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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Re: ModMyFactory - mod manager and more

Post by Artentus »

Your crash log doesn't actually contain any error messages. I'll need more information before I can help you.
What operating system are you using and which specific release of MMF (standalone, .Net Framework, .Net Core) are you trying to run?
Also can you run again with verbose logging (-v command line argument) enabled?

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ModMyFactory 2 Alpha 2.1.1 released

Post by Artentus »

  • Fixed an issue causing MMF to crash when a server error was encountered at startup.
  • Improved online mod filtering by Factorio version.

recall2000
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Re: ModMyFactory - mod manager and more

Post by recall2000 »

Hi. Been looking forward to trying this having used (and still using) v1 for ages now. However, I get an error when adding my credentials to the settings page and can't get any further. It just throws the "unknown server exception" error. I've tried both the latest standalone and non-standalone versions with the same results.

Code: Select all

2020-08-18 08:40:06.634 +01:00 [ERR] An unknown server error occurred
ModMyFactory.WebApi.ApiException: General API exception
   at ModMyFactory.WebApi.Mods.ModApi.RequestPageAsync(Int32 pageSize, Int32 pageIndex)
   at ModMyFactoryGUI.ViewModels.OnlineModsViewModel.LoadOnlineModsAsync()
   at ModMyFactoryGUI.ViewModels.OnlineModsViewModel.RefreshOnlineModsAsync()
2020-08-18 08:40:13.286 +01:00 [ERR] An unknown server error occurred
ModMyFactory.WebApi.ApiException: General API exception
   at ModMyFactory.WebApi.Authentication.LogInAsync(String username, String password)
   at ModMyFactoryGUI.CredentialsManager.TryLogInAsync(String username, String password)
2020-08-18 08:40:13.287 +01:00 [ERR] An unknown server error occurred
2020-08-18 08:40:16.461 +01:00 [INF] Saving settings...
2020-08-18 08:40:16.484 +01:00 [INF] Shutting down
If I open the code in Visual Studio and run it there I get the same, but the debug window shows:

Code: Select all

08:47:48 ERR] An unknown server error occurred
ModMyFactory.WebApi.ApiException: General API exception
   at ModMyFactory.WebApi.Authentication.LogInAsync(String username, String password) in F:\ModMyFactory2-master\ModMyFactory.WebApi\Authentication.cs:line 44
   at ModMyFactoryGUI.CredentialsManager.TryLogInAsync(String username, String password) in F:\ModMyFactory2-master\ModMyFactoryGUI\CredentialsManager.cs:line 106
[08:47:48 ERR] An unknown server error occurred
I had a look at those lines, but as expected they didn't mean too much to me. I tried both my email address and username for the login and same results. The same login works fine on the Factorio site.

I also tried the debug version you posted in Github and same. Running with -V I get this in the log. The first error gets logged when I click the Settings button, and the 2nd when I enter my credentials:

Code: Select all

2020-08-18 10:36:15.959 +01:00 [VRB] Successfully loaded Factorio Steam instance
2020-08-18 10:36:16.133 +01:00 [INF] Language files successfully loaded. Available languages: German, English
2020-08-18 10:36:16.135 +01:00 [INF] Language set to English
2020-08-18 10:36:16.413 +01:00 [INF] Themes successfully loaded; available themes: BaseDark, BaseLight
2020-08-18 10:36:16.418 +01:00 [INF] Theme set to BaseDark
2020-08-18 10:36:16.443 +01:00 [DBG] Settings saved to 'C:\Users\myusername\AppData\Roaming\ModMyFactoryGUI\settings.json'.
2020-08-18 10:36:17.110 +01:00 [VRB] GUI framework successfully initialized
2020-08-18 10:36:20.206 +01:00 [ERR] An unknown server error occurred
ModMyFactory.WebApi.ApiException: General API exception
   at ModMyFactory.WebApi.Mods.ModApi.<RequestPageAsync>d__2.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
   at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
   at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
   at ModMyFactoryGUI.ViewModels.OnlineModsViewModel.<LoadOnlineModsAsync>d__47.MoveNext() in D:\Visual Studio Projekte\ModMyFactory2\ModMyFactoryGUI\ViewModels\OnlineModsViewModel.cs:line 170
--- End of stack trace from previous location where exception was thrown ---
   at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
   at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
   at ModMyFactoryGUI.ViewModels.OnlineModsViewModel.<RefreshOnlineModsAsync>d__51.MoveNext() in D:\Visual Studio Projekte\ModMyFactory2\ModMyFactoryGUI\ViewModels\OnlineModsViewModel.cs:line 232
2020-08-18 10:36:40.407 +01:00 [ERR] An unknown server error occurred
ModMyFactory.WebApi.ApiException: General API exception
   at ModMyFactory.WebApi.Authentication.<LogInAsync>d__3.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
   at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
   at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
   at ModMyFactoryGUI.CredentialsManager.<TryLogInAsync>d__10.MoveNext() in D:\Visual Studio Projekte\ModMyFactory2\ModMyFactoryGUI\CredentialsManager.cs:line 106
2020-08-18 10:36:40.410 +01:00 [ERR] An unknown server error occurred
2020-08-18 10:36:42.084 +01:00 [DBG] Settings saved to 'C:\Users\myusername\AppData\Roaming\ModMyFactoryGUI\settings.json'.
2020-08-18 10:36:58.897 +01:00 [DBG] Application exited gracefully
2020-08-18 10:36:58.899 +01:00 [INF] Saving settings...
2020-08-18 10:36:58.905 +01:00 [DBG] Settings saved to 'C:\Users\myusername\AppData\Roaming\ModMyFactoryGUI\settings.json'.
2020-08-18 10:36:58.918 +01:00 [INF] Shutting down

Not sure if this is any help or not. Thanks.

Nick

Artentus
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Re: ModMyFactory - mod manager and more

Post by Artentus »

The Factorio API has been throwing Internal Server Errors since the 1.0 release. I'm not quite sure why but my guess is overload due to the steep increase in active players. There is nothing I can do about this, we just have to wait until either things settle down or the Factorio devs address the issue.

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Re: ModMyFactory - mod manager and more

Post by recall2000 »

Artentus wrote:
Tue Aug 18, 2020 12:45 pm
The Factorio API has been throwing Internal Server Errors since the 1.0 release. I'm not quite sure why but my guess is overload due to the steep increase in active players. There is nothing I can do about this, we just have to wait until either things settle down or the Factorio devs address the issue.
No problem. Thanks for letting me know.

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Re: ModMyFactory - mod manager and more

Post by hegegis »

Hi all,
when I start ModMyFactory 2.1.1.7 or another version, I can see the program in taskmanager but for a few seconds, then it closes and in the log there is only this:
2020-08-18 17:16:28.952 +02:00 [INF] GUI version: 2.1.1.7-alpha
2020-08-18 17:16:28.996 +02:00 [INF] Using ModMyFactory v1.1.0.57-alpha
2020-08-18 17:16:28.997 +02:00 [INF] Using ModMyFactory.BaseTypes v1.1.0.15-alpha
2020-08-18 17:16:28.997 +02:00 [INF] Using ModMyFactory.Export v1.0.0.18-alpha
2020-08-18 17:16:28.997 +02:00 [INF] Using ModMyFactory.Localization v1.0.0.6-alpha
2020-08-18 17:16:28.998 +02:00 [INF] Using ModMyFactory.ModSettings v1.0.0.17-alpha
2020-08-18 17:16:28.998 +02:00 [INF] Using ModMyFactory.WebApi v1.0.0.24-alpha
2020-08-18 17:16:28.999 +02:00 [INF] Using ModMyFactory.Win32 v1.0.0.10-alpha
2020-08-18 17:16:29.665 +02:00 [INF] Language files successfully loaded. Available languages: German, English
2020-08-18 17:16:29.665 +02:00 [INF] Language set to English
2020-08-18 17:16:30.312 +02:00 [INF] Themes successfully loaded; available themes: BaseDark, BaseLight
2020-08-18 17:16:30.318 +02:00 [INF] Theme set to BaseDark
2020-08-18 17:16:30.984 +02:00 [INF] Saving settings...
2020-08-18 17:16:31.000 +02:00 [INF] Shutting down

What am I doing wrong?

Thanks a lot

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ModMyFactory 2 Alpha 2.1.2 released

Post by Artentus »

Hotfix for some startup crashes, anyone who had this issue before please retry now.
Also the Factorio servers seem to have stabilized again, I'm not getting server errors anymore on my end.

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Re: ModMyFactory - mod manager and more

Post by recall2000 »

Hi. New version doesn't crash at startup for me, but I still can't enter credentials; same "server-side error has occurred". If I ignore that and click Download Mods and browse to a mod it sometimes crashes. Eg Helmod works...Krastorio 2 doesn't. I can't actually download a mod because of the credentials issue though. V1.0 still works OK though, with some manual copying due to the 0.18/1.0 thing.

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Re: ModMyFactory - mod manager and more

Post by Artentus »

Login issues may still be server-related, browsing online mods wouldn't work yesterday either and fixed itself today, so I'm not considering this a MMF related issue yet.
Important is if the startup crashes have been resolved.

Can you post your crash log from browsing mods? That's not something I've been reported so far.

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Re: ModMyFactory - mod manager and more

Post by recall2000 »

Here you go. This was just selecting version 1.0/0.18 in the version dropdown and searching for Krastorio 2. It seems to start populating the mod info on the right, but the versions were missing, but it crashed too quickly for me to get much detail. If you do the same for Helmod (and others like Pyanodon's, Krastorio Legacy etc) it shows the list of versions (and doesn't crash).

Cheers.

Code: Select all

2020-08-19 13:27:43.678 +01:00 [INF] GUI version: 2.1.2.8-alpha
2020-08-19 13:27:43.717 +01:00 [INF] Using ModMyFactory v1.1.0.57-alpha
2020-08-19 13:27:43.717 +01:00 [INF] Using ModMyFactory.BaseTypes v1.1.0.15-alpha
2020-08-19 13:27:43.717 +01:00 [INF] Using ModMyFactory.Export v1.0.0.18-alpha
2020-08-19 13:27:43.717 +01:00 [INF] Using ModMyFactory.Localization v1.0.0.6-alpha
2020-08-19 13:27:43.717 +01:00 [INF] Using ModMyFactory.ModSettings v1.0.0.17-alpha
2020-08-19 13:27:43.717 +01:00 [INF] Using ModMyFactory.WebApi v1.0.1.25-alpha
2020-08-19 13:27:43.717 +01:00 [INF] Using ModMyFactory.Win32 v1.0.0.10-alpha
2020-08-19 13:27:44.018 +01:00 [INF] Language files successfully loaded. Available languages: German, English
2020-08-19 13:27:44.018 +01:00 [INF] Language set to English
2020-08-19 13:27:44.262 +01:00 [INF] Themes successfully loaded; available themes: BaseDark, BaseLight
2020-08-19 13:27:44.264 +01:00 [INF] Theme set to BaseDark
2020-08-19 13:28:19.466 +01:00 [ERR] Application crashed
System.FormatException: One of the identified items was in an invalid format.
   at ModMyFactory.BaseTypes.Dependency.Parse(String value)
   at ModMyFactory.BaseTypes.DependencyConverter.ReadJson(JsonReader reader, Type objectType, Dependency existingValue, Boolean hasExistingValue, JsonSerializer serializer)
   at Newtonsoft.Json.JsonConverter`1.ReadJson(JsonReader reader, Type objectType, Object existingValue, JsonSerializer serializer)
   at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.DeserializeConvertable(JsonConverter converter, JsonReader reader, Type objectType, Object existingValue)
   at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.PopulateList(IList list, JsonReader reader, JsonArrayContract contract, JsonProperty containerProperty, String id)
   at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateList(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, Object existingValue, String id)
   at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateValueInternal(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue)
   at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.Deserialize(JsonReader reader, Type objectType, Boolean checkAdditionalContent)
   at Newtonsoft.Json.Serialization.JsonSerializerProxy.DeserializeInternal(JsonReader reader, Type objectType)
   at Newtonsoft.Json.JsonSerializer.Deserialize(JsonReader reader, Type objectType)
   at Newtonsoft.Json.JsonSerializer.Deserialize[T](JsonReader reader)
   at ModMyFactory.BaseTypes.SingleOrArrayConverter`1.ReadJson(JsonReader reader, Type objectType, Object existingValue, JsonSerializer serializer)
   at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.DeserializeConvertable(JsonConverter converter, JsonReader reader, Type objectType, Object existingValue)
   at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.ResolvePropertyAndCreatorValues(JsonObjectContract contract, JsonProperty containerProperty, JsonReader reader, Type objectType)
   at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateObjectUsingCreatorWithParameters(JsonReader reader, JsonObjectContract contract, JsonProperty containerProperty, ObjectConstructor`1 creator, String id)
   at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateNewObject(JsonReader reader, JsonObjectContract objectContract, JsonProperty containerMember, JsonProperty containerProperty, String id, Boolean& createdFromNonDefaultCreator)
   at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateObject(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue)
   at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateValueInternal(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue)
   at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.ResolvePropertyAndCreatorValues(JsonObjectContract contract, JsonProperty containerProperty, JsonReader reader, Type objectType)
   at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateObjectUsingCreatorWithParameters(JsonReader reader, JsonObjectContract contract, JsonProperty containerProperty, ObjectConstructor`1 creator, String id)
   at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateNewObject(JsonReader reader, JsonObjectContract objectContract, JsonProperty containerMember, JsonProperty containerProperty, String id, Boolean& createdFromNonDefaultCreator)
   at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateObject(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue)
   at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateValueInternal(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue)
   at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.PopulateList(IList list, JsonReader reader, JsonArrayContract contract, JsonProperty containerProperty, String id)
   at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateList(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, Object existingValue, String id)
   at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateValueInternal(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue)
   at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.ResolvePropertyAndCreatorValues(JsonObjectContract contract, JsonProperty containerProperty, JsonReader reader, Type objectType)
   at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateObjectUsingCreatorWithParameters(JsonReader reader, JsonObjectContract contract, JsonProperty containerProperty, ObjectConstructor`1 creator, String id)
   at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateNewObject(JsonReader reader, JsonObjectContract objectContract, JsonProperty containerMember, JsonProperty containerProperty, String id, Boolean& createdFromNonDefaultCreator)
   at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateObject(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue)
   at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.CreateValueInternal(JsonReader reader, Type objectType, JsonContract contract, JsonProperty member, JsonContainerContract containerContract, JsonProperty containerMember, Object existingValue)
   at Newtonsoft.Json.Serialization.JsonSerializerInternalReader.Deserialize(JsonReader reader, Type objectType, Boolean checkAdditionalContent)
   at Newtonsoft.Json.JsonSerializer.DeserializeInternal(JsonReader reader, Type objectType)
   at Newtonsoft.Json.JsonSerializer.Deserialize(JsonReader reader, Type objectType)
   at Newtonsoft.Json.JsonConvert.DeserializeObject(String value, Type type, JsonSerializerSettings settings)
   at Newtonsoft.Json.JsonConvert.DeserializeObject[T](String value, JsonSerializerSettings settings)
   at Newtonsoft.Json.JsonConvert.DeserializeObject[T](String value)
   at ModMyFactory.WebApi.Mods.ModApi.RequestModInfoAsync(String modName)
   at ModMyFactoryGUI.ViewModels.OnlineModViewModel.LoadExtendedInfoAsync()
   at ModMyFactoryGUI.ViewModels.OnlineModsViewModel.OnPropertyChanged(Object sender, PropertyChangedEventArgs e)
   at ModMyFactoryGUI.ViewModels.OnlineModsViewModel.<.ctor>b__45_2(Object s, PropertyChangedEventArgs e)
   at System.Threading.Tasks.Task.<>c.<ThrowAsync>b__139_0(Object state)
   at Avalonia.Threading.AvaloniaSynchronizationContext.<>c__DisplayClass5_0.<Post>b__0()
   at Avalonia.Threading.JobRunner.RunJobs(Nullable`1 priority)
   at Avalonia.Win32.Win32Platform.WndProc(IntPtr hWnd, UInt32 msg, IntPtr wParam, IntPtr lParam)
   at Avalonia.Win32.Interop.UnmanagedMethods.DispatchMessage(MSG& lpmsg)
   at Avalonia.Win32.Win32Platform.RunLoop(CancellationToken cancellationToken)
   at Avalonia.Threading.Dispatcher.MainLoop(CancellationToken cancellationToken)
   at Avalonia.Controls.ApplicationLifetimes.ClassicDesktopStyleApplicationLifetime.Start(String[] args)
   at Avalonia.ClassicDesktopStyleApplicationLifetimeExtensions.StartWithClassicDesktopLifetime[T](T builder, String[] args, ShutdownMode shutdownMode)
   at ModMyFactoryGUI.Program.StartAppAsync(String[] args, RunOptions options)
2020-08-19 13:28:19.483 +01:00 [INF] Saving settings...
2020-08-19 13:28:19.498 +01:00 [INF] Shutting down
If it's any help, it only seems to happen with Krastorio 2...Krastorio Legacy, Pyandon's and all the others I tried don't crash it. I got this in Visual Studio when I ran it and performed the same mod browsing and selected Krastorio 2.

Code: Select all

[13:34:18 VRB] GUI framework successfully initialized
[Binding] Binding produced invalid value for "IsVisible" ("System.Boolean"): null (null) (Avalonia.ValueStore #32874964)[Binding] Binding produced invalid value for "IsVisible" ("System.Boolean"): null (null) (Avalonia.ValueStore #32874964)[Binding] Binding produced invalid value for "IsVisible" ("System.Boolean"): null (null) (Avalonia.ValueStore #49105320)[Binding] Binding produced invalid value for "IsVisible" ("System.Boolean"): null (null) (Avalonia.ValueStore #49105320)[Binding] Error in binding to "Avalonia.Controls.TextBox"."Text": "Null value in expression ''." (Avalonia.Controls.TextBox #10506645)[Binding] Error in binding to "Avalonia.Controls.TextBox"."Text": "Null value in expression ''." (Avalonia.Controls.TextBox #64905579)[Binding] Binding produced invalid value for "IsVisible" ("System.Boolean"): null (null) (Avalonia.ValueStore #37051030)[Binding] Binding produced invalid value for "IsVisible" ("System.Boolean"): null (null) (Avalonia.ValueStore #58508738)[Binding] Binding produced invalid value for "IsVisible" ("System.Boolean"): null (null) (Avalonia.ValueStore #58508738)'ModMyFactoryGUI.exe' (CoreCLR: clrhost): Loaded 'D:\Download\ModMyFactory2-master\ModMyFactoryGUI\bin\Debug\netcoreapp3.0\Markdig.dll'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
'ModMyFactoryGUI.exe' (CoreCLR: clrhost): Loaded 'C:\Program Files\dotnet\shared\Microsoft.NETCore.App\3.1.1\System.Net.WebClient.dll'. Skipped loading symbols. Module is optimized and the debugger option 'Just My Code' is enabled.
[Binding] Error in binding to "Avalonia.Controls.Button"."Command": "Null value in expression 'SelectedRelease'." (Avalonia.Controls.Button #2933512)[Binding] Error in binding to "Avalonia.Controls.Button"."IsEnabled": "Null value in expression 'SelectedRelease'." (Avalonia.Controls.Button #2933512)[Binding] Error in binding to "Avalonia.Controls.Button"."Command": "Null value in expression 'SelectedRelease'." (Avalonia.Controls.Button #6228945)[Binding] Error in binding to "Avalonia.Controls.Button"."IsEnabled": "Unable to convert '{Error: Avalonia.Data.Core.MarkupBindingChainException: Null value in expression.}' to bool." (Avalonia.Controls.Button #6228945)Exception thrown: 'System.FormatException' in ModMyFactory.BaseTypes.dll
An exception of type 'System.FormatException' occurred in ModMyFactory.BaseTypes.dll but was not handled in user code
One of the identified items was in an invalid format.

The program '[45276] ModMyFactoryGUI.exe' has exited with code -1 (0xffffffff).

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Re: ModMyFactory - mod manager and more

Post by DJQuad »

Artentus wrote:
Mon Aug 17, 2020 4:02 pm
Your crash log doesn't actually contain any error messages. I'll need more information before I can help you.
What operating system are you using and which specific release of MMF (standalone, .Net Framework, .Net Core) are you trying to run?
Also can you run again with verbose logging (-v command line argument) enabled?
I'm running Windows 10 with MMF standalone. I put the log at https://pastebin.com/Xif853if.

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Re: ModMyFactory - mod manager and more

Post by Artentus »

@recall2000 thanks, I already see what's going on. I should be able to release a fix tomorrow or even later today.

@DJQuad looks like your configuration was corrupted by a previous crash. Simply delete the %appdata%/ModMyFactoryGUI directory and it should start working.

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ModMyFactory 2 Alpha 2.1.3 released

Post by Artentus »

Fixes the crash when selecting some mods on the portal

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Re: ModMyFactory - mod manager and more

Post by DJQuad »

Artentus wrote:
Wed Aug 19, 2020 3:45 pm
@DJQuad looks like your configuration was corrupted by a previous crash. Simply delete the %appdata%/ModMyFactoryGUI directory and it should start working.
That worked, thanks!

I have some existing saves with different mod folders that I copy to %appdata%\Roaming\Factorio\mods before loading the save. Mod folders like D:\FactorioStuff\mods\Krastorio, D:\FactorioStuff\mods\Bobs&Angels, D:\FactorioStuff\mods\Megabase1, etc. What's the best way to incorporate all this into MMF?

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Re: ModMyFactory 2 Alpha 2.1.3 released

Post by recall2000 »

Artentus wrote:
Wed Aug 19, 2020 4:54 pm
Fixes the crash when selecting some mods on the portal
Cheers. Just tried and I can now select Krastorio 2 without crashing. Still can't authenticate. I even changed my password to a simple one in case it was my overly long/complicated password causing issues, but got the same error. I'll keep trying periodically anyway. Hopefully it sorts itself.

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Re: ModMyFactory - mod manager and more

Post by recall2000 »

DJQuad wrote:
Wed Aug 19, 2020 5:33 pm
I have some existing saves with different mod folders that I copy to %appdata%\Roaming\Factorio\mods before loading the save. Mod folders like D:\FactorioStuff\mods\Krastorio, D:\FactorioStuff\mods\Bobs&Angels, D:\FactorioStuff\mods\Megabase1, etc. What's the best way to incorporate all this into MMF?
I can't get the authentication to work, but assuming it works like MMF1, you create a modpack (say called AngelBobs), download the Angels/Bobs mods you want and then drag/drop them into the modpack on the right. You can even drag an existing modpack into another; useful for that Quality of Life modpack with all the ones like Even Distribution, Helmod, FNEI etc. in.

I can't see it in the GUI for MMF2, but in 1 you can then create a desktop (or wherever) shortcut that launches the selected version of Factorio with the selected modpack. It works really well in 1....well, up until the 1.0 release where some mods are still 0.18, but I manually work round that for now. MMF2 deals with 0.18/1.0 mods under the same mods folder (I assume).

EDIT: Like this: https://imgur.com/a/lSeEj4Y. Then when you pick the Factorio version from the dropdown (assuming 1.0 at this point) and tick the K2 modpack I created, it *should launch accordingly. Note: I *think* you have to tick the mods you actually want enabled, because the first time I tried it launched with only RSO enabled. I ticked them all and the 2nd launch I had all of those mods in the image enabled. I prefer the shortcut method tbh, but I can't see the create shortcut button...maybe it's coming in the beta :)

EDIT #2: It did :) https://imgur.com/a/LvToUHJ. Note, due to my authentication issue I've manually added those mods from the zips of the ones I've already downloaded using MMF1.

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Re: ModMyFactory - mod manager and more

Post by Artentus »

That's more or less how it works. You don't have to redownload all your mods tho, you can just import them from your harddrive.

Links are still supported in MMF2, you can access the feature per Factorio instance in the Factorio tab.

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Re: ModMyFactory - mod manager and more

Post by recall2000 »

Artentus wrote:
Wed Aug 19, 2020 6:24 pm
That's more or less how it works. You don't have to redownload all your mods tho, you can just import them from your harddrive.
Thanks. I think I have it now; ticking a mod enables/disables it, and ticking a modpack enables/disables the mods in that modpack (I checked the json file as I tried it). I've had a couple of minor crashes (I think it was something to do adding a modpack and then expanding the mods in that modpack when I hadnt added any to it) but nothing serious.

I might try adding all my mods from MMF1 via the zips (all 250 of them :) ) and setting it up to use in place of MMF1. I'll have to download any new mods/updated versions from MMF1 for now if I need to, at least until the authentication thing sorts itself out.
Artentus wrote:
Wed Aug 19, 2020 6:24 pm
Links are still supported in MMF2, you can access the feature per Factorio instance in the Factorio tab.
Ah, so that's where you've hidden it :) Useful feature for sure. Much appreciated.

Artentus
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Re: ModMyFactory - mod manager and more

Post by Artentus »

By all means when you encounter crashes send me the logs. I don't have the time and resources of the Factorio team but I do what I can to follow their example of delivering a quality product.

recall2000
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Re: ModMyFactory - mod manager and more

Post by recall2000 »

Will do. I did try just now to add a modpack and some mods from my MMF1 mod zip files and had a few issues.

(Note: If I get issues I have deleted the ModMyFactoryGUI folder in %APPDATA% to start clean each time)

1. Go to Settings and change location of Factorio instance and mods to "Installation directory". Then I can't add a modpack...clicking button does nothing. Closing/reopening MMF2 hangs...have to kill the process and delete the folder in %APPDATA%. No error in log file before delete folder.

2. Leave the default settings and I can create a modpack. Moving the folder as per step 1 again stops me creating a new modpack and closing/opening the app hangs.

3. Create a 2nd modpack crashed the app once. I can't seem to replicate that though, so ¯\_(ツ)_/¯ . Log file from that one time:

Code: Select all

2020-08-20 14:25:59.879 +01:00 [ERR] Application crashed
System.NullReferenceException: Object reference not set to an instance of an object.
   at ModMyFactoryGUI.Views.ManagerView.ModpackListPointerMovedHandler(ListBox source, PointerEventArgs e)
   at ModMyFactoryGUI.Views.ManagerView.PointerMovedHandler(Object sender, PointerEventArgs e)
   at System.Threading.Tasks.Task.<>c.<ThrowAsync>b__139_0(Object state)
   at Avalonia.Threading.AvaloniaSynchronizationContext.<>c__DisplayClass5_0.<Post>b__0()
   at Avalonia.Threading.JobRunner.RunJobs(Nullable`1 priority)
   at Avalonia.Win32.Win32Platform.WndProc(IntPtr hWnd, UInt32 msg, IntPtr wParam, IntPtr lParam)
   at Avalonia.Win32.Interop.UnmanagedMethods.DispatchMessage(MSG& lpmsg)
   at Avalonia.Win32.Win32Platform.RunLoop(CancellationToken cancellationToken)
   at Avalonia.Threading.Dispatcher.MainLoop(CancellationToken cancellationToken)
   at Avalonia.Controls.ApplicationLifetimes.ClassicDesktopStyleApplicationLifetime.Start(String[] args)
   at Avalonia.ClassicDesktopStyleApplicationLifetimeExtensions.StartWithClassicDesktopLifetime[T](T builder, String[] args, ShutdownMode shutdownMode)
   at ModMyFactoryGUI.Program.StartAppAsync(String[] args, RunOptions options)
4. Adding mods: for some weird reason the Disco Science (https://mods.factorio.com/mod/DiscoScience) mod will not add from the zip file. No errors in the log. Just doesn't add to the modlist nor copy the file to the mods folder. Not sure if it's just this one; there might be another comparing the numbers in MMF1 mods folder. If I find it I'll let you know in case it helps. I can't play Factorio without my Disco Science :D EDIT: Same happens with ToDo List (https://mods.factorio.com/mods/JasonMiles/Todo-List)

5. Modpacks - when adding enough mods to a modpack and it goes past the bottom of the window, (with the modpack expanded), you can't scroll down the list..it jumps straight to the bottom. If there are other modpacks it seems to just collapse the open modpack rather than scroll the window. The Mods list on the left does scroll OK.

6. Create shortcut - hung app when I clicked "create shortcut". Had to kill app. It did however create the shortcut, and the app opened fine after killing the process. The shortcut though pointed at "F:\ModMyFactory2\ModMyFactoryGUI.dll start-game --id f:_games_steam_steamapps_common_factorio --pack-id 0". I changed it to point at the exe and it didn't seem to do anything other than start the process in Task Manager. I killed the process, and MMF2 won't launch again without deleting the ModMyFactoryGUI folder. No errors in log. It didn't hang the app the second time I tried to create a shortcut, although I didn't add all the mods back in. Don't think that would have made a difference tbh.

EDIT: the original path above was meant to have the .dll extension rather than .exe.

Cheers, and thanks for your work on this.

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