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View Code? Open in Web Editor NEWA Factorio mod manager
License: MIT License
A Factorio mod manager
License: MIT License
The version manager should ignore the current steam version of the Factorio when deciding what versions you can download.
In this screenshot Steam(0.15.15) is preventing the install of the non-steam 0.15.15. If I manually download Factorio 0.15.15 from the website and install it through the zip method it works just fine. Showing both non-steam and steam Factorio 0.15.15 as installed.
On a side-note it would also be neat if experimental versions were sorted in order with the rest of the factorio versions instead of being tacked on to the end of the list.
when i add the 5dim's mods to the modpacks it doesn't seem to like the ' in 5dim's and if i check in the modpacks.json file it shows as
{
"Name": "5dim",
"FactorioVersion": "0.14"
},
11 times and when i re-open ModMyFactory it shows only the 1st mod 11 times over
Also when starting the modpacks from external links i get: Factorio Version 0.14.14 is not available, Check your installed factorio versions.
pics here: https://s10.postimg.org/ca5xty6yh/modmyfactory.png
When I try to add toomb stones form the zip I get "this is not a valid mod", and when I try to download it from within the program I get the following exception:
System.InvalidOperationException: The server sent an invalid mod file.
at ModMyFactory.Web.ModWebsite.<DownloadReleaseAsync>d__7.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 ModMyFactory.ViewModels.OnlineModsViewModel.<DownloadSelectedModRelease>d__60.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
at ModMyFactory.ViewModels.OnlineModsViewModel.<DownloadSelectedModRelease>d__60.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 ModMyFactory.ViewModels.OnlineModsViewModel.<<-ctor>b__58_0>d.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.CompilerServices.AsyncMethodBuilderCore.<>c.<ThrowAsync>b__6_0(Object state)
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
Turned off by default.
Drag and drop is too much of a hassle when making big mod packs with dozens of mods.
so i just setup v1.2 and all is working except for load the game up and check screenshot here: https://s12.postimg.org/in3qe19wt/Untitled.png
As in "Enable/Disable All" option.
Using Windows 7 Ultimate x64.
Reproduction:
ModMyFactory.exe
cmd.exe
has appeared in the Task Manager.ModMyFactory.exe
.cmd.exe
.ModMyFactory.exe
.cmd.exe
process is ended.I've got mods in the mods group on the left.
I've got a modpack on the right with a group of mods in it.
I've got mods selected with checkmarks from the modpack.
I press start and it doesn't load any mods. This also occurs if i try and use the shortcut link. Never loads any mods.
I just finished translating but I could only commit instead of testing it locally and then commit, which potentially takes a few more steps for me and also other contributors to perfect the translation.
Thanks
For example, you can install Angel's Warehousing but you can't use it in-game because it requires Angel's Refining.
I don't know if that's within the scope of the project though.
For those who have both open or both icons on the desktop it's unnecessarily confusing. A simple palette swap would avoid any issues.
Under Settings -> Factorio location, I chose E:\SteamLibrary\steamapps\common\Factorio
(where my Factorio installation is located). After clicking OK, it didn't appear on the Version Manager. When I clicked Add from Folder in the Version Manager, it says it will have to copy the folder to the specified folder (which is the same folder).
The Version Manager should automatically do this when I change the Factorio location.
It seems like there have been some changes to how updates are accessed on the server. This means the updater of ModMyFactory is currently broken. I'll be working on a fix soon.
This might be intended behavior, but I just want to point out that even with Factorio run without turning on any mods, when it tries to update mods (with deletion of old ones on), it crashes.
Possible solutions to prevent crash:
Somehow detect that factorio is not using any mods being updated, and bypass that error-throwing.
Keep the used mods for now despite the customized settings, and figure it out later.
Ignore these mods being used and warn the user.
When I use ModMyFactory to launch factorio, it does not list mods in the mod list.
It can query the mods database, it can update the mods, it sees the new version of Factorio, but when I click start game, it doesn't load any of the mods that are selected.
System.IO.InvalidDataException: End of Central Directory record could not be found.
at System.IO.Compression.ZipArchive.ReadEndOfCentralDirectory()
at System.IO.Compression.ZipArchive.Init(Stream stream, ZipArchiveMode mode, Boolean leaveOpen)
at System.IO.Compression.ZipFile.Open(String archiveFileName, ZipArchiveMode mode, Encoding entryNameEncoding)
at ModMyFactory.Models.Mod.ArchiveFileValid(FileInfo archiveFile, Version& validFactorioVersion, String& validName, Version& validVersion)
at ModMyFactory.Models.Mod.CreateModDictionary(ICollection1 parentCollection, ICollection
1 modpackCollection)
at ModMyFactory.ViewModels.MainViewModel.LoadModsAndModpacks()
at ModMyFactory.ViewModels.MainViewModel.d__221.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
at ModMyFactory.ViewModels.MainViewModel.d__222.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
at ModMyFactory.ViewModels.MainViewModel.<<-ctor>b__189_7>d.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
When .15 just released I used the ingame update function to update some mods. Now modmyfactory crashes on startup due to .15 mods being in the .14 mod folder.
I would assume the expected behaviour would be to either fix it by moving the conflicting mods to the other folder, or to ignore them altogether and launch without them.
System.Windows.Markup.XamlParseException: Provide value on 'System.Windows.Markup.StaticExtension' threw an exception. ---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.InvalidOperationException: The mod angelsaddons-oresilos_0.3.0.zip is targeting Factorio version 0.15 but resides in directory 0.14.
at ModMyFactory.Models.Mod.CreateModDictionary(ICollection`1 parentCollection, ICollection`1 modpackCollection)
at ModMyFactory.ViewModels.MainViewModel.LoadModsAndModpacks()
at ModMyFactory.ViewModels.MainViewModel..ctor()
at ModMyFactory.ViewModels.MainViewModel.get_Instance()
--- End of inner exception stack trace ---
at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
at System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
at System.Reflection.RuntimePropertyInfo.GetValue(Object obj, Object[] index)
at System.Windows.Markup.StaticExtension.GetFieldOrPropertyValue(Type type, String name, Object& value)
at System.Windows.Markup.StaticExtension.ProvideValue(IServiceProvider serviceProvider)
at MS.Internal.Xaml.Runtime.ClrObjectRuntime.CallProvideValue(MarkupExtension me, IServiceProvider serviceProvider)
--- End of inner exception stack trace ---
at System.Windows.Markup.XamlReader.RewrapException(Exception e, IXamlLineInfo lineInfo, Uri baseUri)
at System.Windows.Markup.WpfXamlLoader.Load(XamlReader xamlReader, IXamlObjectWriterFactory writerFactory, Boolean skipJournaledProperties, Object rootObject, XamlObjectWriterSettings settings, Uri baseUri)
at System.Windows.Markup.WpfXamlLoader.LoadBaml(XamlReader xamlReader, Boolean skipJournaledProperties, Object rootObject, XamlAccessLevel accessLevel, Uri baseUri)
at System.Windows.Markup.XamlReader.LoadBaml(Stream stream, ParserContext parserContext, Object parent, Boolean closeStream)
at System.Windows.Application.LoadBamlStreamWithSyncInfo(Stream stream, ParserContext pc)
at System.Windows.Application.DoStartup()
at System.Windows.Application.<.ctor>b__1_0(Object unused)
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)```
Everytime I open the download window, it parses everything again. It should somehow be cached at least for the current session and have the option to refresh the list manually.
I normally run dual monitors but if the second screen is no longer available and it was the last screen a sub-window (mod download windows or factorio version manager) was open on then they appear off screen.
I've not looked at the code for modmyfactory, but I noticed the fact that you're using junctions to effectively symlink the mods folder into the game, and I'm guessing that before launching the game you update the mods.json file with what mods are to be enabled/disabled (or some mechanism like that). However, I read somewhere that factorio has a mechanism for launching with a mods folder as the argument (something like factorio.exe --mods <path to mods>
, albeit probably with a different switch) and this got me thinking that the mods/folders could probably be handled better, and as such I suggest that instead of having a single mods folder (which forces all of your mod packs to have compatible mods with eachother) instead create a folder per modpack where all the mods for that modpack lives. Then just launch the game pointing at the correct modpack. Do you think something like this would be doable?
Everytime I switch modpacks or play vanilla, all the blueprints get the modded items deleted from it, and they don't get back when loading the modpack again, so I think that saving that file depending on the modpack loaded could alleviate a lot of headaches.
It would be nice to have an option to export the selected mod pack as a JSON string/file or something that can be copy-pasted/uploaded to share mod packs across the internet.
The string/file will then be imported in the manager and any missing mods will be automatically downloaded using the Factorio Mods API.
System.Net.Http.HttpRequestException: An error occurred while sending the request. ---> System.Net.WebException: Unable to connect to the remote server ---> System.Net.Sockets.SocketException: A connection attempt failed because the connected party did not properly respond after a period of time, or established connection failed because connected host has failed to respond 192.30.253.116:443
at System.Net.Sockets.Socket.EndConnect(IAsyncResult asyncResult)
at System.Net.ServicePoint.ConnectSocketInternal(Boolean connectFailure, Socket s4, Socket s6, Socket& socket, IPAddress& address, ConnectSocketState state, IAsyncResult asyncResult, Exception& exception)
--- End of inner exception stack trace ---
at System.Net.HttpWebRequest.EndGetResponse(IAsyncResult asyncResult)
at System.Net.Http.HttpClientHandler.GetResponseCallback(IAsyncResult ar)
--- End of inner exception stack trace ---
at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task)
at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
at Octokit.Internal.HttpClientAdapter.<SendAsync>d__10.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 Octokit.Internal.HttpClientAdapter.<Send>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 Octokit.Connection.<RunRequest>d__53.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 Octokit.Connection.<Run>d__52`1.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 Octokit.ApiConnection.<Get>d__8`1.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 ModMyFactory.App.<SearchForUpdateAsync>d__28.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 ModMyFactory.ViewModels.MainViewModel.<Update>d__141.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 ModMyFactory.ViewModels.MainViewModel.<<-ctor>b__113_18>d.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.CompilerServices.AsyncMethodBuilderCore.<>c.<ThrowAsync>b__6_0(Object state)
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
I'm running version 1.2.1. I clicked the update mods icon, it got through a few of them, and crashed. Here's my crash log:
System.NullReferenceException: Object reference not set to an instance of an object. at ModMyFactory.ViewModels.MainViewModel.<GetModUpdatesAsync>d__134.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 ModMyFactory.ViewModels.MainViewModel.<UpdateMods>d__137.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 ModMyFactory.ViewModels.MainViewModel.<<-ctor>b__113_13>d.MoveNext() --- End of stack trace from previous location where exception was thrown --- at System.Runtime.CompilerServices.AsyncMethodBuilderCore.<>c.<ThrowAsync>b__6_0(Object state) at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs) at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
What do I need to install to run the .cs files?
Mono?
Do I need to compile this repo to be able to use the mod manager?
Great work, I hope I can figure out how to use it :)
How to recreate:
I had a mod pack I called "Essentials" which is basically some of the "must-have" mods like RSO, Autofill, LongReach, etc.
I would like to have this mod pack enabled along with other mod packs like Bob's or Angel's or Bob's+Angel's. However, exporting a link only allows to use one mod pack.
On the taskbar the start game option is greyed out, despite having 2 different versions of factorio installed to the correct folders. Fresh factorio install doesn't fix, fresh MMF doesn't fix.
It copied the folder to the specified folder but it doesn't appear in the manager window.
When downloading mods, we can filter for names. However, the lists still contain lots of mods that have not been updated for the current factorio version. It would be useful to be able to restrict the list of mods to those that are compatible with factorio 0.16 (0.17, 0.18...)
This started today, and may be related to the mod portal getting a major update / speedup. Updating mods crashes after downloading the first mod. Log attached.
crash-log.txt
Crashes a few seconds after opening the program when trying to connect to GitHub for updates.
The title says it all, I am getting a network error even though I have a working connection. I don't know that to do now. It phrases pages just fine, but fails when I try to download a mod.
OK. After flip flopping back-n-forth. This does affect all mods but at complete random. Some times updates will go through successfully without issue. Other times they crash with the below error. Most of the time the crash happens, though.
Just a matter of updating all mods to trigger the crash.
System.InvalidOperationException: Failed to compare two elements in the array. ---> System.NullReferenceException: Object reference not set to an instance of an object.
at ModMyFactory.MVVM.Sorters.ModSorter.Compare(Mod x, Mod y)
at System.Array.BinarySearch(Array array, Int32 index, Int32 length, Object value, IComparer comparer)
--- End of inner exception stack trace ---
at System.Array.BinarySearch(Array array, Int32 index, Int32 length, Object value, IComparer comparer)
at System.Windows.Data.ListCollectionView.AdjustBefore(NotifyCollectionChangedAction action, Object item, Int32 index)
at System.Windows.Data.ListCollectionView.ProcessCollectionChanged(NotifyCollectionChangedEventArgs args)
at System.Collections.Specialized.NotifyCollectionChangedEventHandler.Invoke(Object sender, NotifyCollectionChangedEventArgs e)
at System.Collections.ObjectModel.ObservableCollection`1.OnCollectionChanged(NotifyCollectionChangedEventArgs e)
at System.Collections.ObjectModel.ObservableCollection`1.InsertItem(Int32 index, T item)
at ModMyFactory.ViewModels.MainViewModel.<UpdateModAsyncInner>d__210.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
at ModMyFactory.ViewModels.MainViewModel.<UpdateModsAsyncInner>d__211.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
at ModMyFactory.ViewModels.MainViewModel.<UpdateMods>d__212.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
at ModMyFactory.ViewModels.MainViewModel.<<-ctor>b__189_6>d.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
Hey, got an Issue with the tool.
Suddenly I get an ModMyFactory Crashed error when i just start the programm with the .exe.
System.Reflection.TargetInvocationException: Ein Aufrufziel hat einen Ausnahmefehler verursacht. ---> System.Reflection.TargetInvocationException: Ein Aufrufziel hat einen Ausnahmefehler verursacht. ---> System.NullReferenceException: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt. bei ModMyFactory.ModTemplateList.Load(String path) bei ModMyFactory.ModManager.LoadTemplates() bei ModMyFactory.ViewModels.MainViewModel.Refresh() bei ModMyFactory.ViewModels.MainViewModel..ctor() bei ModMyFactory.ViewModels.MainViewModel.get_Instance() --- Ende der internen Ausnahmestapelüberwachung --- bei System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor) bei System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments) bei System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture) bei System.Reflection.RuntimePropertyInfo.GetValue(Object obj, Object[] index) bei System.Windows.Markup.StaticExtension.GetFieldOrPropertyValue(Type type, String name, Object& value) bei System.Windows.Markup.StaticExtension.ProvideValue(IServiceProvider serviceProvider) bei MS.Internal.Xaml.Runtime.ClrObjectRuntime.CallProvideValue(MarkupExtension me, IServiceProvider serviceProvider) bei System.Xaml.XamlObjectWriter.Logic_ProvideValue(ObjectWriterContext ctx) bei System.Xaml.XamlObjectWriter.Logic_AssignProvidedValue(ObjectWriterContext ctx) bei System.Xaml.XamlObjectWriter.WriteEndMember() bei System.Windows.Markup.WpfXamlLoader.TransformNodes(XamlReader xamlReader, XamlObjectWriter xamlWriter, Boolean onlyLoadOneNode, Boolean skipJournaledProperties, Boolean shouldPassLineNumberInfo, IXamlLineInfo xamlLineInfo, IXamlLineInfoConsumer xamlLineInfoConsumer, XamlContextStack
1 stack, IStyleConnector styleConnector)
bei System.Windows.Markup.WpfXamlLoader.Load(XamlReader xamlReader, IXamlObjectWriterFactory writerFactory, Boolean skipJournaledProperties, Object rootObject, XamlObjectWriterSettings settings, Uri baseUri)
bei System.Windows.Markup.WpfXamlLoader.LoadBaml(XamlReader xamlReader, Boolean skipJournaledProperties, Object rootObject, XamlAccessLevel accessLevel, Uri baseUri)
bei System.Windows.Markup.XamlReader.LoadBaml(Stream stream, ParserContext parserContext, Object parent, Boolean closeStream)
bei ModMyFactory.Views.MainWindow..ctor()
--- Ende der internen Ausnahmestapelüberwachung ---
bei System.RuntimeTypeHandle.CreateInstance(RuntimeType type, Boolean publicOnly, Boolean noCheck, Boolean& canBeCached, RuntimeMethodHandleInternal& ctor, Boolean& bNeedSecurityCheck)
bei System.RuntimeType.CreateInstanceSlow(Boolean publicOnly, Boolean skipCheckThis, Boolean fillCache, StackCrawlMark& stackMark)
bei System.Activator.CreateInstance(Type type, Boolean nonPublic)
bei System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes, StackCrawlMark& stackMark)
bei System.Activator.CreateInstance(Type type, BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes)
bei System.Activator.CreateInstance(Type type, Object[] args)
bei System.Xaml.Schema.SafeReflectionInvoker.CreateInstanceCritical(Type type, Object[] arguments)
bei System.Xaml.Schema.XamlTypeInvoker.CreateInstance(Object[] arguments)
bei MS.Internal.Xaml.Runtime.ClrObjectRuntime.CreateInstance(XamlType xamlType, Object[] args)
bei MS.Internal.Xaml.Runtime.PartialTrustTolerantRuntime.CreateInstance(XamlType xamlType, Object[] args)
bei System.Xaml.XamlObjectWriter.Logic_CreateAndAssignToParentStart(ObjectWriterContext ctx)
bei System.Xaml.XamlObjectWriter.WriteStartMember(XamlMember property)
bei System.Windows.Markup.WpfXamlLoader.TransformNodes(XamlReader xamlReader, XamlObjectWriter xamlWriter, Boolean onlyLoadOneNode, Boolean skipJournaledProperties, Boolean shouldPassLineNumberInfo, IXamlLineInfo xamlLineInfo, IXamlLineInfoConsumer xamlLineInfoConsumer, XamlContextStack1 stack, IStyleConnector styleConnector) bei System.Windows.Markup.WpfXamlLoader.Load(XamlReader xamlReader, IXamlObjectWriterFactory writerFactory, Boolean skipJournaledProperties, Object rootObject, XamlObjectWriterSettings settings, Uri baseUri) bei System.Windows.Markup.WpfXamlLoader.LoadBaml(XamlReader xamlReader, Boolean skipJournaledProperties, Object rootObject, XamlAccessLevel accessLevel, Uri baseUri) bei System.Windows.Markup.XamlReader.LoadBaml(Stream stream, ParserContext parserContext, Object parent, Boolean closeStream) bei System.Windows.Application.LoadBamlStreamWithSyncInfo(Stream stream, ParserContext pc) bei System.Windows.Application.DoStartup() bei System.Windows.Application.<.ctor>b__1_0(Object unused) bei System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs) bei System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
I dont know what causes this Issue. Changed nothing on my settings.
Do u have any Ideas?
I run the latest steam experimental version of Factorio on a Win7 64 System.
Crash log:
System.Windows.Markup.XamlParseException: Provide value on 'System.Windows.Markup.StaticExtension' threw an exception. ---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.InvalidOperationException: The mod AddAssemblerBatteries_0.15.1.zip is targeting Factorio version 0.15 but resides in directory 0.14.
at ModMyFactory.Models.Mod.CreateModDictionary(ICollection`1 parentCollection, ICollection`1 modpackCollection)
at ModMyFactory.ViewModels.MainViewModel.LoadModsAndModpacks()
at ModMyFactory.ViewModels.MainViewModel..ctor()
at ModMyFactory.ViewModels.MainViewModel.get_Instance()
--- End of inner exception stack trace ---
at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
at System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
at System.Reflection.RuntimePropertyInfo.GetValue(Object obj, Object[] index)
at System.Windows.Markup.StaticExtension.GetFieldOrPropertyValue(Type type, String name, Object& value)
at System.Windows.Markup.StaticExtension.ProvideValue(IServiceProvider serviceProvider)
at MS.Internal.Xaml.Runtime.ClrObjectRuntime.CallProvideValue(MarkupExtension me, IServiceProvider serviceProvider)
--- End of inner exception stack trace ---
at System.Windows.Markup.XamlReader.RewrapException(Exception e, IXamlLineInfo lineInfo, Uri baseUri)
at System.Windows.Markup.WpfXamlLoader.Load(XamlReader xamlReader, IXamlObjectWriterFactory writerFactory, Boolean skipJournaledProperties, Object rootObject, XamlObjectWriterSettings settings, Uri baseUri)
at System.Windows.Markup.WpfXamlLoader.LoadBaml(XamlReader xamlReader, Boolean skipJournaledProperties, Object rootObject, XamlAccessLevel accessLevel, Uri baseUri)
at System.Windows.Markup.XamlReader.LoadBaml(Stream stream, ParserContext parserContext, Object parent, Boolean closeStream)
at System.Windows.Application.LoadBamlStreamWithSyncInfo(Stream stream, ParserContext pc)
at System.Windows.Application.DoStartup()
at System.Windows.Application.<.ctor>b__1_0(Object unused)
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
I tried to resolve this by moving my mods and saves to the Factorio appdata folder and wiping out my MMF appdata folder, and then reconfiguring it. After re-adding steam version, it crashed with the same error.
I deleted the specific mod and it resolved the issue.
Use MyModFactory to download mods and search for "Shuttle".
Click on any of the mods except "Shuttle Train Lite" they work just fine.
Now click on "Shuttle Train Lite". The app is now frozen.
Issue seems to be in parsing that extremely "long description" because the right pane shows the right title but the description of the previous mod.
Shuttle Train Lite @ mod portal: https://mods.factorio.com/mods/folk/folk-shuttle
Mods can have a factorio version range now, which ModMyFactory doesn't seem to recognize. When trying to update a mod through ModMyFactory, even manually through the download menu. I'd appreciate a fix soon.
Enhancement idea.
Pretty self-explanatory
System.Net.WebException: The remote server returned an error: (401) Unauthorized.
at System.Net.HttpWebRequest.GetResponse()
at ModMyFactory.Web.WebHelper.GetDocument(String url, CookieContainer container, Byte[] content)
at ModMyFactory.Web.ApiAuthentication.LogIn(String username, SecureString password, String& token)
at ModMyFactory.GlobalCredentials.LogIn(Window owner, String& loginToken)
at ModMyFactory.ViewModels.OnlineModsViewModel.<DownloadSelectedModRelease>d__56.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 ModMyFactory.ViewModels.OnlineModsViewModel.<<-ctor>b__55_0>d.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.CompilerServices.AsyncMethodBuilderCore.<>c.<ThrowAsync>b__6_0(Object state)
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
Trying to import the following file, ModMyFactory seems to first parse the included mods, but then crashes during download: https://drive.google.com/file/d/14mbi_DKMigeHZdWDImjrGCp3G189QwZv/view?usp=sharing
Same happens when I try to download a single mod. The mod versions also do not display which factorio version they are compatible to.
hi!
ive got the program, it stared like 3 times, then it stopped working.
ReportQueue.zip
Fault bucket , type 0
Event Name: CLR20r3
Response: Not available
Cab Id: 0
Problem signature:
P1: ModMyFactory.exe
P2: 1.5.11.0
P3: 59a3895d
P4: ModMyFactory
P5: 1.5.11.0
P6: 59a3895d
P7: 82
P8: 21
P9: System.NullReferenceException
P10:
Attached files:
These files may be available here:
C:\ProgramData\Microsoft\Windows\WER\ReportQueue\AppCrash_ModMyFactory.exe_fe20eeb5e83c1da82328d036f47b2a43f52dbcda_06a72171_1c3ad3bf
Analysis symbol:
Rechecking for solution: 0
Report Id: 980a094c-f76f-4a9b-89d6-2866e4752db3
Report Status: 96
Hashed bucket:
Currently when renaming a modpack hitting enter does not close the renaming prompt, neither does clicking away from it. Typical users would expect both of those actions to complete the renaming process.
It doesn't find any valid mods. Tested directly from a mods folder in a working server.
The update button of the version manager has the same issue that was resolved in #55.
A steam install of Factorio 0.15.27 will block the update of a non-steam version to 0.15.27. Even though they will not conflict with each other.
I downloaded everything but i have no idea how to use this, no .exe?
Do i need to build the app or anything?
If so, how do i do this?
I need help!
Thanks,
Jasper
When I import a modpack, I would expect the program to create a new modpack in the UI, but it doesn't.
I came across this when I tried to download a very similar modpack to one I previously downloaded; the newly added mods were selected on the left, but the already-existing mods were not selected, so I had to examine the FMP file by hand to figure out which mods I should select into a new modpack
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