updated mod are now properly saved.
  • The update notification now redirects to a proper browser-viewable site.

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Version 1.1.4 released

Post by Artentus » Mon Oct 10, 2016 12:35 pm

Bugs fixed:
  • Fixed possible crash when changing the Factorio folder in the settings.

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Re: ModMyFactory - mod manager and more

Post by Szentigrade » Mon Oct 17, 2016 6:35 am

been waiting for something like this... problem is i have the steam version and can't use it :(

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Re: ModMyFactory - mod manager and more

Post by Artentus » Mon Oct 17, 2016 9:02 am

I think if you own the steam version you are eligible to download from the website, also.
If you don't want to do that, I am already working on the next version which will have support for the Steam version, so you don't have to wait for much longer.

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Version 1.2.0 released

Post by Artentus » Mon Oct 24, 2016 3:16 pm

Features added:
  • The Steam version of Factorio is now supported.
  • Modpacks can now be exported and imported.
Bugs fixed:
  • Fixed misbehaviour with mod containing '_' in their name.
  • Fixed crash when cancelling a mod download.
  • Fixed possible crash when adding Factorio from folder (also applies to Steam version).

With this release I declare ModMyFactory as feature-complete for now. Of course I will still be fixing bugs.

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Re: ModMyFactory - mod manager and more

Post by Xterminator » Mon Oct 24, 2016 7:13 pm

This is a fantastic program you have put together! I will definitely be using it because, like Arumba and I'm sure many others, I use multiple different versions of Factorio and mod packs/versions. It can get tedious to change them all around manually each time, so your program will be a godsend. :)
I very much look forward to using it, and keep up the great work!
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