Page 1 of 1

Mod numbering convention

Posted: Sat Aug 27, 2016 1:33 pm
by DRY411S
Up to now, as a numbering convention for my mods, I have used

0.<factorio_version>.<mod_increment>

As of yesterday's announcement of v0.13 being stable, and the need to make mods v0.14 compatible, I've decided to start using

<factorio_version>.<factorio_patch_number>.<mod_increment>

Just thought I'd put it out there for discussion. :) My first thought is that when factorio does finally got to 1.0, then I'll have to come up with a new system!

Re: Mod numbering convention

Posted: Sat Aug 27, 2016 1:53 pm
by Qon
Or you could use semantic versioning.

Seems to me your system brings more trouble than advantages.

Re: Mod numbering convention

Posted: Sat Aug 27, 2016 11:17 pm
by aubergine18
I've tried numbering mods based on app version before and it doesn't work out well in the long run.

Re: Mod numbering convention

Posted: Tue Sep 20, 2016 3:57 pm
by mknejp
Instead of basing my versions around Factorio or semantic I am trying to base them around the save game as that seems more useful to the player
<savegame compatible>.<production compatible>.<update>

Increments in the right number should only indicate new features, bugfixes, other changes, etc.
Increments in the middle number means recipes have changed in a way that requires you to change your existing factory setup, or the remote interface has changed in an backwards-incompatible way.
Increments in the left number means it is not compatible with previous save games and a migration is not possible for whatever reason (this field hopefully never has to change).

At least that's my plan and I'm trying to stick to it.

Re: Mod numbering convention

Posted: Tue Sep 20, 2016 4:59 pm
by Adil
I usually do:
<do_not_bother_me _anymore(0/1)>.<number_of_times_i_broke_something>.<number_of_attempted_fixes>
:)