ModMyFactory - mod manager and more

Tools for search and installing new mods as well as starting Factorio.
For dedicated server handling see Multiplayer Tools
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Artentus
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Re: ModMyFactory - mod manager and more

Post by Artentus »

Anson wrote:but that list showed only 18 mods and the top of another checkbox at the bottom, with no option to scroll the list or change the window's size.
I had no idea this list was not scrollable. It's fixed now.

Artentus
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Version 1.5.0pre3 released

Post by Artentus »

Changelog:
  • Improved context menues.
  • Added scrollbar to mod update list.
  • Changing locations in the settings will now ask to move the files and reload all Factorio versions and mods.

Hyratel
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Re: ModMyFactory - mod manager and more

Post by Hyratel »

why does it have to move mods? what the hell does it do to the factorio Appdata folder? why can't I import existing mod selections via drag and drop mod-list.json files? where the hell do my unpacked mod configs go?

Artentus
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Re: ModMyFactory - mod manager and more

Post by Artentus »


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Re: ModMyFactory - mod manager and more

Post by BlooSkies »

Feature request -- Link support for launching servers.

E.g. to run my server now, I have a batch file that iterates through my save list, and then calls the game through

Code: Select all

Factorio.exe --start-server "../../saves/%file_name%" --mod-directory ../../mods --server-settings server-settings.json
I actually have it set up as a separate, portable installation of the game, but the current lack of support for multiple copies of the same version of the game is no matter, I just symlinked it myself.

If there were even just a way to pass those commandline arguments straight through, that would be good enough for me.

Artentus
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Re: ModMyFactory - mod manager and more

Post by Artentus »

There are some good server managers already out there if I'm not mistaken.

I planned ModMyFactory to be a client side manager so if I add support for servers at some point I will do it after all the client side stuff is done.

Artentus
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Version 1.5.0pre4 released

Post by Artentus »

Changelog:
  • Moving directories is now faster in some cases.
  • Added setting to always keep mod updates zipped.
  • ModMyFactory now displays some more information about mods from the modportal (license, homepage, GitHub).
  • Romved the view counter of mods on the mod portal (the API does not provide it anymore).
  • Added prerequisite setting to keep old mod versions after updating (not yet functional, still debating on how to implement this).

I am sorry this took so long and 1.5 is still not out. I had a lot of work for university to do over the last weeks and did not feel like working on ModMyFactory simultaneously. This should hopefully change again now.

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Re: ModMyFactory - mod manager and more

Post by Stukax »

Why does ModMyFactory delete the mod file when adding mods?

Artentus
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Re: ModMyFactory - mod manager and more

Post by Artentus »

It doesn't, added mods get moved.

Artentus
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Version 1.5.0pre5 released

Post by Artentus »

Changelog:
  • Multiple versions of a mod for the same version of Factorio being present is now handled properly.
  • Setting to keep old mod versions is now functional.
  • Mods are now properly reloaded when the game is started through a link that alters the mods active states.
  • Improved the moving dialog shown after confirming new settings to only show when locations where actually changed.

This is a release candidate for 1.5.0, if you notice any bugs please let me know so the full release can be as stable as possible.

aaargha
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Re: ModMyFactory - mod manager and more

Post by aaargha »

This seems to be coming along nicely, keep up the good work!

Artentus
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Re: ModMyFactory - mod manager and more

Post by Artentus »

Thanks, I plan to release at least one more main version and also a 'light' branch that is portable and only manages one Factorio installation.

What happens after that is not planned yet, we'll see.

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Version 1.5.0 released

Post by Artentus »

Changelog over the latest prerelease:
  • Deleting a mod of which there is also an older version present will now show this older version properly.
  • The extend animation of mod version groups will no longer play while inputting a filter.
  • Fixed text formatting in mod tooltips.

Full changelog since 1.4.3:
  • Locations of savegames and scenarios can now be changed in the settings.
  • Multiple versions of a mod for the same version of Factorio being present is now handled properly (newest version will always be used just like in Factorio).
  • Added context menus to the mod and modpack listview.
  • ModMyFactory now displays some more information about mods from the modportal (license, homepage, GitHub).
  • Added option to show/hide experimental versions when downloading Factorio.
  • Added option to disable the automatic update check in the settings.
  • Added option to copy instead of move when adding Factorio from folder.
  • Added option to opt in for prerelease updates.
  • Added option to always keep mod updates zipped.
  • Added option to keep old mod versions after updating.
  • Fixed bug that would prevent adding Factorio from ZIP (would always show an error message).
  • Added scrollbar to mod update list.
  • Made info.json parsing less strict (Tomb Stones mod will now work).
  • Mods are now properly reloaded when the game is started through a link that alters the mods active states.
  • Added per monitor DPI scaling support (requires .Net 4.6.2 and Windows 10 Anniversary).

Artentus
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Version 1.5.1 released

Post by Artentus »

Changelog:
  • Rearranged some menu items.
  • Added option to manually refresh mod list.
  • Added some basic formatting support to the mod description of mods.factorio.com.

KiKu25
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Re: ModMyFactory - mod manager and more

Post by KiKu25 »

Can you help me out? When I try to login it says "Login failed!". But I was able to login on my previous PC.

Artentus
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Re: ModMyFactory - mod manager and more

Post by Artentus »

Mh, interesting. I can not login myself but only when I try to download Factorio. Downloading or updating mods works just fine.

They must have changed something about how the login page works. I'll have to look into this.
I wish they would just offer an API for this as they do for everything else...

Artentus
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Version 1.5.2 released

Post by Artentus »

Changelog:
  • Fixed crash when selecting an online mod.
  • Login now works again.

Artentus
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Version 1.5.3 released

Post by Artentus »

Changelog:
  • Added list support in formatted mod description.
  • The newest available release of a mod is now auto-selected when selecting the mod.
  • Fixed a bug that caused links in the formatted mod description to be parsed incorrectly in rare cases.

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Re: ModMyFactory - mod manager and more

Post by ArmadX »

Hi Artentus,

I was just wondering whether it's possible to automatically update mods to their 0.15 version? I have tried clicking the update mods button and it just says everything is up to date. MMF detects that I have the latest version of Factorio (0.15.2) and I have the latest version of MMF (1.5.3).

Thanks

Artentus
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Re: ModMyFactory - mod manager and more

Post by Artentus »

If your manager mode is set to "Per Factorio version" it will only update mods to their newest version that support the same version of Factorio. This way it doesn't update your 0.14 mods to 0.15 versions and break your 0.14 install.
If your manager mode is set to "Global" it will not manager mods on a per-version basis. In this mode a mod will always be updated to its verry latest available version no matter what version of Factorio it targets.

If you are only using the one version of Factorio you should set your mode to global.
If you have multiple Factorio versions installed per Factorio version is recommended, but then you will have to add those mods manually. I have planned to add some way to download all your mods for a newer Factorio version without deleting the old mods but I have not yet found a good way to do it.

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