[wheybags] [0.16.2] Mod changelog.txt support shows strangely.

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dewiniaid
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[wheybags] [0.16.2] Mod changelog.txt support shows strangely.

Post by dewiniaid » Fri Dec 15, 2017 12:14 am

Possibly related to fixed-in-0.16.3 [16.1] Changelog "from last played" not shown on 1st attempt

Using the attached changelog.txt, viewing the changelog for my mod in Factorio has inconsistent behavior. The current version of the mod is 0.1.1.

When I first click "Changelog", it claims to be showing me all versions. However, only 0.1.0 is displayed.
Image

Using the Sub-version dropdown to try to select 0.1.1 does not show it in the list:
Image

However, selecting 0.1.0 from that list, and then choosing All, will make 0.1.1 magically appear. And 0.1.0 disappears:
Image
Attachments
changelog.txt
Sample changelog. Ignore the accidental markdown. This can be reproduced by grabbing BatteriesNotIncluded_0.1.1 from the mod portal, unzipping it, and adding this file.
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PantherX
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Re: [0.16.2] Mod changelog.txt support shows strangely.

Post by PantherX » Fri Dec 15, 2017 2:42 am

I feel like I'm missing something obvious, but where is the button that opens the changelog for mods? I'm trying to get this working in my own mod but nothing seems to appear.

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Re: [0.16.2] Mod changelog.txt support shows strangely.

Post by dewiniaid » Fri Dec 15, 2017 7:01 am

It's on the screen where mods are enabled, next to Toggle and Delete:

Image

It will not show unless you have a properly formatted changelog.txt in your mod's root folder. For an example of a properly fomatted changelog.txt, look at Factorio's at installdir\data\changelog.txt -- or look at mine (see attached).

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Re: [wheybags] [0.16.2] Mod changelog.txt support shows strangely.

Post by wheybags » Fri Dec 15, 2017 4:38 pm

Fixed for 0.16.4

Thanks for the report!

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Re: [wheybags] [0.16.2] Mod changelog.txt support shows strangely.

Post by wheybags » Fri Dec 15, 2017 4:40 pm

Also, a note, but it will print what errors it detects on the console if you have syntax errors in your changelog file. Just open the mod menu and it should attempt to parse it, and print errors if it fails.

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