[v1.13.0] Lunar's Factorio Mod Manager

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AlyxDeLunar
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[v1.13.0] Lunar's Factorio Mod Manager

Post by AlyxDeLunar » Wed Aug 03, 2016 7:30 am

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.

Disclaimer
This application is not in any way related to Factorio. It should be considered a student project, and while it won't touch any files besides the mod files for the game, you should be cautious and back things up if you wish to be completely safe. Any feedback is welcome.

App Showcase and Downloads:
Image
Image

Current Latest: v1.13.0
Download Link

See All Releases
Changelog
Video Showcase
Images - v1.8.5
Using the App
The What:
This is an application that you run before you start Factorio, that allows you to set up mod profiles and swap between them before you begin the game, for a seamless Factorio mod experience. This means you don't have to toggle mods in Factorio itself and rerun the entire game, waiting for it to load. It means you don't have to edit the JSON file manually yourself. It means you don't have to mess with command line tools or arguments, or creating different directories to act as your "profiles." This utility, my friends, means convenience.

The Why:
I was streaming Factorio, starting the vanilla Campaign for the first time and then going back to my list of 12+ mods as I usually do. Then I found the mod portal through the game, and I was amazed! Then I was somewhat annoyed as every change and every time I downloaded a set of mods I would have to reset the game (what if I just want to download a set of mods and NOT load just one, huh Factorio? What if I just like hoarding mods?). So I figured an external tool could do the job better.
Plus, I wanted to make a desktop app, so it was good inspiration.

Comments, Questions, Concerns, and Miscellaneous Facts about Alien Wildlife are welcome.

For any issues or requests, you can put it in three places. In order from fastest resposne time: on the Github repo, send me a PM, or post in this thread.
And if you want to see the magic behind the app, check out the Github Repo.
Last edited by AlyxDeLunar on Mon May 22, 2017 3:32 am, edited 33 times in total.
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Re: [0.8.0] Lunar's Mod Manager (Almost In Release)

Post by Nexela » Wed Aug 03, 2016 7:43 am

Can't wait to use it! hopefully the biters are not giving you a hard time.

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Re: [0.8.0] Lunar's Mod Manager (Almost In Release)

Post by Pe334 » Wed Aug 03, 2016 10:34 am

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 ...

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Re: [0.8.0] Lunar's Mod Manager (Almost In Release)

Post by AlyxDeLunar » Wed Aug 03, 2016 12:09 pm

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 :D
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.
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Re: [0.8.0] Lunar's Mod Manager (Almost In Release)

Post by Pe334 » Wed Aug 03, 2016 12:44 pm

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 ... ;)

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Re: [0.8.0] Lunar's Mod Manager (Almost In Release)

Post by AlyxDeLunar » Thu Aug 04, 2016 3:03 pm

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 :D


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....
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Re: [0.9.0] Lunar's Mod Manager (First Release!)

Post by AlyxDeLunar » Fri Aug 05, 2016 7:29 am

First release is a go folks. You can jump straight to downloading the app here:
https://github.com/AlyxMoon/Lunars-Fact ... v0.9.0.zip

In the description are some pictures, a quick how-to guide, and a video for those who enjoy such things.
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Re: [v1.0.0 - Treading Water] Lunar's Mod Manager

Post by AlyxDeLunar » Sat Aug 06, 2016 11:39 pm

Version 1.0.0 has been released, find it here

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.
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Re: [v1.3.0 - Learning to Backstroke] Lunar's Mod Manager

Post by AlyxDeLunar » Tue Aug 09, 2016 9:47 pm

Got a minor update to the application.
Check it out here

Changelog - v1.3.0
  • Less file I/O calls
  • Clicking rename profile button now sets focus on textarea field
  • Better error handling during user dialog prompts
  • Improved logging
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Re: [v1.3.0 - Learning to Backstroke] Lunar's Mod Manager

Post by AlyxDeLunar » Thu Aug 11, 2016 12:18 am

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
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Re: [v1.3.0 - Learning to Backstroke] Lunar's Mod Manager

Post by AlyxDeLunar » Fri Aug 12, 2016 12:47 am

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.
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Re: [v1.3.0 - Learning to Backstroke] Lunar's Mod Manager

Post by AlyxDeLunar » Fri Aug 26, 2016 7:42 pm

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.

Download it here: https://github.com/AlyxMoon/Lunars-Fact ... /tag/1.6.1

Changelog:
  • Can browse mod list from the official online mod portal
  • Can download mods from the portal
  • Can only download if user has logged in already from the game itself
  • Mods are placed directly into the mod directory, no check is made whether the mod is already downloaded
  • Profiles are automatically updated when a mod is downloaded
  • Behind the scenes, code has been majorly refracted. No change should be noticed.
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Re: [v1.7.0 - Online Support] Lunar's Mod Manager

Post by AlyxDeLunar » Tue Aug 30, 2016 7:19 pm

New update, small but sweet.

Changelog:
  • Feature - Show which online mods are already downloaded
  • Feature - Don't let already downloaded mods be downloaded again (until functionality is written to handle this)
  • Feature - Show status of loading online mods from the Mod Portal
  • Fix - Wasn't setting height of view elements correctly
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Re: [v1.8.0 - Glorious Medium Worm] Lunar's Mod Manager

Post by AlyxDeLunar » Sat Sep 03, 2016 5:16 am

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.

Download Link

v1.8.0 - Glorious Medium Worm
  • Shows user Factorio authentication status
  • If user is authenticated, allows downloading online mods
  • Begins fetching online mods upon app start
  • Displays currently installed mod version in the installed mods list
  • Indicates in the installed mod list if a mod update is available (for user's current Factorio version)
  • Can update an existing mod
  • Displays status of downloading a mod
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Re: [v1.8.5 - Laser Biters] Lunar's Mod Manager

Post by AlyxDeLunar » Sun Sep 04, 2016 6:53 am

I say, I'm going to spoil you with all these updates. That's okay though, you're worth it.

Download Link

v1.8.5 - Laser Biter
  • Feature - Deleted mods are removed from profiles
  • 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)
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Re: [v1.8.6 - Laser Biters Mk2] Lunar's Mod Manager

Post by AlyxDeLunar » Thu Sep 08, 2016 6:19 am

Minor bugfix release here. The biters are still at large, however.

Download Link

v1.8.6 - Laser Biters Mk2
  • 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
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Re: [v1.8.6 - Laser Biters Mk2] Lunar's Mod Manager

Post by DreamSmith » Thu Sep 08, 2016 7:27 pm

Hiya, this file player-data.json is up one layer in the Factorio folder rather than the config folder for me.

Code: Select all

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'
Copied json to config folder.....

Code: Select all

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.

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Re: [v1.8.7 - Laser Biters Mk3] Lunar's Mod Manager

Post by AlyxDeLunar » Fri Sep 09, 2016 2:46 am

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.

Download Link

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
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Re: [v1.8.8 - Laser Biters Mk4] Lunar's Mod Manager

Post by AlyxDeLunar » Mon Sep 12, 2016 4:01 am

Another small update, to fix some more issues with startup.

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v1.8.8 - Laser Biters Mk4
  • Minor Feature - App will attempt to find Factorio files itself, and only prompt if it doesn't find them in default locations
  • Fix - Fixes whitescreen when app is loaded without any mods installed
  • Fix - If the app can't find base mod, still loads instead of failing without error and causing a whitescreen
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Re: [v1.12.0] Lunar's Factorio Mod Manager

Post by AlyxDeLunar » Tue Apr 11, 2017 4:13 am

An update that was a long time coming.

Download Link

v1.12.0
  • Addition - Builds for WIndows, Mac, and Linux (currently not tested on Mac and Linux)
  • Small Change - Variety of UI changes in the app
  • Small Change - Should be slightly improved responsiveness in the app
  • Small Change - Config and profile data are no longer saved in a file in the app directory
  • Small Change - Various performance improvements and bugfixes
  • Regression - Does not currently alert when a mod is being downloaded
  • Regression - Currently saved profiles and configuration will be lost
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