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Releases: FilUnderscore/ModManager

Mod Manager 1.1.1 [V1.0 b333]

31 Jul 11:44
04c7ca4
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  • Compatibility update for V1.0 b333.

Fixed

  • Fixed mod loader enable/disable functionality.
  • Fixed mod settings not loading correctly on startup.
  • Fixed mod banner and icon not loading for unloaded mods.

Mod Manager 1.1.0 [A21.1 b16]

30 Sep 12:09
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Added

  • Tooltips for Mod tabs in Mods menu.
  • Banner and Icon support for Mods in Mods menu.
  • More detailed build metadata support for Mod Versions following SemVer versioning.

Fixed

  • Mod Settings not working for Mods using the Mod Manager Settings API.

Mod Manager 1.0.5 [A21 b324]

07 Jul 14:54
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Fixed

  • NullPointerException when incorrectly parsing mod versions with no build or revision identifiers.

Mod Manager 1.0.4 [A21 b324]

06 Jul 17:28
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Fixed

  • Some mod versions not properly being read, leading to indefinite "Loading..." loop when loading mods.

Mod Manager 1.0.3 [A21 b324]

06 Jul 13:45
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Added

  • Refresh button to update and load mods without needing to restart your game.
    • This is currently experimental and may cause issues when loading certain mods.

Removed

  • Dependency loading
    • Due to how A21 loads mods compared to A20, this is no longer a viable option.

Mod Manager 1.0.2 [A20.5 b2]

18 Jun 12:25
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Fixed

  • Error when attempting to create a new world using RWG.
  • Fixed versioning notifying of a new update when using a newer version than published in the remote manifest.

Mod Manager 1.0.1 [A20.5 b2]

03 Jun 16:29
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Fixed

  • Fixed a bug where the game would freeze on startup if more than 16 mods were loaded.

Mod Manager 1.0.0 [A20.5 b2]

03 Jun 12:03
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Mod Manager

Added

  • Mods List/Settings UI accessible from the main menu. Enable/Disable and customize mod settings from mods that support the Mod Manager Mod Settings API.
  • Game mod list compatibility checking, to ensure you don't load a save with the wrong set of mods (the save must have been opened with Mod Manager at least once.)
  • Better error handling by showing a user-friendly dialog box with the option to copy/ignore the message instead of spamming the in-game console with no way to close it.
  • Mod version checking through a new Mod Manifest system, which will notify if any new update for a mod is available, and provide information regarding the compatibility between the mod and the current game version (Note: Manifest must be implemented by the mod author).

Custom Mod Loader

  • Load mods from multiple directories (as well as the new default %AppData%\7DaysToDie\Mods and old 7DaysToDie\Mods program folder).
  • Mod dependency management to prevent mods missing dependencies from being loaded, causing errors.

Mod Manager API

To integrate the Mod Manager API, see the wiki for more information.

Added

  • Support for optional Mod Manager integration via wrapper classes that are copied into your project.
  • Mod Settings API

  • The Mod Settings API allows you to create settings for users to change during runtime without needing to reload their game after making changes to custom XML files. The API is designed that the Mod Manager mod will automatically format the settings you specify through the API on the user's end. (Note: XPath support is coming at a later date.)
  • Hook method to hook into variables directly and change values during runtime.
  • Category method to create a heading inside a Mod Settings Tab to space out settings depending on functionality.
  • Button method to create an interactive button to perform a specified Action.
  • CreateTab method to create a new tab to populate with certain settings.
  • Mod Setting

  • SetAllowedValues to cycle through with a combo selector box.
  • SetTab to place a setting within a created tab.
  • SetMinimumMaximumAndIncrementValues to automatically determine SetAllowedValues for a specific range of values.
  • SetWrap to allow combo box wrap around.
  • Update to force update a setting.
  • SetEnabled to set a condition for when the setting should be enabled/disabled depending on the returned bool value.