ModMyFactory - mod manager and more

Tools for search and installing new mods as well as starting Factorio.
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Artentus
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ModMyFactory 2 Alpha 3.0 released

Post by Artentus »

This update adds an auto-updater so you won't have to download future releases manually anymore.

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Re: ModMyFactory - mod manager and more

Post by recall2000 »

Hi,

Some (hopefully constructive) feedback from the latest version (some present in previous version also) if it's helpful.
  • About window clipped on the right hand side (minor I know)
  • First launch, can't add modpacks. Have to exit and re-launch, then it works OK. It actually does create the modpack, but doesn't display it until the next launch when you see "New Modpack" in the list (multiple if you click multiple times). This appears to be something to do with changing the settings to "Installation directory" on the first launch. If I leave the settings as is, then adding a modpack on the first launch does work. Again, minor really.
  • If already downloading a mod and you queue another it crashes once the one currently downloads finishes. It displays a message in the status bar; "Missing key 'ueueFormat'" (missing a 'q'?)
  • Can't scroll through the mods in a modpack if you add enough mods to it that you have to scroll. Different behaviour depending on whether it's the first modpack or not. Once the scrolling breaks it seems not to add mods to the modpack when dropping others. I restarted and it still won't let me add more mods to the "broken" modpack
  • Downloading "Todo list" v 18.0.1 (latest version currently) results in "The file to be loaded was not a valid mod file". Same if adding via zip file. The previous version adds fine. The same happens with Disco Science, although happens for both available versions for this mod. Both work fine in MMF1.
The only thing really that's stopping me using it currently is the modpack scrolling issue as I have some big-ish modpacks. That, and not being able to add Disco Science; I can't live without my Disco Science :)

Thanks for all your work on this. It is very much appreciated.

Artentus
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Re: ModMyFactory - mod manager and more

Post by Artentus »

Thank you for all these reports.

I have just looked into those mods that aren't loading and it seems the 3rd party ZIP decompressor I'm using doesn't like those two archives specifically.
I don't know enough about either the ZIP format nor the library to fix this myself, I have to inform the author about this and wait for a response.

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Re: ModMyFactory - mod manager and more

Post by recall2000 »

I'd not thought about that; they open with 7zip, so assumed they were OK. The downloaded zips won't add, however if I unzip and rezip them they add fine, so you're 100% correct about there being something odd with these 2. No worries and thanks again.

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Re: ModMyFactory - mod manager and more

Post by Artentus »

I did figure it out. They're so-called Zip64 files which are not format-compatible with regular Zip files.
However the fix was fairly straight forward, just need to essentially tell the decompressor Zip64 is a possibility and it starts working. ^^

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Re: ModMyFactory - mod manager and more

Post by recall2000 »

gg :)

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Re: ModMyFactory - mod manager and more

Post by DJQuad »

Maybe this is the wrong tool for me, but from what I understand about MMF it does seem really cool.

I'm looking for a tool that basically just manages the saves themselves. I couldn't care less if 2 saves need the same mods (because they're tiny), and the in-game mod management is perfectly fine. All of the modpack stuff is super confusing.

With MMF let's say I have 2 saves, Vanilla and Bobs...

Launching Vanilla would launch the game with something like C:\Factorio\bin\x64\factorio.exe --mod-directory "C:\MMF\No mods"
Launching Bobs would launch the game with something like C:\Factorio\bin\x64\factorio.exe --mod-directory "C:\MMF\Bobs mods"

Let's say I want to start a new game, like Brave New World. The mod directory would be empty of course at first (C:\MMF\BNW mods), but in-game I would add the appropriate mods. It wouldn't matter if I add other mods as it would be separate from every game.

I hope this is making sense :)

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Re: ModMyFactory - mod manager and more

Post by Artentus »

MMF does not use separate directories for modpacks. It simply enables all the mods in the selected pack and disables all the others.
To start a new save with a new modpack you'd first have to create that modpack in MMF and then start the game with it enabled and start the map. Then you can directly start into said map with your modpack using a shortcut created with MMF.

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ModMyFactory 2 Beta 4.0 released

Post by Artentus »

  • Add functionality to update mods
  • Fix scrolling issue in modpack list
  • Fix incompatibility with mods using Zip64 format
I'm bumping to Beta now since all major features are done. I will now focus on polishing (for example the export GUI, it's horrible) and stability.
When I stop receiving reports I will declar stable and then go back to consider some additional features. I still want to look at options for mod settings and blueprints and I also have some open suggestions on GitHub.

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Re: ModMyFactory - mod manager and more

Post by recall2000 »

Excellent. I will try this tonight with my current B&A mods and report back.

EDIT: Couple of observations:
- Clicking New Modpack doesn't appear to do anything, but exiting MMf2 and re-opening and the new mod pack is there as "New Modpack"
- Deleting a modpack sometimes crashes the app
- Creating a shortcut points to the desktop for the exe C:\Users\Recall\Desktop\ModMyFactoryGUI.exe and not where MMF2 is running from (in my case it should be F:\ModMyFactory2\ModMyFactoryGUI.exe)

However, on the plus side:
- Zip64 working fine now - mods previously affected (Disco Science and ToDo List) now add OK
- Scrolling in the modpack list appears to works OK
- Mod updating working

Log below is from a clean install (folder in AppData deleted), then click add a new modpack a couple of times (nothing appears to happen). Close MMF2. Re-open MMF2. 2 new modpacks are there. Then click Delete "New modpack" on one of them and app crashes.

However, that aside, and changing the shortcut path to point to the exe, and it does work OK. Cheers.

Code: Select all

2020-10-12 21:19:59.606 +01:00 [INF] Operating system: Microsoft Windows 10.0.18363 
2020-10-12 21:19:59.627 +01:00 [INF] Runtime: .NET Framework 4.8.3815.0
2020-10-12 21:19:59.632 +01:00 [INF] GUI version: 4.0.1.18-beta
2020-10-12 21:19:59.632 +01:00 [INF] Using ModMyFactory v1.2.0.61
2020-10-12 21:19:59.633 +01:00 [INF] Using ModMyFactory.BaseTypes v1.1.1.17
2020-10-12 21:19:59.633 +01:00 [INF] Using ModMyFactory.Export v1.2.0.23
2020-10-12 21:19:59.633 +01:00 [INF] Using ModMyFactory.Localization v1.0.0.6-alpha
2020-10-12 21:19:59.633 +01:00 [INF] Using ModMyFactory.ModSettings v1.0.0.17-alpha
2020-10-12 21:19:59.633 +01:00 [INF] Using ModMyFactory.WebApi v1.0.2.27
2020-10-12 21:19:59.633 +01:00 [INF] Using ModMyFactory.Win32 v1.0.0.11
2020-10-12 21:19:59.929 +01:00 [INF] Language files successfully loaded. Available languages: German, English
2020-10-12 21:19:59.929 +01:00 [INF] Language set to English
2020-10-12 21:20:00.204 +01:00 [INF] Themes successfully loaded; available themes: BaseDark, BaseLight
2020-10-12 21:20:00.208 +01:00 [INF] Theme set to BaseDark
2020-10-12 21:20:01.202 +01:00 [INF] Searching for updates...
2020-10-12 21:20:02.031 +01:00 [INF] No updates available
2020-10-12 21:20:10.463 +01:00 [ERR] Application crashed
ReactiveUI.UnhandledErrorException: An object implementing IHandleObservableErrors (often a ReactiveCommand or ObservableAsPropertyHelper) has errored, thereby breaking its observable pipeline. To prevent this, ensure the pipeline does not error, or Subscribe to the ThrownExceptions property of the object in question to handle the erroneous case. ---> System.ArgumentOutOfRangeException: Index must be within the bounds of the List.
Parameter name: index
   at System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource)
   at System.Collections.Generic.List`1.Insert(Int32 index, T item)
   at Avalonia.Collections.AvaloniaList`1.Insert(Int32 index, T item)
   at Avalonia.Controls.Presenters.ItemContainerSync.AddContainers(ItemsPresenterBase owner, Int32 index, IEnumerable items)
   at Avalonia.Controls.Presenters.ItemContainerSync.<ItemsChanged>g__Add|0_0(<>c__DisplayClass0_0& )
   at Avalonia.Controls.Presenters.ItemContainerSync.ItemsChanged(ItemsPresenterBase owner, IEnumerable items, NotifyCollectionChangedEventArgs e)
   at Avalonia.Controls.Presenters.ItemVirtualizerNone.ItemsChanged(IEnumerable items, NotifyCollectionChangedEventArgs e)
   at Avalonia.Controls.Presenters.ItemsPresenter.ItemsChanged(NotifyCollectionChangedEventArgs e)
   at Avalonia.Controls.Presenters.ItemsPresenterBase.Avalonia.Controls.Presenters.IItemsPresenter.ItemsChanged(NotifyCollectionChangedEventArgs e)
   at Avalonia.Controls.ItemsControl.ItemsCollectionChanged(Object sender, NotifyCollectionChangedEventArgs e)
   at Avalonia.Controls.Primitives.SelectingItemsControl.ItemsCollectionChanged(Object sender, NotifyCollectionChangedEventArgs e)
   at Avalonia.Collections.NotifyCollectionChangedExtensions.<>c__DisplayClass1_0.<WeakSubscribe>b__0(NotifyCollectionChangedEventArgs e)
   at System.Reactive.AnonymousObserver`1.OnNextCore(T value) in /_/Rx.NET/Source/src/System.Reactive/AnonymousObserver.cs:line 67
   at System.Reactive.ObserverBase`1.OnNext(T value) in /_/Rx.NET/Source/src/System.Reactive/ObserverBase.cs:line 34
   at Avalonia.Reactive.LightweightObservableBase`1.PublishNext(T value)
   at Avalonia.Collections.NotifyCollectionChangedExtensions.WeakCollectionChangedObservable.OnEvent(Object sender, NotifyCollectionChangedEventArgs e)
   at Avalonia.Utilities.WeakSubscriptionManager.Subscription`1.OnEvent(Object sender, T eventArgs)
   at ModMyFactoryGUI.CollectionView`1.OnCollectionChanged(NotifyCollectionChangedEventArgs e) in C:\projects\modmyfactory-gui\ModMyFactoryGUI\CollectionView.cs:line 96
   at ModMyFactoryGUI.CollectionView`1.Refresh() in C:\projects\modmyfactory-gui\ModMyFactoryGUI\CollectionView.cs:line 115
   at ModMyFactoryGUI.CollectionView`1.BaseCollectionChangedHandler(Object sender, NotifyCollectionChangedEventArgs e) in C:\projects\modmyfactory-gui\ModMyFactoryGUI\CollectionView.cs:line 93
   at System.Collections.ObjectModel.ObservableCollection`1.OnCollectionChanged(NotifyCollectionChangedEventArgs e)
   at System.Collections.ObjectModel.ObservableCollection`1.RemoveItem(Int32 index)
   at System.Collections.ObjectModel.Collection`1.Remove(T item)
   at ModMyFactoryGUI.ViewModels.ManagerViewModel.OnModpackCollectionChanged(Object sender, NotifyCollectionChangedEventArgs e) in C:\projects\modmyfactory-gui\ModMyFactoryGUI\ViewModels\ManagerViewModel.cs:line 275
   at System.Collections.Specialized.NotifyCollectionChangedEventHandler.Invoke(Object sender, NotifyCollectionChangedEventArgs e)
   at ModMyFactoryGUI.ObservableDictionary`2.ObservableDictionaryCollection`1.OnCollectionChanged(NotifyCollectionChangedEventArgs e) in C:\projects\modmyfactory-gui\ModMyFactoryGUI\ObservableDictionary.cs:line 70
   at ModMyFactoryGUI.ObservableDictionary`2.ObservableDictionaryCollection`1.OnParentCollectionChanged(Object sender, NotifyCollectionChangedEventArgs e) in C:\projects\modmyfactory-gui\ModMyFactoryGUI\ObservableDictionary.cs:line 55
   at System.Collections.Specialized.NotifyCollectionChangedEventHandler.Invoke(Object sender, NotifyCollectionChangedEventArgs e)
   at ModMyFactoryGUI.ObservableDictionary`2.OnCollectionChanged(NotifyCollectionChangedEventArgs e) in C:\projects\modmyfactory-gui\ModMyFactoryGUI\ObservableDictionary.cs:line 144
   at ModMyFactoryGUI.ObservableDictionary`2.OnRemove(KeyValuePair`2 item) in C:\projects\modmyfactory-gui\ModMyFactoryGUI\ObservableDictionary.cs:line 162
   at ModMyFactoryGUI.ObservableDictionary`2.Remove(TKey key) in C:\projects\modmyfactory-gui\ModMyFactoryGUI\ObservableDictionary.cs:line 185
   at ModMyFactoryGUI.Helpers.DictionaryExtensions.RemoveValue[TKey,TValue](IDictionary`2 dictionary, TValue value) in C:\projects\modmyfactory-gui\ModMyFactoryGUI\Helpers\DictionaryExtensions.cs:line 51
   at ModMyFactoryGUI.ViewModels.ManagerViewModel.<DeleteModpack>d__53.MoveNext() in C:\projects\modmyfactory-gui\ModMyFactoryGUI\ViewModels\ManagerViewModel.cs:line 429
   --- End of inner exception stack trace ---
   at ReactiveUI.RxApp.<>c__DisplayClass10_0.<.cctor>b__2() in D:\a\1\s\src\ReactiveUI\RxApp.cs:line 106
   at System.Reactive.Concurrency.Scheduler.Invoke(IScheduler scheduler, Action action) in /_/Rx.NET/Source/src/System.Reactive/Concurrency/Scheduler.Simple.cs:line 253
   at System.Reactive.Concurrency.Scheduler.<>c.<Schedule>b__74_0(IScheduler s, Action a) in /_/Rx.NET/Source/src/System.Reactive/Concurrency/Scheduler.Simple.cs:line 37
   at Avalonia.Threading.AvaloniaScheduler.Schedule[TState](TState state, TimeSpan dueTime, Func`3 action)
   at System.Reactive.Concurrency.LocalScheduler.Schedule[TState](TState state, Func`3 action) in /_/Rx.NET/Source/src/System.Reactive/Concurrency/LocalScheduler.cs:line 32
   at System.Reactive.Concurrency.Scheduler.Schedule(IScheduler scheduler, Action action) in /_/Rx.NET/Source/src/System.Reactive/Concurrency/Scheduler.Simple.cs:line 37
   at ReactiveUI.RxApp.<>c.<.cctor>b__10_1(Exception ex) in D:\a\1\s\src\ReactiveUI\RxApp.cs:line 100
   at System.Reactive.AnonymousSafeObserver`1.OnNext(T value) in /_/Rx.NET/Source/src/System.Reactive/AnonymousSafeObserver.cs:line 43
   at System.Reactive.Sink`1.ForwardOnNext(TTarget value) in /_/Rx.NET/Source/src/System.Reactive/Internal/Sink.cs:line 49
   at System.Reactive.ObserveOnObserverNew`1.DrainStep(ConcurrentQueue`1 q) in /_/Rx.NET/Source/src/System.Reactive/Internal/ScheduledObserver.cs:line 577
   at System.Reactive.ObserveOnObserverNew`1.DrainShortRunning(IScheduler recursiveScheduler) in /_/Rx.NET/Source/src/System.Reactive/Internal/ScheduledObserver.cs:line 507
   at System.Reactive.ObserveOnObserverNew`1.<>c.<.cctor>b__17_0(IScheduler scheduler, ObserveOnObserverNew`1 self) in /_/Rx.NET/Source/src/System.Reactive/Internal/ScheduledObserver.cs:line 497
   at Avalonia.Threading.AvaloniaScheduler.<>c__DisplayClass2_1`1.<Schedule>b__1()
   at Avalonia.Threading.JobRunner.Job.Avalonia.Threading.JobRunner.IJob.Run()
   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>d__58.MoveNext() in C:\projects\modmyfactory-gui\ModMyFactoryGUI\Program.cs:line 372
2020-10-12 21:20:10.470 +01:00 [INF] Saving settings...
2020-10-12 21:20:10.486 +01:00 [INF] Shutting down

Artentus
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Re: ModMyFactory - mod manager and more

Post by Artentus »

Thank you for testing all of this, it's very helpful.
I hope I have taken care of all of these issues now.

Also I will not be spamming the forum with changelogs anymore since new updates and their changes are directly displayed in MMF.

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Re: ModMyFactory - mod manager and more

Post by recall2000 »

Nice; that looks like the new version has sorted the new mod pack/shortcut (minor) issues. Only gave it a quick test, but seems OK. I'll try and set up all my modpacks as I had in MMF at the weekend. I'll do a clean setup and download the mods from the portal and try some updates etc..

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Re: ModMyFactory - mod manager and more

Post by molden »

Hello there.

I downloaded and unpacked the win64 version of MMF2 but it seems to get stuck on the "Searching for updates..." popup.

The log seems to indicate that it already resolved that there are no available updates but the GUI is stuck.

Code: Select all

2020-11-04 01:57:48.001 +01:00 [INF] Operating system: Microsoft Windows 6.1.7601 S
2020-11-04 01:57:48.059 +01:00 [INF] Runtime: .NET Framework 4.7.3062.0
2020-11-04 01:57:48.068 +01:00 [INF] GUI version: 4.1.0.20-beta
2020-11-04 01:57:48.069 +01:00 [INF] Using ModMyFactory v1.2.0.61
2020-11-04 01:57:48.070 +01:00 [INF] Using ModMyFactory.BaseTypes v1.1.1.17
2020-11-04 01:57:48.070 +01:00 [INF] Using ModMyFactory.Export v1.2.0.23
2020-11-04 01:57:48.070 +01:00 [INF] Using ModMyFactory.Localization v1.0.0.6-alpha
2020-11-04 01:57:48.070 +01:00 [INF] Using ModMyFactory.ModSettings v1.0.0.17-alpha
2020-11-04 01:57:48.071 +01:00 [INF] Using ModMyFactory.WebApi v1.0.3.28
2020-11-04 01:57:48.071 +01:00 [INF] Using ModMyFactory.Win32 v1.0.0.11
2020-11-04 01:57:48.082 +01:00 [WRN] Unable to load settings from 'C:\Users\Hastun\AppData\Roaming\ModMyFactoryGUI\settings.json', using defaults
2020-11-04 01:57:48.660 +01:00 [INF] Language files successfully loaded. Available languages: German, English
2020-11-04 01:57:48.660 +01:00 [INF] Language set to English
2020-11-04 01:57:49.210 +01:00 [INF] Themes successfully loaded; available themes: BaseDark, BaseLight
2020-11-04 01:57:49.216 +01:00 [INF] Theme set to BaseDark
2020-11-04 01:57:50.930 +01:00 [INF] Searching for updates...
2020-11-04 01:57:52.902 +01:00 [INF] No updates available
2020-11-04 02:04:46.716 +01:00 [INF] Operating system: Microsoft Windows 6.1.7601 S
2020-11-04 02:04:46.752 +01:00 [INF] Runtime: .NET Framework 4.7.3062.0
2020-11-04 02:04:46.762 +01:00 [INF] GUI version: 4.1.0.20-beta
2020-11-04 02:04:46.764 +01:00 [INF] Using ModMyFactory v1.2.0.61
2020-11-04 02:04:46.765 +01:00 [INF] Using ModMyFactory.BaseTypes v1.1.1.17
2020-11-04 02:04:46.765 +01:00 [INF] Using ModMyFactory.Export v1.2.0.23
2020-11-04 02:04:46.765 +01:00 [INF] Using ModMyFactory.Localization v1.0.0.6-alpha
2020-11-04 02:04:46.766 +01:00 [INF] Using ModMyFactory.ModSettings v1.0.0.17-alpha
2020-11-04 02:04:46.766 +01:00 [INF] Using ModMyFactory.WebApi v1.0.3.28
2020-11-04 02:04:46.766 +01:00 [INF] Using ModMyFactory.Win32 v1.0.0.11
2020-11-04 02:04:47.304 +01:00 [INF] Language files successfully loaded. Available languages: German, English
2020-11-04 02:04:47.305 +01:00 [INF] Language set to English
2020-11-04 02:04:47.869 +01:00 [INF] Themes successfully loaded; available themes: BaseDark, BaseLight
2020-11-04 02:04:47.875 +01:00 [INF] Theme set to BaseDark
2020-11-04 02:04:49.678 +01:00 [INF] Searching for updates...
2020-11-04 02:04:51.606 +01:00 [INF] No updates available
2020-11-04 02:15:25.592 +01:00 [INF] Operating system: Microsoft Windows 6.1.7601 S
2020-11-04 02:15:25.627 +01:00 [INF] Runtime: .NET Framework 4.7.3062.0
2020-11-04 02:15:25.634 +01:00 [INF] GUI version: 4.1.0.20-beta
2020-11-04 02:15:25.636 +01:00 [INF] Using ModMyFactory v1.2.0.61
2020-11-04 02:15:25.636 +01:00 [INF] Using ModMyFactory.BaseTypes v1.1.1.17
2020-11-04 02:15:25.636 +01:00 [INF] Using ModMyFactory.Export v1.2.0.23
2020-11-04 02:15:25.637 +01:00 [INF] Using ModMyFactory.Localization v1.0.0.6-alpha
2020-11-04 02:15:25.637 +01:00 [INF] Using ModMyFactory.ModSettings v1.0.0.17-alpha
2020-11-04 02:15:25.637 +01:00 [INF] Using ModMyFactory.WebApi v1.0.3.28
2020-11-04 02:15:25.637 +01:00 [INF] Using ModMyFactory.Win32 v1.0.0.11
2020-11-04 02:15:26.135 +01:00 [INF] Language files successfully loaded. Available languages: German, English
2020-11-04 02:15:26.135 +01:00 [INF] Language set to English
2020-11-04 02:15:26.635 +01:00 [INF] Themes successfully loaded; available themes: BaseDark, BaseLight
2020-11-04 02:15:26.640 +01:00 [INF] Theme set to BaseDark
2020-11-04 02:15:28.289 +01:00 [INF] Searching for updates...
2020-11-04 02:15:30.549 +01:00 [INF] No updates available
2020-11-04 02:53:10.952 +01:00 [INF] Operating system: Microsoft Windows 6.1.7601 S
2020-11-04 02:53:10.987 +01:00 [INF] Runtime: .NET Framework 4.7.3062.0
2020-11-04 02:53:10.994 +01:00 [INF] GUI version: 4.1.0.20-beta
2020-11-04 02:53:10.996 +01:00 [INF] Using ModMyFactory v1.2.0.61
2020-11-04 02:53:10.996 +01:00 [INF] Using ModMyFactory.BaseTypes v1.1.1.17
2020-11-04 02:53:10.996 +01:00 [INF] Using ModMyFactory.Export v1.2.0.23
2020-11-04 02:53:10.996 +01:00 [INF] Using ModMyFactory.Localization v1.0.0.6-alpha
2020-11-04 02:53:10.997 +01:00 [INF] Using ModMyFactory.ModSettings v1.0.0.17-alpha
2020-11-04 02:53:10.997 +01:00 [INF] Using ModMyFactory.WebApi v1.0.3.28
2020-11-04 02:53:10.997 +01:00 [INF] Using ModMyFactory.Win32 v1.0.0.11
2020-11-04 02:53:11.479 +01:00 [INF] Language files successfully loaded. Available languages: German, English
2020-11-04 02:53:11.479 +01:00 [INF] Language set to English
2020-11-04 02:53:11.969 +01:00 [INF] Themes successfully loaded; available themes: BaseDark, BaseLight
2020-11-04 02:53:11.975 +01:00 [INF] Theme set to BaseDark
2020-11-04 02:53:13.646 +01:00 [INF] Searching for updates...
2020-11-04 02:53:15.619 +01:00 [INF] No updates available
2020-11-04 17:58:43.232 +01:00 [INF] Operating system: Microsoft Windows 6.1.7601 S
2020-11-04 17:58:43.288 +01:00 [INF] Runtime: .NET Framework 4.7.3062.0
2020-11-04 17:58:43.297 +01:00 [INF] GUI version: 4.1.0.20-beta
2020-11-04 17:58:43.298 +01:00 [INF] Using ModMyFactory v1.2.0.61
2020-11-04 17:58:43.298 +01:00 [INF] Using ModMyFactory.BaseTypes v1.1.1.17
2020-11-04 17:58:43.299 +01:00 [INF] Using ModMyFactory.Export v1.2.0.23
2020-11-04 17:58:43.299 +01:00 [INF] Using ModMyFactory.Localization v1.0.0.6-alpha
2020-11-04 17:58:43.299 +01:00 [INF] Using ModMyFactory.ModSettings v1.0.0.17-alpha
2020-11-04 17:58:43.299 +01:00 [INF] Using ModMyFactory.WebApi v1.0.3.28
2020-11-04 17:58:43.299 +01:00 [INF] Using ModMyFactory.Win32 v1.0.0.11
2020-11-04 17:58:43.884 +01:00 [INF] Language files successfully loaded. Available languages: German, English
2020-11-04 17:58:43.884 +01:00 [INF] Language set to English
2020-11-04 17:58:44.414 +01:00 [INF] Themes successfully loaded; available themes: BaseDark, BaseLight
2020-11-04 17:58:44.420 +01:00 [INF] Theme set to BaseDark
2020-11-04 17:58:46.058 +01:00 [INF] Searching for updates...
2020-11-04 17:58:49.627 +01:00 [INF] No updates available


enki1337
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Re: ModMyFactory - mod manager and more

Post by enki1337 »

I downloaded and unpacked the win64 version of MMF2 but it seems to get stuck on the "Searching for updates..." popup.
I had this problem as well. For now, you can work around it by just pressing alt-f4, and it will close the popup but not the whole application. Then you can disable automatic updates in the settings.

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Re: ModMyFactory - mod manager and more

Post by molden »

enki1337 wrote:
Thu Nov 05, 2020 5:50 pm
I downloaded and unpacked the win64 version of MMF2 but it seems to get stuck on the "Searching for updates..." popup.
I had this problem as well. For now, you can work around it by just pressing alt-f4, and it will close the popup but not the whole application. Then you can disable automatic updates in the settings.
Oh ok. Thanks for the workaround.

Artentus
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Re: ModMyFactory - mod manager and more

Post by Artentus »

I hope version 4.1.1 has resolved this issue

hcoutdopi
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Re: ModMyFactory - mod manager and more

Post by hcoutdopi »

not sure if I have a senior moment or not, I thought in MMF(1), I could create a few mod packs, and then when I create the shortcut, I could select multiple of those mod packs.

for example, say I have the following mod packs
QoL
QuickStart
Pyanodons

in MMF(1), I could select all 3 when I create the shortcut, but in MMF2, I can select one only, so I need to create another mod pack to have those 3 mod packs nested under the new one.

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Re: ModMyFactory - mod manager and more

Post by Artentus »

You must be misremembering, this never worked. But you can put all the modpacks you want to enable into another modpack and start with that.

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Re: ModMyFactory - mod manager and more

Post by fionasarah »

Hi, I updated from within the program and now it wont launch. No errors, no windows pop up or anything. I ran from a console and it just displays

Code: Select all

[19:41:05 INF] Operating system: Microsoft Windows 10.0.19042
[19:41:05 INF] Runtime: .NET 5.0.0
and closes immediately. Any idea?

[edit]

I reinstalled with the universal archive on the github releases page and I started getting a "Don't have .NET 5 installed" error - installing that allowed it to finally open. Very weird, I totally thought I had .NET 5 installed.

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Re: ModMyFactory - mod manager and more

Post by Artentus »

I am aware of this issue. All platform-specific releases are currently broken due to some error in the build process I haven't yet identified.

The universal release works and runs on all platforms but requires the .Net 5.0 runtime installed. You can use it until I can figure this one out.


Edit: I just got some new information about this and managed to resolve it, hotfix is already up.
If you have already updated to the faulty version you'll have to redownload MMF2 (your settings will be saved), if you haven't updated yet updating is now safe again.

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