[Mod Manager + WIP] Factorio Resource Manager

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Gafda
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[Mod Manager + WIP] Factorio Resource Manager

Post by Gafda »

Hi everyone, i present you my application for managing texture pack and mods, Factorio Resouce Manager (FRM)
First i want to say that this application is in progress (and sorry for bad english :o). I develop this in C++ with Qt

Some screenshots :

Image

Image


Image

Image


About the app :

- This application aloow the user to install, donwload, edit, delete texture pack and mods.

You can also edit the game rules.
Obviously, you can change the language of the app (English, French for the moment)


Progress :
Note : I'm working on this app only on my free time, so it's quite long to make, so be indulgent.

Features list : ~90%
App GUI : ~95%
Texture manager Core : ~55%
Internet tab : ~0%
Local tab : ~90%
Other tabs : ~20%
Mods manager Core : ~52.5%
Internet tab : ~0%
Local tab : ~85%
Other tabs : ~20%
Miscellaneous : ~47.5%
Folder structure : ~90%
Configuration file writing/reading : ~70%
Multiplatform portability : ~0% (only Windows, but next I gonna make FRM available for Linux and Mac)
Other stuff : ~30%

=> TOTAL PROGRESS : ~68%

Download : http://www.mediafire.com/download.php?9iyvay601upagc2 (Setup 0.1.3)
http://www.mediafire.com/download.php?96bsq987rj2h0ws (.Zip 0.1.3)

Code: Select all

=== Changelog ===
0.1 : Initial release
   - Only local gestion
0.1.3 : 03/11 Nightly update
   - Fix the install/uninstall buttons
   - Add a warning at the first launch
   - Minor optimizations
   - The uninstall button seems to work...

I gonna edit this post to show you the current state of my project.
Last edited by Gafda on Mon Mar 11, 2013 9:34 pm, edited 14 times in total.

Euchale
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Re: [Mod Manager + WIP] Factorio Resource Manager

Post by Euchale »

If you want somebody to translate it into german, send me a PM.

Gafda
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Re: [Mod Manager + WIP] Factorio Resource Manager

Post by Gafda »

Euchale wrote:If you want somebody to translate it into german, send me a PM.
Oww yeah, why not !
But first I have to finish the "core" of the application, programming the texture manager and the mod manager, then I gonna edit the different languages.

I also have to edit my post (add screenshots and explain more :D ).

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mindreader
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Re: [Mod Manager + WIP] Factorio Resource Manager

Post by mindreader »

If you want somebody to translate it into german, send me a PM.
Same for Russian translation. ;)

Gafda
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Re: [Mod Manager + WIP] Factorio Resource Manager

Post by Gafda »

First release of FRM.

I gonna make a "readme" for the intructions.

For the moment i can write some advices :

- Don't forget to set the FRM and Factorio folder path in the options.
- For the moment, don't write a "dot" on the folder name of a mod/texture pack (=> cause of bugs) (For example a folder named "MyMod 1.0" is wrong)
- I think there are many writing mistakes for the English translation :D
- So, now, you can install a mod or a Texture pack.

For installing a mod, just put the mod folder in the "local" folder. It's the same for texture packs.
There are few examples on the "mod\local" folder.


Download : http://www.mediafire.com/?9iyvay601upagc2

Code: Select all

=== Changelog ===
0.1 : Initial release
   - Only local gestion

If you see some bugs, or if you have some suggestions, say it !

Be indulgent it is only the first version!

drs9999
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Re: [Mod Manager + WIP] Factorio Resource Manager

Post by drs9999 »

Ok that are my first impression:

- have to install the program => i dont like that, is this necessary? i would prefer a *.zip
- i like the gui, cleary structured, easy to understand and use
- at the first start only the "uninstall"- button is active, but obviously no mod is installed, click on it => error
- after restarting the app the "install"-button is activated for the specific mod and do what it should.
- uninstalling mods wont work at all for me => error
- you can install two mods at the same time that both change the any vanilla files for example the f-mod and my treefarmmod edit both the freeplay.lua.
only the last installed freeplay.lua in this case is active ( that is not your fault, but should to be mentioned)

That is what I had found so far.

Anyway, I hope that will help you and you continue working on it. I think it has a lot of potential.
If you need more specific information let me know.

Cheers,
drs

ficolas
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Re: [Mod Manager + WIP] Factorio Resource Manager

Post by ficolas »

I think that the devs are gonna let lua scripts be in different files, so I think that it will be fixed sometime, and the same for language files.
If you want to play my mod and the treefarm mod together, you can "mix" then manually.

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Re: [Mod Manager + WIP] Factorio Resource Manager

Post by Gafda »

Thanks for the feedback

I have to fix the uninstall button. The uninstall button delete the file of the mod and put the original files, but I didn't notice that the Lua files can be the same for different mods.
You can install different mods at the same time because some mods or texture packs can be installed at the same time, so it's quite confused for the moment.

I have to add the auto updater rapidly, because downloading every release can be boring !

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Re: [Mod Manager + WIP] Factorio Resource Manager

Post by drs9999 »

Just to make it clear:
It is possible to add multiple mods that dont change vanilla files. It is impossible to add multiple mods that edit vanilla files without editing the related files by hand.

An idea that I had:
check if the mod includes files with the same name as vanilla files. If yes then show a popup message when you try to install it. "this mod will change vanilla-files. Continue?"

Also here is the error i got when i click the uninstall-button:
errormsg.png
errormsg.png (25.76 KiB) Viewed 17842 times

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Re: [Mod Manager + WIP] Factorio Resource Manager

Post by Gafda »

Also here is the error i got when i click the uninstall-button:
errormsg.png
Damn, I have to fix it. I try to fix it tonight after work

EDIT : NEW UPDATE (0.1.3)

Gafda
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Re: [Mod Manager + WIP] Factorio Resource Manager

Post by Gafda »

Hi everyone, i gonna post a new release of frm, but before this i want to know if someone have troubles with frm. For example, if you have errors while installing or removing mods.

I'm trying to add the auto-updater to make the update more easy to install than now ! :D

Thanks.

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Re: [Mod Manager + WIP] Factorio Resource Manager

Post by kovarex »

I would like to say, that native mod support (and manager) will be here from 0.3.0, as well as very drastical changes to everything (json files replaced by lua files, changed directory structures, mods with separate folders etc.).

That might make this obsolete ...

Gafda
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Re: [Mod Manager + WIP] Factorio Resource Manager

Post by Gafda »

kovarex wrote:I would like to say, that native mod support (and manager) will be here from 0.3.0, as well as very drastical changes to everything (json files replaced by lua files, changed directory structures, mods with separate folders etc.).

That might make this obsolete ...
Not necessarily obsolete, because now the programm is just an "installer". You select the mod and you install/uninstall the mod (It's like Copy/Paste).
The only thing that could be difficult to programm is the different structure of the mods. But to overcome this problem i just have to take the custom directory of the mod and install it.

All this is only supposition, I'll wait for more info on this topic before attempting anything. That said, until I can set up the rest as internet options, optimization, etc ...
I just hope that resource manager will be useful for players :D

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zer0t3ch
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Re: [Mod Manager + WIP] Factorio Resource Manager

Post by zer0t3ch »

What's the status on this? Still going?
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Re: [Mod Manager + WIP] Factorio Resource Manager

Post by slpwnd »

Doesn't look like that. In Factorio 0.3.x the native mod support was introduced which made this half obsolete half broken I am afraid.

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Re: [Mod Manager + WIP] Factorio Resource Manager

Post by zer0t3ch »

slpwnd wrote:Doesn't look like that. In Factorio 0.3.x the native mod support was introduced which made this half obsolete half broken I am afraid.
Even though the native mod support is there, I think I'll be making my own mod manager that can just manage the downloaded mods, enable/disable, and possibly include auto-updating for mods that support it.
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