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ModMyFactory 1.9.0 released

Posted: Wed Nov 07, 2018 6:20 pm
by Artentus
  • Added proper handling for inverted mod dependencies.
  • Added theme support (light and dark theme available now).
  • Removed autosaves from the save selection when creating a link.
  • Fixed crash when adding Factorio from folder.
  • Fixed an issue that caused some mods to not be shown in the online list.
  • Fixed bug that caused deactivated releases in the online mods window to be selected.
The test code for mod settings from pre1 has been removed and mod settings support has been pushed back to 1.10 for now.

Re: ModMyFactory - mod manager and more

Posted: Thu Nov 08, 2018 11:24 pm
by Artentus
I'd like to get some feedback on an upcoming feature so it can turn out useful to people.
I am working on making multiple version of the same mod existing simultaneously happen. I received multiple requests for this as it appears to be a common problem that different servers use different versions of the same mod.
However while implementing support itself is easy and already pretty much done I am unsure about how updating mods should be handled from then on. That's why I'm asking you how you guys would expect your mods to be updated once this change goes live. Please consider that some people will not be using this new feature and will probably expect mod updating to work as easily as it has until now.

Re: ModMyFactory - mod manager and more

Posted: Sun Nov 25, 2018 3:38 am
by foodfactorio
Artentus wrote:
Tue Nov 06, 2018 11:49 am
The crash is caused by mod settings. Extracting a mods settings is not trivial, and I have found some mods format their files very differently than most mods do, which is what is probably causing this issue as well.
btw is this something about the settings file changing from text/json to non-readable? i saw that on some other pages in the past

Re: ModMyFactory - mod manager and more

Posted: Sun Nov 25, 2018 3:46 am
by foodfactorio
Artentus wrote:
Thu Nov 08, 2018 11:24 pm
I'd like to get some feedback on an upcoming feature so it can turn out useful to people.
I am working on making multiple version of the same mod existing simultaneously happen. I received multiple requests for this as it appears to be a common problem that different servers use different versions of the same mod.
However while implementing support itself is easy and already pretty much done I am unsure about how updating mods should be handled from then on. That's why I'm asking you how you guys would expect your mods to be updated once this change goes live. Please consider that some people will not be using this new feature and will probably expect mod updating to work as easily as it has until now.
hi, i think a good way to approach this might be as follows:

- to keep each version of a mod, saved locally (archived, and non-changing etc)
- in the case of a filename not being updated, to keep track of that in a text file or manged internally by mmf)
- and to simply have a way of new users to be able to specifically reference / or use an older mod, otherwise it works as currently.

plus an informational popup message, informing users who try to load a game, which specifically was using an older version of a mod that they have, that mmf will download that particular version, but to also give them an option to update (use) the newest version later. (probably best after they run it as the save intended, at least 1 time), but to also allow a reversion (so that if the newest version corrupts something or crashes etc, the player still has their original savegame as a backup.

Re: ModMyFactory - mod manager and more

Posted: Fri Nov 30, 2018 8:55 am
by PsyhoBelka
how transfer blueprints' books from standalone installed game to that this mod launch? when i start game from original exe-file - i have many blueprints shared in game. but when use this launcher - no one blueprint exists. where they saved and how to transfer they?

Re: ModMyFactory - mod manager and more

Posted: Fri Nov 30, 2018 9:56 am
by Artentus
The blueprint library is saved in a file called 'blueprint-storage.dat'.
That file can either be found in '%appdata%\Factorio' if you used the installer or Steam, or in the games installation directory if you used the manual ZIP package.
The place where ModMyFactory holds it's managed installations depends on your settings. You can access it easily in the 'View' menu.

If you import your existing installation instead of deownloading a new one this data should be transfered automatically.

Re: ModMyFactory - mod manager and more

Posted: Fri Nov 30, 2018 10:41 am
by PsyhoBelka
Artentus wrote:
Fri Nov 30, 2018 9:56 am
If you import your existing installation instead of deownloading a new one this data should be transfered automatically.
i used import, but mb something goes wrong... can you suggest, where this file should be for launcher?

Re: ModMyFactory - mod manager and more

Posted: Fri Nov 30, 2018 2:41 pm
by Artentus
You need to place it in the installation directory of your managed installation. Where these are located depends on your settings, you can easily get there with "View -> Open Factorio folder". There you just need to identify the installation you want (if you only have one it's easy as it's just the only subfolder in there) and place the file there.

Re: ModMyFactory - mod manager and more

Posted: Mon Dec 03, 2018 5:11 pm
by PsyhoBelka
Artentus wrote:
Fri Nov 30, 2018 2:41 pm
You need to place it in the installation directory of your managed installation. Where these are located depends on your settings, you can easily get there with "View -> Open Factorio folder". There you just need to identify the installation you want (if you only have one it's easy as it's just the only subfolder in there) and place the file there.
thnx!:)

and i found some bug - when i add Factorio from folder - it trying to copying files recursively to temp_folder, mb to infinity)
it happens when i add factorio from same folder, that already added. and while copying button Cancel inactive.

Re: ModMyFactory - mod manager and more

Posted: Mon Dec 03, 2018 5:24 pm
by Artentus
Um, yea well you shouldn't have to add a already added installation.

Re: ModMyFactory - mod manager and more

Posted: Tue Dec 04, 2018 9:07 am
by PsyhoBelka
Artentus wrote:
Mon Dec 03, 2018 5:24 pm
Um, yea well you shouldn't have to add a already added installation.
nope, it happens even if remove version and add them again

*added 11:12*

oh, i understand)) i try add factorio to the same folder from which it copies)

Re: ModMyFactory - mod manager and more

Posted: Sat Dec 08, 2018 2:09 am
by Anson
if the new installation has no blueprints yet, it should be easy to copy them from an old installation to the new installation (see discussion above).

but if both installations have blueprints, they need to be merged. how is that done ?
I didn't do that yet myself since i like to create new blueprints from time to time anyway because of improved knowlege, changed vanilla properties in new versions of factorio, and most of all because of using different mods that make blueprints either too general (when using only vanilla items in them without mods), or unusable (because of missing items after removing some mod).

anyway, my idea to achieve this would be to have a savegame (can even be a new empty dummy map) in the source installation and copy the blueprints ingame(!) to the map blueprints, then save that map (this should include the blueprints in the savegame!?! if that doesn't work, blueprints could also be stamped down on the new map to later create them anew from those setups). after copying the savegame from the old installation's savegame directory to the new installation's savegame directory (find the savegame directories similar to what is described in the discussion above for the blueprint datafile) the map should be available in the new installation and the old blueprints can be accessed and/or moved from map blueprints to global blueprint storage (or created anew from those stamped down blueprints). this might look to be a bit more complicated than merging/editing blueprint library datafiles directly, but should avoid any problems with broken files, checksums, etc, and at the same time allow you (or rather force you) to clean up the blueprint library (which blueprints are really needed and useful).

Re: ModMyFactory - mod manager and more

Posted: Sat Dec 08, 2018 9:15 am
by Artentus
Ideally MMF would merge the files directly and only keep exactly one blueprint storage file for all installations. However I am not sure if that is at all possible since the file is probably serialized directly out of the game. I currently do not have the ability to work on such things (or a whole lot at all really).

Re: ModMyFactory - mod manager and more

Posted: Tue Dec 11, 2018 8:50 am
by Anson
there is probably not much use in programming something for blueprints now since 0.17 will completely reorganize and change blueprints and their libraries (as was said in several FFFs).

also, having all blueprints of all installations in one single big library would be insane in many cases because one reason for having several installations is to keep different modsets/savefiles/etc apart from each other and many/most blueprints won't work in different installations with different mods or settings. and the second library of blueprints is tied to specific maps and thus can't easily be extracted or merged between installations (not even between different maps of the same installation).