Re: ModMyFactory - mod manager and more
Posted: Sun Dec 18, 2016 2:11 pm
Already tested that - no entry in the Task Manager at any time.
www.factorio.com
https://test.forums.factorio.com/
It should always suffice to just extract the new archive into the same folder and overwrite all files. To be extra safe you can first delete all of the old files and then extract.Anson wrote:how do i upgrade from one version of ModMyFactory to another?
This was an error in the wiki, most likely because of CnP. I already fixed this.Anson wrote:but i could find no <gear> icon in the toolbar
Those will all be placed in AppData. I could add an option to change these but I decided not to as ModMyFactory doesn't actually manage anything in there.Anson wrote:what about saves and scenarios ?
You can access all relevant directories through the 'Edit' menu.Anson wrote:where to look for directories
ModMyFactory sorts all mods by their Factorio version. To find the mods open the mod folder like described above and then switch to the subfolder with the correct version.Anson wrote:where are the currently active mods when i am running an instance of factorio from this program ?
That is most likely the cause of this crash. Will fix this for the next release.Anson wrote:all factorio distributions before 0.11 are distributed with a directoryname that has the buildnumber appended to the version, and ModMyFactory expects only three parts in the version number (Factorio_0.xx.xx, and not Factorio_0.xx.xx.bbbb)
I guess it should.Anson wrote:I know that i can't install the same version twice, but if i accidentally do, the program should detect that and not crash.
Sounds like a somewhat useful feature and shouldn't be too hard.Anson wrote:it would be nice if i could download the newest version of a mod without having to select first a specific version in the list, eg by having a button "download newest". and since i mostly want to install the same mods for 0.13 and 0.14, it would be nice if i could simply push one button like "download all newest" to download the newest version of a mod for every installed factorio version.
Hm, there is no such feature yet, you'd have to go through the list and download all mods one by one.Anson wrote:when a new main version of factorio is released (0.15), how can i most easily install a set of all the mods for it that i already have installed
That will most likely not happen. Maybe if everything alse is done, but I won't put this on my list for now.Anson wrote:it also would be nice if i could somehow install a "placeholder"
ModMyFactory is not designed to wok in that way, only one version of the same mod can be installed per version of Factorio.Anson wrote:in case i want to use different versions of a mod for the same or different versions of factorio, how can i select and download those two versions of one mod which both belong to the same main version of factorio ?
I wouldn't have though that this could be misunderstood. Most search fields do not have a 'clear' button, inlcuding the ones in the main window. You clear it by just selecting everything and hitting backspace or just starting to type.Anson wrote:maybe a real "clear search field" button would be nice, and having the "redownload entire list" button someplace else, or with some text instead of only a small icon?
Should be really quick to implement.Anson wrote:I'm missing an option to delete mods while browsing mods
There are a view places where some more dialogs would be nice. I'll probably make a separate update for that at some point.Anson wrote:it would be nice to get a warning, or to be able to set an option to copy instead of move them
Do you have a slow harddrive? For me activating/deactivating modpacks is pretty much instant, but I also use an SSD.Anson wrote:but with a long list of mods, it can take 5+ seconds
Sounds reasonable, will see how this is best implemented.Anson wrote:it would be nice if I could add all mods which have checkmarks to a (new or existing) modpack
fmp is a file format I "invented" specifically for ModMyFactory, It's an abbreviation for Factorio Modpack.Anson wrote:what does fmp stand for?
The modpacks in the first post are only uploaded as ZIP archives because the forum doesn't allow me to upload .fmp files.Anson wrote:it seems to expect the file as plain fmp file
That is not actually an error, just an information for you.Anson wrote:what caused the message "The following conflicts occured while importing this modpack file: bobinserters (0.13.3) <-> bobinserters (latest)"?
This is a bit of a layouting problem I can not really work out. It basically takes the hidden contents of the expanders also into account even though it is not expanded.Anson wrote:i first had to scroll horizontally or enlarge the width of the entire window to see it, although more than half the width of the list (between the modname and the X and arrow icons on the right side) was empty.
You can use the app however you want but I personally woud advise against doing that. You are making it harder for you to use ModMyFactory than it has to be, especially because you can not use links this way.Anson wrote:I don't use modpacks only to assign mods to a game, but also to sort mods, eg one modpack for all mining mods, one for belts, one for power, one for all kinds of greenhouses and wood-oil, etc
Not quite but there is a way to achieve that.Anson wrote:is there an option to install a modpack to a specific version of factorio
I don't think this would make sense.Anson wrote:would it make sense to use that version as a filter to display only those mods that are usable for that version
It certainly would be possible, I have dependency handling already on my suggestions list.Anson wrote:would it be possible to always automatically download required dependencies, maybe with a second option to also download optional dependencies ?
Just build your modpacks in a ways that this doesn't happen.Anson wrote:finally a crazy idea about modpacks, related to what i wrote somewhere above (using modpacks to group mods by keywords, eg all belt related, all mining related, etc): would it be possible to somehow setup some kind of XOR-modpack or include in a modpack to disable specific mods? the reason is that some mods don't work well or at all together or that don't make sense when selecting more than one of them
Thanks ...Artentus wrote:Will fix this for the next release. ...Anson wrote:.....
I guess it should. ...
Sounds like a somewhat useful feature and shouldn't be too hard. ...
Should be really quick to implement. ...
will see how ...
Sounds reasonable, this is best implemented.
Well, there are no subdirectories and there probably never will be, but feel free to do what you want.Anson wrote:instead of having to check which files and subdirectories to delete or NOT to delete
It's not that there is not enough space, it's that I want to only put the most commonly used options inside the toolbar to avoid overcrowding it.Anson wrote:although there would be enough space for that icon
I guess you are right. But I will have to redesign the settings window which is a bit of a tedious work, so this might not be done in the next release.Anson wrote:you don't change anything IN those directories, but you already change the locations of those directories
Yes, thats because ModMyFactory only sorts mods by the first two parts of their Factorio version (so 0.14.19 and 0.14.21 share the same mod directory).Anson wrote:when i have two versions of factorio like 0.14.19 and 0.14.21, do they always need to have the same versions of mods
I believe it is, in 'The Settings#Manager Mode'.Anson wrote:Maybe you could mention this restriction in the wiki
Ah, so, there is indeed a problem with that specific checkbox.Anson wrote:but when i click the checkmark on the top of the left side "Mods", it just took 7+ seconds
currently, there can be two subdirectories:Artentus wrote:Well, there are no subdirectories and there probably never will beAnson wrote:instead of having to check which files and subdirectories to delete or NOT to delete
it makes sense. (and probably would be easy to do and make the same sense when done for saves and scenarios :-)Artentus wrote:Yes, thats because ModMyFactory only sorts mods by the first two parts of their Factorio version (so 0.14.19 and 0.14.21 share the same mod directory). Thats again a compromise between complexity and variety.
But they are not part of the ZIP archive and have therefore nothing to do with updating the app.Anson wrote:currently, there can be two subdirectories:
Do not do that, I am not responsible if ModMyFactory overwrites those folders again and deletes all your savegames.Anson wrote:should/would it be possible to just delete the hardlinks for savefile directories in the factorio/0.xx directories manually
He is welcome to use my code for parsing the mod-list.json file to only load mods that are enabled, but that is completely on him.Anson wrote:but that depends on the author of Foreman and you
I suggest you tell that the author of Foreman, not me.Anson wrote:Foreman has problems with eight mods
Not possible without major changes.Anson wrote:i would have liked an option to verify the consistency of all mods and modpacks in ModMyFactory
It's impossible that this could be useful in any case. ModMyFactory always writes the complete file so no matter how often is is written it will have the same contents in the end.Anson wrote:the feature that the left checkmark writes every mod status to the mod-list.json proved useful in this case
No, neither of this is saved, ModMyFactory just does not listen to changes in the directories and therefore keeps the data loaded in RAM. Because of this I don't reccomend editing anything inside these directories while the app is running.Anson wrote:a quick look seems to indicate that ModMyFactory indeed uses an internally saved status which mods were installed and neither gets rid of manually (outside of ModMyFactory) deleted mods, nor recognizes manually (outside of ModMyFactory) added mods.
unless i delete the old version first and then unzip the new version (as i wrote at the beginning)>> currently, there can be two subdirectories:
> But they are not part of the ZIP archive and have therefore nothing to do with updating the app.
that utility is very useful, but has quite some problems which are known for a long time and which probably would require a complete rewrite. and at the same time nobody seems to really do some important updates and changes for it. that is also the reason why i thought how to handle problems there by using this program in a special way.>> but that depends on the author of Foreman
> He is welcome to use my code for parsing the mod-list.json file to only load mods that are enabled
>> Foreman has problems with eight mods
> I suggest you tell that the author of Foreman, not me. ;)
you are right ... i was running ModMyFactory for two full days without restarting it, LOL :-)>> a quick look seems to indicate ... uses an internally saved status ...
> No, ... keeps the data loaded in RAM ...
> Because of this I don't reccomend editing anything inside these directories while the app is running.
Or - you know - just delete everything except these folders. Or don't delete anything and just paste the new files in there. It's not that hard...Anson wrote:This method may NOT be used when the option for factorio installs and/or mods is set to "application directory".
Already fixed.Anson wrote:i edited my post to add a bug report
Be careful, this is just a side effect of when the modpack file is written to. If you edit anything inside those modpacks the file will be overwritten and this information is lost.Anson wrote:but still kept that info (even after restarting ModMyFactory a few times) so that after reinstalling the deleted mods, they were automatically shown in the proper old modpacks.
i just tried to install versions 0.10 and older (from ZIP) and on none of them did modmyfactory crash,Artentus wrote:Fixed crash when trying to add older versions of Factorio (0.10 and older) from ZIP.
Added check if version is already installed when adding Factorio from ZIP and folder.
i just tried installing mods by downloading from the portal, and on one of them (Tomb Stones, to be exact on all two versions of it) i got the download bar, and then modmyfactory crashed because "The server sent an invalid mod file" with the error-dialog "A crash log has been created in %AppData%\ModMyFactory."Artentus wrote:Improved mod loading logic (invalid archives and folders are now ignored instead of crashing ModMyFactory).
Open your Factorio directory by selecting "Edit -> Open Factorio folder" and take a look if there are some subfolders for theses versions. If there are delete them.Anson wrote:i couldn't find any install or "installed version list", neither in the modmyfactory directory nor in appdata ...
This mod contains an invalid info.json file (the "factorio_version" entry is contained twice).Anson wrote:and on one of them (Tomb Stones, to be exact on all two versions of it) i got the download bar, and then modmyfactory crashed because "The server sent an invalid mod file"
i had checked everywhere before posting (for me, mods and factorio are subfolders of modmyfactory), and just checked again: there are only folders for 0.11.22 to 0.14.21, but none for older versions. there are also no hidden folders since i always let explorer show all files including hidden and system. the pulldown for factorio versions in your program also shows only exactly the same versions.Artentus wrote:Open your Factorio directory by selecting "Edit -> Open Factorio folder" and take a look if there are some subfolders for theses versions. If there are delete them.Anson wrote:i couldn't find any install or "installed version list", neither in the modmyfactory directory nor in appdata ...
i completely agree with that.Artentus wrote:This mod contains an invalid info.json file (the "factorio_version" entry is contained twice).
While I could just do what Factorio seems to be doing and ignore this, it is technically an error and should be fixed by the mod author.
with some small unintended "features" :-)Artentus wrote:here is a prerelease version for now.