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modmyfactory2's Introduction

ModMyFactory v2

ModMyFactory version 2 is a work-in-progress rewrite of ModMyFactory. The goal of this rewrite is modularity and cross-platform compatibility.

License

ModMyFactory version 2 and all parts of it are licensed under the GPLv3. See License.md for more information.

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modmyfactory2's Issues

Where does the program store mod config?

I have been playing with tons of mods before using the program, and so I have very customized config I'd like to install now. However, if I put it in regular directory (AppData/.../mods), when starting the game with ModMyFactory 2 the mod settings are default.
Can't seem to find the config storage in the program directory.

Attempt to import already existing mods from modpack is leading to crash

After executing a command:
ModMyFactoryGUI.exe -i pack.fmpa

I have got a crash, because the mod is already existing in my system. Exception message on english: "Can't create file, because it exists already"

[12:37:37 ERR] Application crashed System.IO.IOException: Невозможно создать файл, так как он уже существует. at System.IO.FileSystem.MoveFile(String sourceFullPath, String destFullPath, Boolean overwrite) at System.IO.FileInfo.MoveTo(String destFileName, Boolean overwrite) at System.IO.FileInfo.MoveTo(String destFileName) at ModMyFactory.IO.FileInfoExtensions.MoveToAsync(FileInfo file, String path) at ModMyFactory.Mods.ZippedModFile.MoveToAsync(String destination) at ModMyFactoryGUI.Helpers.ImportHelper.ImportModAsync(ImportResult result, ModDefinition modDef, AccurateVersion versionToDownload, IProgress1 progress) in C:\projects\modmyfactory-gui\ModMyFactoryGUI\Helpers\ImportHelper.cs:line 139
at ModMyFactoryGUI.Helpers.ImportHelper.ImportModsAsync(ImportResult result, IProgress1 progress) in C:\projects\modmyfactory-gui\ModMyFactoryGUI\Helpers\ImportHelper.cs:line 182 at ModMyFactoryGUI.Helpers.ImportHelper.ImportPackageAsync(FileInfo packageFile) in C:\projects\modmyfactory-gui\ModMyFactoryGUI\Helpers\ImportHelper.cs:line 230 at ModMyFactoryGUI.Helpers.ImportHelper.ImportPackagesAsync() in C:\projects\modmyfactory-gui\ModMyFactoryGUI\Helpers\ImportHelper.cs:line 264 at ModMyFactoryGUI.ViewModels.MainWindowViewModel.ImportPackagesAsync(IEnumerable1 paths) in C:\projects\modmyfactory-gui\ModMyFactoryGUI\ViewModels\MainWindowViewModel.cs:line 454
at ModMyFactoryGUI.ViewModels.MainWindowViewModel.EvaluateOptions(RunOptions options) in C:\projects\modmyfactory-gui\ModMyFactoryGUI\ViewModels\MainWindowViewModel.cs:line 461
at CommandLine.ParserResultExtensions.WithParsedAsync[T](ParserResult1 result, Func2 action)
at ModMyFactoryGUI.ViewModels.MainWindowViewModel.WindowOpenedHandler(Object sender, EventArgs e) in C:\projects\modmyfactory-gui\ModMyFactoryGUI\ViewModels\MainWindowViewModel.cs:line 506
at System.Threading.Tasks.Task.<>c.b__140_0(Object state)
at Avalonia.Threading.AvaloniaSynchronizationContext.<>c__DisplayClass5_0.b__0()
at Avalonia.Threading.JobRunner.Job.Avalonia.Threading.JobRunner.IJob.Run()
at Avalonia.Threading.JobRunner.RunJobs(Nullable1 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) in C:\projects\modmyfactory-gui\ModMyFactoryGUI\Program.cs:line 371

Mods Not Added to Modpack

If I am in the 'Manager' tab, have some mods selected, and pick 'New modpack', I expect that it will make a new modpack with my selected mods. This is not happening. The new modpack is empty. All pack.json says is

{
  "Version": 2,
  "Mods": [],
  "Modpacks": [
    {
      "Uid": 0,
      "Name": "MyMustHaves2022",
      "ModIds": [],
      "ModpackIds": []
    }
  ]
}

Modpacks Filter function is broken

filter

The cause is that the index argument in NotifyCollectionChangedEventArgs does not match the changed row. If a lot of changes occur like the filter function, specifying individual indexes will reduce performance, the following is a good way to fix it easily, but there are problem that the newly created Modpack does not come to the top, or is added outside the visible area of ​​the scroll view.

diff --git a/ModMyFactoryGUI/CollectionView.cs b/ModMyFactoryGUI/CollectionView.cs
index 3b36b18..220556b 100644
--- a/ModMyFactoryGUI/CollectionView.cs
+++ b/ModMyFactoryGUI/CollectionView.cs
@@ -113,10 +113,10 @@ namespace ModMyFactoryGUI
             _evaluated = Evaluate(_baseCollection);

             var removed = old.Except(_evaluated).ToArray();
-            if (removed.Length > 0) OnCollectionChanged(new NotifyCollectionChangedEventArgs(NotifyCollectionChangedAction.Remove, removed, 0));
+            if (removed.Length > 0) OnCollectionChanged(new NotifyCollectionChangedEventArgs(NotifyCollectionChangedAction.Reset));

             var added = _evaluated.Except(old).ToArray();
-            if (added.Length > 0) OnCollectionChanged(new NotifyCollectionChangedEventArgs(NotifyCollectionChangedAction.Add, added, 0));
+            if (added.Length > 0) OnCollectionChanged(new NotifyCollectionChangedEventArgs(NotifyCollectionChangedAction.Reset));

             if (old.Length != _evaluated.Count)
                 OnPropertyChanged(new PropertyChangedEventArgs(nameof(Count)));

Issue when using a Steam Library on a separate disk to install games in

Recently I had gotten a new SSD and decided to move all my games to it, but steam wasn't installed on it so it made a "SteamLibrary" folder where it put the games. Factorio was there and I was trying to figure out how to make MMF detect Factorio from the new folder, as it was no longer in the C drive. Reinstalling MMF did nothing, changing some settings did nothing. Decided to reinstall steam in the new drive and it worked. It seems like MMF only tries to detect the base "Steam" folder and not any "SteamLibrary" folders anywhere else.

Modpack Import Howto

Please help if you will.

I'm trying to duplicate an older modpack to modify and upgrade mods without making a mess of the old one for the old save where I've advanced a lot.

I've exported the old one (without mods inclusion), and changed the name inside to a new name.

Then I've tried to import it back, which was not happening with this command line:
ModMyFactoryGUI --import g:\Games\ModMyFactory\Modpack export\Unholy Legal.fmp

It simply started up your utility without importing anything.

I'm sure that I did something wrong, or in wrong order, but haven't found any helpful info by googling for it.
Can you help after the new year hangover passes? ;)

Thanks.

Factorio update

Will it be possible to update the already downloaded version of the game instead of downloading and installing it again?

Unable to connect to the Factorio Mod servers.

Hey, not sure how to debug this one but I've pulled in some mods, and now when I go to check the mod library for anything else interesting I get "A server-side error occured. please try again later."

I will note that my "Router" (It's a Home Hub 3000 which is notorious for being a POS) has been on the blink and if your app is relying on UPnP that might be where the issue is, but that's an assumption I can't exactly test and may not make sense just to poll a server.

Release v4.2.0.23-beta won't open

Release v4.1.2.22-beta works fine though.

The only thing in log was:
2020-12-19 13:08:40.245 +01:00 [INF] Operating system: Microsoft Windows 10.0.19042 2020-12-19 13:08:40.283 +01:00 [INF] Runtime: .NET 5.0.0

Opens invisibly

After most recent update, I can't open the app. Nothing in logs (complete log below). Doesn't crash but window never appears. Shows up as active app in taskbar with no window

image

2021-06-02 14:25:19.263 -07:00 [INF] Operating system: Microsoft Windows 10.0.19043
2021-06-02 14:25:19.321 -07:00 [INF] Runtime: .NET 5.0.5
2021-06-02 14:25:19.496 -07:00 [INF] GUI version: 4.3.0.34-beta
2021-06-02 14:25:19.498 -07:00 [INF] Using ModMyFactory v1.4.0.75
2021-06-02 14:25:19.498 -07:00 [INF] Using ModMyFactory.BaseTypes v1.2.1.23
2021-06-02 14:25:19.498 -07:00 [INF] Using ModMyFactory.Export v1.4.0.29
2021-06-02 14:25:19.498 -07:00 [INF] Using ModMyFactory.Localization v1.1.0.9-alpha
2021-06-02 14:25:19.498 -07:00 [INF] Using ModMyFactory.ModSettings v1.2.0.21-alpha
2021-06-02 14:25:19.499 -07:00 [INF] Using ModMyFactory.WebApi v1.2.0.34
2021-06-02 14:25:19.499 -07:00 [INF] Using ModMyFactory.Win32 v1.1.0.15
2021-06-02 14:25:22.591 -07:00 [INF] Language files successfully loaded. Available languages: German (Germany), English, Portuguese (Brazil)
2021-06-02 14:25:22.591 -07:00 [INF] Language set to English
2021-06-02 14:25:23.073 -07:00 [INF] Themes successfully loaded; available themes: BaseDark, BaseLight
2021-06-02 14:25:23.075 -07:00 [INF] Theme set to BaseDark
2021-06-02 14:25:25.149 -07:00 [INF] Registering file type associations for {*.fmp, *.fmpa}
2021-06-02 14:25:25.187 -07:00 [INF] Searching for updates...
2021-06-02 14:25:26.001 -07:00 [INF] No updates available

Saving on linux

I am trying to make a modpack, but when I close the window the application freezes during the save. I tried to get my system setup to be able to help debug the issue, but I am running into too many errors dealing with the dotnet framework (and I am not a dotnet or C# dev) trying to get it to build.

System and application information

Description: Ubuntu 20.04.1 LTS Release: 20.04 Codename: focal
Application version: 2.2.0.11-alpha_standalone_linux64
Using only Steam Factorio 1.0
Mods preinstalled

Install steps:

  1. unzip standalone into ~/Downloads/2.2.0.11-alpha_standalone_linux64 dir.
  2. change permissions on file sudo chmod +x ~/Downloads/2.2.0.11-alpha_standalone_linux64/ModMyFactoryGUI
  3. Changed theme to dark mode
  4. Clicked add mods and added my current list found in ~/.factorio/mods
    • Construction Drones 0.6.11
    • Creative Mod 1.6
    • Factorio Library 0.3.1
    • Factorio Standard Library 1.4.4
    • Fluid Must Flow 1.2.9
    • FNEI 0.3.4
    • Helmod: assistant for planning your base 0.11
    • Krastorio 2 1.0.4
    • LTN - Logistic Train Network 1.14.1
    • Miniloader 1.11.3
    • Nanobots: Early Bots 3.2.8
    • Ultimate Belts_Owoshima_And_Pankeko-mod 0.18.1

Steps to reproduce

  1. Open application ~/Downloads/2.2.0.11-alpha_standalone_linux64/ModMyFactoryGUI
  2. Click New modpack name Vanilla Ext
  3. Drag over the following mods
    • Construction Drones 0.6.11
    • Factorio Library 0.3.1
    • Factorio Standard Library 1.4.4
    • Helmod: assistant for planning your base 0.11
    • LTN - Logistic Train Network 1.14.1
  4. Close application. At this point the logs say it is saving, but then nothing happens afterwords. The window becomes unresponsive.

Log Output:

[11:54:23 INF] Using ModMyFactory v1.1.0.57-alpha
[11:54:23 INF] Using ModMyFactory.BaseTypes v1.1.1.16-alpha
[11:54:23 INF] Using ModMyFactory.Export v1.0.0.18-alpha
[11:54:23 INF] Using ModMyFactory.Localization v1.0.0.6-alpha
[11:54:23 INF] Using ModMyFactory.ModSettings v1.0.0.17-alpha
[11:54:23 INF] Using ModMyFactory.WebApi v1.0.2.26-alpha
[11:54:23 INF] Using ModMyFactory.Win32 v1.0.0.10-alpha
[11:54:23 VRB] Application directory: /home/james/Downloads/2.2.0.11-alpha_standalone_linux64
[11:54:23 VRB] Data directory: /home/james/.modmyfactorygui
[11:54:23 DBG] Settings loaded:
	factorio_location: #appdata
	mod_location: #appdata
	language: en
	theme: BaseDark
	selected_instance: _home_james_.steam_steam_steamapps_common_factorio
	window_restore_state: 3972;32;1422;737
	manager_grid_length_1: 1*
	manager_grid_length_2: 1*
	online_grid_length_1: 1*
	online_grid_length_2: 1*
	online_sub_grid_length_1: 1*
	online_sub_grid_length_2: 1*
	window_maximized: False
[11:54:23 VRB] Successfully loaded Factorio Steam instance
[11:54:23 VRB] Successfully loaded mod miniloader version 1.11.3
[11:54:23 VRB] Successfully loaded mod FNEI version 0.3.4
[11:54:23 VRB] Successfully loaded mod Nanobots version 3.2.8
[11:54:23 VRB] Successfully loaded mod Krastorio2 version 1.0.4
[11:54:23 VRB] Successfully loaded mod FluidMustFlow version 1.2.9
[11:54:23 VRB] Successfully loaded mod Construction_Drones version 0.6.11
[11:54:23 VRB] Successfully loaded mod creative-mod version 1.6
[11:54:23 VRB] Successfully loaded mod flib version 0.3.1
[11:54:23 VRB] Successfully loaded mod LogisticTrainNetwork version 1.14.1
[11:54:23 VRB] Successfully loaded mod UltimateBelts_Owoshima_And_Pankeko-Mod version 0.18.1
[11:54:23 VRB] Successfully loaded mod stdlib version 1.4.4
[11:54:23 VRB] Successfully loaded mod helmod version 0.11
[11:54:23 VRB] Successfully loaded mod list file '/home/james/.modmyfactorygui/mods/0.18/mod-list.json'
[11:54:23 VRB] No mopacks to import
[11:54:23 INF] Language files successfully loaded. Available languages: English, German
[11:54:23 INF] Language set to English
[11:54:23 INF] Themes successfully loaded; available themes: BaseLight, BaseDark
[11:54:24 INF] Theme set to BaseDark
[11:54:24 DBG] Settings saved to '/home/james/.modmyfactorygui/settings.json'.
[11:54:24 VRB] GUI framework successfully initialized
[11:55:08 DBG] Application exited gracefully
[11:55:08 INF] Saving settings...
[11:55:08 DBG] Settings saved to '/home/james/.modmyfactorygui/settings.json'.```

Program crashes on startup

Hey, I really liked ModMyFactory and wanted to give the new version a shot.
Unfortunately the program immediately crashes after a second or two and giving me "An unkown server error occurred" message in the logs (which I attached).

Maybe you look into that. Thanks in advance :)
~ThorsHero | Thorsten

Unable to drag-and-drop mods into modpack in MMF2 v4.3.4.42-beta for Linux

OS: Manjaro 22.0.0
MMF2 version: v4.3.4.42-beta_linux64

The modpacks were created under windows with the windows version and copied over to my linux installation.
What i tried:

  1. Drag and drop from different parts of any one entry in the mod list
  2. Removed and re-installed MMF2

The problem still persists

Found a bug by accident

Unhandled exception. System.ArgumentException: Mod has incorrect Factorio version.
at ModMyFactory.Mods.ModManager.Add(Mod mod)
at ModMyFactoryGUI.ManagerExtensions.LoadModsAsync(Manager manager, LocationManager locations) in C:\projects\modmyfactory-gui\ModMyFactoryGUI\ManagerExtensions.cs:line 93
at ModMyFactoryGUI.LocationManager.InitializeAsync() in C:\projects\modmyfactory-gui\ModMyFactoryGUI\LocationManager.cs:line 304
at ModMyFactoryGUI.GlobalSingletonFactory.CreateManagerAsync(SettingManager settings) in C:\projects\modmyfactory-gui\ModMyFactoryGUI\GlobalSingletonFactory.cs:line 32
at ModMyFactoryGUI.Program.InitProgramAsync(OptionsBase options) in C:\projects\modmyfactory-gui\ModMyFactoryGUI\Program.cs:line 213
at ModMyFactoryGUI.Program.StartAppAsync(String[] args, RunOptions options) in C:\projects\modmyfactory-gui\ModMyFactoryGUI\Program.cs:line 374
at ModMyFactoryGUI.Program.Main(String[] args) in C:\projects\modmyfactory-gui\ModMyFactoryGUI\Program.cs:line 581
at ModMyFactoryGUI.Program.

(String[] args)
i got this error when i was working on a mod and had missed a number in the factorio version. I was trying to figure out how to find out why it stopped working so suddenly as i updated to the latest version. I needed to run the program in command promt to find out the issue. Hope you could if possible make it so you catch this error. Will put todays log file after i found out the issue.
log_20210212.txt

Crashes with "outdated" mods in wrong version folder

It seems as if a mod with certain versioning, even if compatible with current factorio, is in the wrong folder it will cause the program to not start period.
This is a problem because for example people might dump their existing mods repository in once the program is set up.

Basically here are 3 (4) files that cause a crash. The program simply refuses to start outright. The crash log gets nowhere useful if the files are put in the "wrong" version folder manually

2022-06-07 20:03:06.283 -07:00 [INF] Operating system: Microsoft Windows 10.0.19041
2022-06-07 20:03:06.307 -07:00 [INF] Runtime: .NET 6.0.4
2022-06-07 20:03:06.316 -07:00 [INF] GUI version: 4.3.3.41-beta
2022-06-07 20:03:06.317 -07:00 [INF] Using ModMyFactory v1.4.1.79
2022-06-07 20:03:06.317 -07:00 [INF] Using ModMyFactory.BaseTypes v1.2.1.23
2022-06-07 20:03:06.317 -07:00 [INF] Using ModMyFactory.Export v1.4.1.33
2022-06-07 20:03:06.317 -07:00 [INF] Using ModMyFactory.Localization v1.1.0.9-alpha
2022-06-07 20:03:06.317 -07:00 [INF] Using ModMyFactory.ModSettings v1.2.0.21-alpha
2022-06-07 20:03:06.317 -07:00 [INF] Using ModMyFactory.WebApi v1.2.0.34
2022-06-07 20:03:06.317 -07:00 [INF] Using ModMyFactory.Win32 v1.1.0.15

Separately but maybe related, importing the zip as an Add Mod can cause a crash like below although i'm not totally sure what steps I took to accomplish this and it hasn't reoccured over a tiny bit of testing.

2022-06-07 20:00:58.378 -07:00 [ERR] Application crashed
System.NullReferenceException: Object reference not set to an instance of an object.
   at ModMyFactoryGUI.ViewModels.ModReleaseViewModel.<>c__DisplayClass26_0.<<Download>g__JobCompletedHandler|0>d.MoveNext() in C:\projects\modmyfactory-gui\ModMyFactoryGUI\ViewModels\ModReleaseViewModel.cs:line 160
--- End of stack trace from previous location ---
   at System.Threading.Tasks.Task.<>c.<ThrowAsync>b__128_0(Object state)
   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) in C:\projects\modmyfactory-gui\ModMyFactoryGUI\Program.cs:line 378

teleport-shortcut_0.0.3.zip
colorimetric-luts_0.1.0.zip
impactproof-cars_v2_2.0.0.zip
impactproof-cars_v2_1.0.0.zip

Ability to organize/reorder modpacks

Currently, you can't move around/reorder your modpacks, but I think you should be able to move them. Easier organization that way. No more needed to be said :P

Few enhancement idea

  • Add feature to change mod order in saved modpack (dup: #38);
  • Add feature to delete few mods at once (Shift + LMB to select, Delete);
  • Add feature to import mods from save file into modpack;
  • Add feature to export ModMyFactory2 modpack (.fmpa, .fmp) into Factorio modpack (.zip with info.json file with dependencies field) (possible dup: #6).

P.S. Thank you @Artentus for this tool.

Updating mods crashes

Not sure if anyone has brought this up, I've seen another for crashing but they didn't specify it was while updating mods

When I attempt to update all mods it crashes, checked the folder for a log file, doesn't seem to be one.

So an idea for debugging: maybe add a log file

Otherwise I'd have to go through and manually update each mod (which I have a lot of) to find out which one specifically is causing the crash

Window closes after trying to make a shortcut and it deletes the ModMyFactoryGUI.exe file

After I extract the zip folder and open the app and create myself a modpack and want to create a factorio shortcut it closes the window before I can type something and save it. Then when I tried to open it again the .exe file wasn't there. When I tried to extract it again it said that my access was denied. When I use the sip file to create a shortcut it works fine, but then I can't use the shortcut as it can't find the file.

Bugs

  1. When a modpack is checked off for use, it also checks off mods as semi-use(Square), however if modpacks is checked off, the mods checkbox doesn't change
  2. Clicking the modpack checkbox twice, unchecks all the mods but not the modpack
  3. Checking the mods checkbox shouldnt affect the modpacks selection at all. As you want to use all the mods, and it feels off that it's saying you're going to use a modpack.
  4. Deleting a mod pack closes the mod manager.

if I get bored I could keep adding to the list.

Window not displaying

OS: Windows 10 Pro x64
Version: v4.0.2.19-beta, also tried with v4.0.2.18
Issue: The program opens just fine, but there is no window displayed. This is after getting a proper modpack set up and using it for a few days. After a crash and/or an update the issue appeared (I'm not sure which one caused it). The log (attached) seems to show it opening fine and working no problem, but there is no window visible on screen. I had ModMyFactoryGUI.exe pinned to the taskbar.

Windows shows the icon in the taskbar and I can bring the program to the foreground but there is nothing visible.

Please note that the window is not off screen (which I have had happen with a previous version of ModMyFactory2) as the usual fixes of "[Meta]+[Arrow Key]" or "[Shift]+RClick icon --> `cascade windows'" don't work.

Known workaround:
Removing my "ModMyFactoryGUI" folder from Appdata allows the program to open like normal, making me suspect that one or more files were corrupted at some point. I've slowly re-added files back to the directory and noticed that I could restore all of my files except "settings.json". For that reason, I've attached an anonymised version (with my credentials removed) here of the glitchy settings.json that seems to break the program.

No idea what caused this file to break, hopefully it's a simple fix

Login feature not working

When I try to log in with my Factorio username and password like I used to in MMF it keeps returning me "A server-side error occured, please try again later."
Issue happens when you try to add login information in Settings window and when you attempt to download mods from the app.
I'm on Windows x64 standalone latest version on tag release.

Help Installing, MacOS

Hey there, Might sound like an idiot but I can't for the life of me figure out how to install this.
I am on MacOS
Could someone kindly explain?

Thanks

Help inconsistent behavior

When trying to find out how to run verbose I found that you have two help menus, and thought it might be worth you compiling them into one.

Running ~/Downloads/2.2.0.11-alpha_standalone_linux64/ModMyFactoryGUI --help or ~/Downloads/2.2.0.11-alpha_standalone_linux64/ModMyFactoryGUI help

produces

Copyright (C) 2020 Mathis Rech

  run           (Default Verb) Starts ModMyFactory GUI

  start-game    Starts a Factorio instance

  help          Display more information on a specific command.

  version       Display version information.

Running ~/Downloads/2.2.0.11-alpha_standalone_linux64/ModMyFactoryGUI -h

produces

ModMyFactoryGUI 2.2.0.11-alpha
Copyright (C) 2020 Mathis Rech

ERROR(S):
  Option 'h' is unknown.
USAGE:
Import package files:
  ModMyFactory run --import package_1.fmp;package_2.fmpa

  -u, --no-update    Disables the automatic update check

  -i, --import       Optional list of package files to import

  -v, --verbose      Enables verbose logging

  -l, --no-log       Disables logging to file (console logging still enabled)

  -a, --app-data     Overrides the application data path

  --help             Display this help screen.

  --version          Display version information.

I understand that the -h is not an option, but given that it says --help displays this help screen and doesn't just seemed inconsistent to me.

App crashes on launch if it loads a managed Factorio instance or modpacks.json MacOS 12.1

Whenever I try to start the manager, if I have managed to manually create a managed install (as the download/import process is separately broken) or if I have not deleted the modpacks.json file, the app immediately crashes.

It appears that you are running into the 'only main thread does UI' limitation placed on cocoa apps, but I don't know why this is only an issue with a loaded factorio instance or modpacks file.

Find the verbose log below

willcharlton@Wills-MacBook-Pro .modmyfactorygui % /Users/willcharlton/Downloads/4/ModMyFactoryGUI run -v
[23:25:07 INF] Operating system: Darwin 21.2.0 Darwin Kernel Version 21.2.0: Sun Nov 28 20:28:54 PST 2021; root:xnu-8019.61.5~1/RELEASE_X86_64
[23:25:07 INF] Runtime: .NET 5.0.5
[23:25:08 INF] GUI version: 4.3.0.34-beta
[23:25:08 INF] Using ModMyFactory v1.4.0.75
[23:25:08 INF] Using ModMyFactory.BaseTypes v1.2.1.23
[23:25:08 INF] Using ModMyFactory.Export v1.4.0.29
[23:25:08 INF] Using ModMyFactory.Localization v1.1.0.9-alpha
[23:25:08 INF] Using ModMyFactory.ModSettings v1.2.0.21-alpha
[23:25:08 INF] Using ModMyFactory.WebApi v1.2.0.34
[23:25:08 INF] Using ModMyFactory.Win32 v1.1.0.15
[23:25:08 VRB] Application directory: /Users/willcharlton/Downloads/4
[23:25:08 VRB] Data directory: /Users/willcharlton/.modmyfactorygui
[23:25:08 DBG] Settings loaded:
	factorio_location: #appdata
	mod_location: #appdata
	language: en
	theme: BaseLight
	update_on_startup: True
	update_prerelease: False
	window_restore_state: 100;72;2256;1167
	manager_grid_length_1: 1*
	manager_grid_length_2: 1*
	online_grid_length_1: 1*
	online_grid_length_2: 1*
	online_sub_grid_length_1: 1*
	online_sub_grid_length_2: 1*
	window_maximized: False
[23:25:08 VRB] Unable to load Factorio Steam instance
[23:25:08 VRB] Successfully loaded managed Factorio instance from 'someFolder'
[23:25:08 VRB] No mopack file found, skipping import
[23:25:08 ERR] Application crashed
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation.
 ---> System.InvalidOperationException: Call from invalid thread
   at Avalonia.Threading.Dispatcher.VerifyAccess()
   at Avalonia.AvaloniaObject.VerifyAccess()
   at Avalonia.AvaloniaObject..ctor()
   at Avalonia.Application..ctor()
   at ModMyFactoryGUI.App..ctor() in C:\projects\modmyfactory-gui\ModMyFactoryGUI\App.xaml.cs:line 47
   --- End of inner exception stack trace ---
   at System.RuntimeTypeHandle.CreateInstance(RuntimeType type, Boolean publicOnly, Boolean wrapExceptions, Boolean& canBeCached, RuntimeMethodHandleInternal& ctor, Boolean& hasNoDefaultCtor)
   at System.RuntimeType.CreateInstanceDefaultCtorSlow(Boolean publicOnly, Boolean wrapExceptions, Boolean fillCache)
   at System.RuntimeType.CreateInstanceDefaultCtor(Boolean publicOnly, Boolean skipCheckThis, Boolean fillCache, Boolean wrapExceptions)
   at System.Activator.CreateInstance[T]()
   at Avalonia.Controls.AppBuilderBase`1.<>c__45`1.<Configure>b__45_0()
   at Avalonia.Controls.AppBuilderBase`1.Setup()
   at Avalonia.Controls.AppBuilderBase`1.SetupWithLifetime(IApplicationLifetime lifetime)
   at Avalonia.ClassicDesktopStyleApplicationLifetimeExtensions.StartWithClassicDesktopLifetime[T](T builder, String[] args, ShutdownMode shutdownMode)
   at ModMyFactoryGUI.Program.StartAppAsync(String[] args, RunOptions options) in C:\projects\modmyfactory-gui\ModMyFactoryGUI\Program.cs:line 378
[23:25:08 INF] Saving settings...
[23:25:08 DBG] Settings saved to '/Users/willcharlton/.modmyfactorygui/settings.json'
[23:25:08 INF] Shutting down

Added Localization update

Changes

  • Added Brazillian Portuguese localization languages and image.

Comments:
I was unable to make the context menu recognize properly the brazillian language: saving the .json file and the png as 'br.json' results in a different language name, saving as 'ptBR.json' doesn't gets recognized as a language, saving as pt was the only way to make it appear in the context menu. But its not the proper way to name it as ptPT stands for Portuguese from Portugal and ptBR stands for Portuguese from Brazil, altho they seem the same, there are lots of language differences between them.

I tried to commit directly to the repository but since it wasn't allowed I made this "issue" post to send the changes
Files: ptBR.zip

App closes after importing a mod

After importing a mod (.zip), the app just closes. The zip is correctly moved to the mod folder, and after starting it again manually, the mod shows up properly, but it's not very intuitive.

Win10 64, running the alpha_win.zip version.

Crash mod-list.json in use

020-08-20 22:04:21.783 +10:00 [ERR] Application crashed
System.IO.IOException: The process cannot access the file 'E:\JASON\JASON\ModMyFactory2\mods\0.18\mod-list.json' because it is being used by another process.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share)
at System.IO.FileInfo.Open(FileMode mode, FileAccess access)
at ModMyFactory.Mods.ModFamilyStateGrouping.d__9.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.ModFamilyViewModel.d__39.MoveNext() in C:\projects\modmyfactory-gui\ModMyFactoryGUI\ViewModels\ModFamilyViewModel.cs:line 163
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.CompilerServices.AsyncMethodBuilderCore.<>c.b__6_0(Object state)
at Avalonia.Threading.AvaloniaSynchronizationContext.<>c__DisplayClass5_0.b__0()
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.d__41.MoveNext() in C:\projects\modmyfactory-gui\ModMyFactoryGUI\Program.cs:line 334
2020-08-20 22:04:21.793 +10:00 [INF] Saving settings...

Location of mods

when i set this to installation directory the app crashes and when i open it again the setting has been reverted to default

Location of mods/instances

Trying to select anything besides default instance/mod location doesn't seem to work. Every time I reload the program it is back to the default location selected. I've tried deleting all the files and %appdata% folder, clicking accept, pressing enter, clicking the browse button for folder selection, pasting it in, running as administrator, updating to newer version of the program, being signed in, not being signed in, nothing changed the location option for both instance and mod location

ModMyFactory.GUI.2021-01-03.13-30-39.mp4

Application crashing

Like the title says. I'm not sure if the issue is mod based or time as it occurs when I'm searching for mods, but also after about the same amount of time of the application being open. The application doesn't just crash though. It will not load the GUI window at all when I attempt to open it again. I have to go into %appdata% and delete the settings.json in order for it to load up correctly. Log attached.
log_20211027.txt

Updating mods Crash

Clicking update mods seems to close the whole program right now. Not sure what is going on.

All Mods are disabled and unable to enable mods

Hey, great program.

Was using 4.2.2.24 with Factorio 1.0 (Steam install) and everything was working
but after updateing to Factoro 1.1.x all the mods became disabled, and even when "enabling" them in ModMyFactory2, when I click Launch, it doesn't enable any mods now.

It doesn't seem to edit the modslist.json
Or save any of my Settings in the application

Thank you
Brendan

Better Mac Support

I'm mrhedgehog0 on the Factorio Forums, and I am here to answer as many mac-specific questions as I can. Please note that I am not a .NET dev, so I can't tell you about quirks on .NET on mac.

How use in Windows?

Good Day

i been using the ModMyFactory 1.X for a long time, is a great tool for multiple mod-plays of Factorio. but for some reason this new version doesn't work for me, when i try to use ModMyFactoryGUI.exe nothing happens, no interface, no error, no nothing. then i check the Appdata, and in the log says for some reason that he shutdown himself ¿?. Maybe i need a prerequisite, a core.Net or something like that?
Windows 10 2004

log_20200816.txt

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