ModMyFactory - mod manager and more

Tools for search and installing new mods as well as starting Factorio.
For dedicated server handling see Multiplayer Tools
Artentus
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Version 1.5.10 released

Post by Artentus »

Changelog:
  • Fixed an issue introduced in 1.5.9 that prevented windows from remembering their size.
  • Improved sorting in the Factorio download list.
  • A Factorio version that is already present through Steam can now also be downloaded separately.

Factorie
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Re: ModMyFactory - mod manager and more

Post by Factorie »

Just want to thank you for all the hard work you put into this for the community. It works really well!

Artentus
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Re: ModMyFactory - mod manager and more

Post by Artentus »

Thank you.

At the moment I'm not working all that much on it tough, 1.5 is pretty stable at this point. I have plans for 1.6 but I don't know when I'm going to start on that.

Pandemoneus
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Re: ModMyFactory - mod manager and more

Post by Pandemoneus »

I have the following suggestion:
Can we have different mod-settings files per modpack? Now that the file is saved with the mods in the mod folder, it is possible to have multiple mod folders and start Factorio using --mod-directory PATH. The problem at the moment is that when you play a different modpacks that mod-settings get reset.
My RSO+Bob's+Angel's modpack: Farlands (outdated)
Mods (current): Resource Labels
Mods (old): Biter Spires

Artentus
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Re: ModMyFactory - mod manager and more

Post by Artentus »

I have to look into that. Support for new game features is not that easily done.

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Maldor96
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Re: ModMyFactory - mod manager and more

Post by Maldor96 »

Here's another idea for you, Zip sharing modpacks that you have made. I help manage several modded servers with varying mods in each. It would be simpler to be able to just share from ModMyFactory a zip file with all the needed mods and post them in discord or a file-sharing site for others to download

Edit: it can share modpacks to some extent, I did not see that, but putting a export as zip option would be nice
Addicted to cracktorio since May 2017
Streaming live at: https://www.twitch.tv/maldor96

Artentus
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Version 1.5.11 released

Post by Artentus »

Changelog:
  • Allowed to update Factorio even when the target update was already present through Steam.
  • Added Chinese translation.
  • Improved layout of mod update window.

So I have been sitting on this stuff for quite some time now. Originally I wanted to also include a new menu option but as I am kind of burnt out again this will have to wait for 1.5.12 and another time.
Also, regarding Maldor96, there is a big rework planned for 1.6 regarding how modpack sharing works but this will still take some time to happen.

laku
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Re: ModMyFactory - mod manager and more

Post by laku »

Whenever i try to select a mod version and download it, i get a network error. It says I have no internet connection. I believe this is duw to some changes within the modportal. Could you try to fix this :)?

Artentus
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Re: ModMyFactory - mod manager and more

Post by Artentus »

I'll look into it. I've been a little busy recently and couldn't really take care of this. I'll try to find time, some other things are broken as well.

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Re: ModMyFactory - mod manager and more

Post by Droneboat »

Hey
i recently started getting error every time i try to update mods
added crash log
Attachments
crash-log.txt
(2.49 KiB) Downloaded 172 times

utoxin
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Re: ModMyFactory - mod manager and more

Post by utoxin »

Droneboat wrote:Hey
i recently started getting error every time i try to update mods
added crash log
I reported this crash on github as well. I'm pleasantly surprised to see a response from the dev here. I had started to think the tool was dead.

Artentus
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Re: ModMyFactory - mod manager and more

Post by Artentus »

The mod download problem has been resolved. The mod API changed quite significantly so there is still more work to do (descriptions and links are currently not available) but mods can be downloaded and updated again.

There are issues with downloading and updating Factorio itself as well so I'd like to take care of that as well before I release 1.5.12. Expect the first hotfix to come out soon(tm).

DaveSh99
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Re: ModMyFactory - mod manager and more

Post by DaveSh99 »

Hello,

Since the factorio guys updated the mod portal, i get this now when MyModFactory tries to download updates to mods:

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)

Artentus
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Re: ModMyFactory - mod manager and more

Post by Artentus »

I have already taken a look the mod portal problems and will release a hotfix soon.

If you could tell me which mod it was you were trying to update it would make it much easier for me to reproduce this.

AntonioOne
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Re: ModMyFactory - mod manager and more

Post by AntonioOne »

I have the same issue like DaveSh99 does with each mod I've tried to download

Mobius1
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Re: ModMyFactory - mod manager and more

Post by Mobius1 »

The attached modpack is outdated, trying to update it causes crash with any of the mods. Did the test in a clean installation as well, the crash still happens.
The crash report is also in the attachment, its the same as the other guys' crash logs.
Attachments
crash-log.txt
(2.49 KiB) Downloaded 101 times
0.16 Angel-Bobs Modpack.rar
(1.89 KiB) Downloaded 110 times

utoxin
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Re: ModMyFactory - mod manager and more

Post by utoxin »

Any word on when the hotfix will come out?

Artentus
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ModMyFactory 1.5.12pre1 released

Post by Artentus »

So I am pushing a pre-release version out now just to see if it helps people.

Personally I still have some issues with authenticating but I am right in the middle of a bunch of tests in Uni so the amount of work I can put into this will be limmited for the next few weeks still.

utoxin
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Re: ModMyFactory - mod manager and more

Post by utoxin »

That appears to resolve my problems. Thanks!

DaveSh99
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Re: ModMyFactory - mod manager and more

Post by DaveSh99 »

Alas, i now have a new error with 1.5.11

When it attempted to update RSO from 3.5.4 to 3.5.5 i get the following:

System.InvalidOperationException: Failed to compare two elements in the array. ---> System.NullReferenceException: Object reference not set to an instance of an object.
at ModMyFactory.MVVM.Sorters.ModSorter.Compare(Mod x, Mod y)
at System.Array.BinarySearch(Array array, Int32 index, Int32 length, Object value, IComparer comparer)
--- End of inner exception stack trace ---
at System.Array.BinarySearch(Array array, Int32 index, Int32 length, Object value, IComparer comparer)
at System.Windows.Data.ListCollectionView.AdjustBefore(NotifyCollectionChangedAction action, Object item, Int32 index)
at System.Windows.Data.ListCollectionView.ProcessCollectionChanged(NotifyCollectionChangedEventArgs args)
at System.Collections.Specialized.NotifyCollectionChangedEventHandler.Invoke(Object sender, NotifyCollectionChangedEventArgs e)
at System.Collections.ObjectModel.ObservableCollection`1.OnCollectionChanged(NotifyCollectionChangedEventArgs e)
at System.Collections.ObjectModel.ObservableCollection`1.InsertItem(Int32 index, T item)
at ModMyFactory.ViewModels.MainViewModel.<UpdateModAsyncInner>d__210.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.<UpdateModsAsyncInner>d__211.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.<UpdateMods>d__212.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_6>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)

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