Mods / Version Checker

Tags: #Utility
Author: ilan
Side: Client
Created: Jun 16th 2024 at 9:49 AM
Last modified: Jan 26th at 9:53 AM
Downloads: 4193
Follow Unfollow 174

Latest release (for outdated Vintage Story v1.20.3):
versionchecker_1.1.0.zip  1-click install


This mod automatically checks the VS Mod DB for any updates for your enabled mods when you join a world. You can snooze this alert for a day (configurable).

Each line in the version check report includes a link to the mod page, as well as the option to update that mod from within the game.

If you have more than 1 out-of-date mod, there is an option to auto-update them all from within the game.

 

Note: due to an issue with how the game loads and unloads mods, it is highly recommended you restart your game when you update your mods!

 

Commands

.versionchecker snooze - Snoozes the version check alert for the configured amount of time (by default, 24 hours)

.versionchecker unsnooze - Resets the "snooze time" so the next time you join a world, the version check alert will show

 

Configuration

  • IgnoredMods - A list of mod ids to ignore when checking for mods. Defaults to the built-in game mods.
  • SnoozeMinutes - How many minutes to snooze for. Defaults to 24 hours (86,400 minutes).

 

Known bugs/issues

  • The download confirmation screen when you "update all" only mentions a single mod and not all of them.
    This is a bug in the vanilla game.

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v1.1.0 2500 Jan 26th at 9:53 AM Show versionchecker_1.1.0.zip 1-click install
v1.0.0 1693 Jun 16th 2024 at 9:51 AM Show versionchecker_1.0.0.zip 1-click install

40 Comments (oldest first | newest first)

💬 ilan , 2 days ago

LeuxSeveN do you have AutoConfigLib installed? that mod fucks with other mods' configurations

💬 LeuxSeveN, 4 days ago

On world creation - standart world

 

Running on 64 bit Windows 10.0.22631.0 with 65304 MB RAM
Game Version: v1.20.10 (Stable)
Sonntag, 18.05.2025 05:42:51: Critical error occurred in the following mod: versionchecker@1.1.0

 


System.NullReferenceException: Object reference not set to an instance of an object.
at VersionChecker.VersionCheckerModSystem.OnPlayerReady(ICoreClientAPI api) in D:\Code\VintageStory\VSMods\src\VersionChecker\VersionChecker\VersionCheckerModSystem.cs:line 165
at System.Threading.Tasks.Task.<>c.b__128_1(Object state)
at System.Threading.QueueUserWorkItemCallback.Execute()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()

💬 Gr8pboy, May 5th at 9:41 PM

Wonderful tool to have! Thanks so much!!

💬 NastyFlytrap, May 2nd at 8:04 PM

Ah fuck. Well, there's an oversight by the developers...

💬 ilan , Apr 30th at 4:54 AM

NastyFlytrap unfortunately the game doesn't let me detect disabled mods, I would have to scan the mods folder for that and parse each mod file myself.. :( 

💬 NastyFlytrap, Apr 25th at 1:41 PM

It'd be great if the mod looked for newer versions of disabled mods aswell, since if you try to load a save you ran with 30 mods two years ago, you either update all the mods one by one or crash to the desktop every time you update one

 

Maybe make it a toggleable option we could turn on or off with config lib.

💬 ilan , Apr 9th at 5:18 AM

AnvilLavigne that crash is related to the configuration not loading correctly. Try removing AutoConfigLib as it is known for screwing with how mod configurations work

💬 AnvilLavigne, Apr 4th at 7:59 AM

Got a crash while loading up my save immediately after installing this mod.

Running on 64 bit Windows 10.0.22631.0 with 32682 MB RAM
Game Version: v1.20.7 (Stable)
4/4/2025 12:55:14 AM: Critical error occurred in the following mod: versionchecker@1.1.0
Loaded Mods: bloomeryfulldrops@1.0.0, clayprocessing1to4@1.0.3, skepdrop@1.0.1, Vanilla_PlusWorldGen@1.3.5, game@1.20.7, vsimgui@1.1.7, zoombuttonreborn@2.0.0, betterfirepit@1.1.5, BetterProspecting@1.4.2, combatrebalance@1.2.1, configlib@1.5.1, extrainfo@1.9.7, freedomunits@1.1.4, hudclockpatch@1.0.0, projectiletracker@1.0.3, sieve_gravel@0.1.2, smithingplus@1.3.5, versionchecker@1.1.0, vmetp@1.1.1, creative@1.20.7, survival@1.20.7, autoconfiglib@2.0.6
System.NullReferenceException: Object reference not set to an instance of an object.
at VersionChecker.VersionCheckerModSystem.OnPlayerReady(ICoreClientAPI api) in D:\Code\VintageStory\VSMods\src\VersionChecker\VersionChecker\VersionCheckerModSystem.cs:line 165
at System.Threading.Tasks.Task.<>c.<ThrowAsync>b__128_1(Object state)
at System.Threading.QueueUserWorkItemCallback.Execute()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()

💬 ilan , Feb 11th at 7:01 AM

Mlodyowiec the crash seems to be happening when saving the map database (which needless to say, is completely unrelated to this mod) - do you have any mods that modify the in-game map?

Linkbro glad you like it :) 

💬 Linkbro, Feb 8th at 5:04 PM

this is genuinely one of the best mods i have ever used, it's so simple but so damn useful, amazing!

💬 Mlodyowiec, Feb 5th at 4:31 PM

ilan

The game just crashed after clicking update all in chat, the best part is, I got 2 crash reports

Running on 64 bit Windows 10.0.19045.0 with 24517 MB RAM
Game Version: v1.20.3 (Stable)
05.02.2025 17:28:28: Critical error occurred in the following mod: versionchecker@1.1.0
Loaded Mods: aculinaryartillery@1.2.3, Allclasses@1.2.2, bean_stacks@1.1.0, bettertraders@0.0.9, buzzwords@1.7.0, combatoverhaul@0.1.22, cutthefat@1.0.1, DiamondTools@2.0.3, foundrymod@1.0.0, hangingoillamps@1.0.3, immersivecorpsedrop@1.0.3, jackofalltraits@1.0.1, long-term_food@0.2.1, millwright@1.1.8, mushroom@1.0.2, nightwatcher@2.2.0, qolcraft@2.1.0, spyglass@0.5.2, superfuelresumed@2.1.4, visibleore@1.0.1, game@1.20.3, vsimgui@1.1.7, alloycalculator@1.0.0, armory@0.1.4, egocaribautomapmarkers@4.0.1, awearablelight@1.1.31, bedspawnv2@1.4.0, betterfirepit@1.1.5, BetterProspecting@1.3.0, biggercellars@1.0.1, blocksoverlay@4.0.4, carryon@1.8.0-pre.1, commonlib@2.6.1, configlib@1.4.4, danatweaks@3.3.12, easyprospect@1.1.0, expandedfoods@1.7.3, extrainfo@1.9.6, foodshelves@1.5.0, fromgoldencombs@1.8.6, herbarium@1.4.0, improvedhandbookrecipes@1.1.2, knapster@2.13.2, metalunittooltip@1.0.0, petai@3.0.1, projectiletracker@1.0.3, resmeltableslight@1.0.0, rpgoverlay@1.0.0, spawnhighlight@1.2.0, specialexpandedbags@1.0.5, statushudcont@3.2.5, stonebakeoven@1.1.5, stonerailings@1.3.0, tieredsuperiority@1.1.3, trapdoorsareladders@1.0.0, versionchecker@1.1.0, creative@1.20.3, survival@1.20.3, worldmapmaster@1.0.4-pre.1, xlib@0.8.12, captureanimals@2.8.1, extraoverlays@1.5.0, oregolems@0.1.7, playercorpse@1.11.0, stonequarry@3.4.3, tpnetpatched@1.14.5, wildcraftfruit@1.3.0, xinvtweaks@1.6.10, xskills@0.8.12
Microsoft.Data.Sqlite.SqliteException (0x80004005): SQLite Error 1: 'cannot rollback - no transaction is active'.
at Microsoft.Data.Sqlite.SqliteException.ThrowExceptionForRC(Int32 rc, sqlite3 db)
at Microsoft.Data.Sqlite.SqliteDataReader.NextResult()
at Microsoft.Data.Sqlite.SqliteCommand.ExecuteNonQuery()
at Microsoft.Data.Sqlite.SqliteConnectionExtensions.ExecuteNonQuery(SqliteConnection connection, String commandText, SqliteParameter[] parameters)
at Microsoft.Data.Sqlite.SqliteTransaction.RollbackInternal()
at Microsoft.Data.Sqlite.SqliteTransaction.Dispose(Boolean disposing)
at Microsoft.Data.Sqlite.SqliteConnection.Close()
at Vintagestory.API.Common.SQLiteDBConnection.Close() in VintagestoryApi\Common\IO\SQLiteDBConnection.cs:line 109
at Vintagestory.GameContent.MapDB.Close() in VSEssentials\Systems\WorldMap\ChunkLayer\MapDB.cs:line 165
at Vintagestory.API.Common.SQLiteDBConnection.Dispose() in VintagestoryApi\Common\IO\SQLiteDBConnection.cs:line 115
at Vintagestory.GameContent.MapDB.Dispose() in VSEssentials\Systems\WorldMap\ChunkLayer\MapDB.cs:line 174
at Vintagestory.GameContent.ChunkMapLayer.OnShutDown() in VSEssentials\Systems\WorldMap\ChunkLayer\ChunkMapLayer.cs:line 278
at Vintagestory.GameContent.WorldMapManager.<StartClientSide>b__19_1() in VSEssentials\Systems\WorldMap\WorldMapManager.cs:line 117
at Vintagestory.Client.NoObf.ClientEventAPI.TriggerLeaveWorld() in VintagestoryLib\Client\API\ClientEventAPI.cs:line 389
at Vintagestory.Client.NoObf.ClientMain.DestroyGameSession(Boolean gotDisconnected) in VintagestoryLib\Client\ClientMain.cs:line 2619
at Vintagestory.Client.GuiScreenRunningGame.ExitOrRedirect(Boolean isDisconnect, String reason) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 280
at VersionChecker.VersionCheckerModSystem.OnUpdateAllModsLinkClicked(LinkTextComponent obj) in D:\Code\VintageStory\VSMods\src\VersionChecker\VersionChecker\VersionCheckerModSystem.cs:line 113
at Vintagestory.API.Client.LinkTextComponent.HandleLink() in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\Richtext\TextLinkComponent.cs:line 227
at Vintagestory.API.Client.LinkTextComponent.Trigger() in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\Richtext\TextLinkComponent.cs:line 207
at Vintagestory.API.Client.LinkTextComponent.OnMouseUp(MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\Richtext\TextLinkComponent.cs:line 192
at Vintagestory.API.Client.GuiElementRichtext.OnMouseUp(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\GuiElementRichtext.cs:line 538
at Vintagestory.API.Client.GuiComposer.OnMouseUp(MouseEvent mouse) in VintagestoryApi\Client\UI\GuiComposer.cs:line 447
at Vintagestory.API.Client.GuiDialog.OnMouseUp(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 591
at Vintagestory.Client.NoObf.HudDialogChat.OnMouseUp(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\Huds\HudDialogChat.cs:line 690
at Vintagestory.Client.NoObf.GuiManager.OnMouseUp(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 415
at Vintagestory.Client.NoObf.ClientMain.UpdateMouseButtonState(EnumMouseButton button, Boolean down) in VintagestoryLib\Client\ClientMain.cs:line 1935
at Vintagestory.Client.SystemHotkeys.OnPrimaryMouseButton(KeyCombination mb) in VintagestoryLib\Client\Systems\Player\Hotkeys.cs:line 50
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean isGlobal, Boolean fallBack, Boolean keyup) in VintagestoryLib\Client\HotkeyManager.cs:line 422
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean keyUp) in VintagestoryLib\Client\HotkeyManager.cs:line 392
at Vintagestory.Client.HotkeyManager.OnMouseButton(ClientMain game, EnumMouseButton button, Int32 modifiers, Boolean buttonDown) in VintagestoryLib\Client\HotkeyManager.cs:line 574
at Vintagestory.Client.NoObf.ClientMain.OnMouseUpRaw(MouseEvent args) in VintagestoryLib\Client\ClientMain.cs:line 1965
at Vintagestory.Client.GuiScreenRunningGame.OnMouseUp(MouseEvent args) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 357
at Vintagestory.Client.ScreenManager.OnMouseUp(MouseEvent e) in VintagestoryLib\Client\ScreenManager.cs:line 914
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonUp(MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 211
at OpenTK.Windowing.Desktop.NativeWindow.OnMouseUp(MouseButtonEventArgs e)
at OpenTK.Windowing.Desktop.NativeWindow.MouseButtonCallback(Window* window, MouseButton button, InputAction action, KeyModifiers mods)
--- End of stack trace from previous location ---
at OpenTK.Windowing.Desktop.NativeWindow.RethrowCallbackExceptionsIfNeeded()
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

Event Log entries for Vintagestory.exe, the latest 2
==================================
{ TimeGenerated = 03.02.2025 23:05:51, Site = , Source = Application Error, Message = Nazwa aplikacji powodującej błąd: Vintagestory.exe, wersja: 1.20.3.0, sygnatura czasowa: 0x66470000
Nazwa modułu powodującego błąd: openal32.dll, wersja: 1.23.0.0, sygnatura czasowa: 0x63dd31ad
Kod wyjątku: 0x40000015
Przesunięcie błędu: 0x00000000000df046
Identyfikator procesu powodującego błąd: 0x1904
Godzina uruchomienia aplikacji powodującej błąd: 0x01db76878cc93456
Ścieżka aplikacji powodującej błąd: D:\Gry\Vintage wine\Vintagestory\Vintagestory.exe
Ścieżka modułu powodującego błąd: D:\Gry\Vintage wine\Vintagestory\Lib\openal32.dll
Identyfikator raportu: eec8758d-1ff9-48d8-903a-8465aa27966c
Pełna nazwa pakietu powodującego błąd:
Identyfikator aplikacji względem pakietu powodującego błąd: }
--------------
{ TimeGenerated = 03.02.2025 23:04:09, Site = , Source = Application Error, Message = Nazwa aplikacji powodującej błąd: Vintagestory.exe, wersja: 1.20.3.0, sygnatura czasowa: 0x66470000
Nazwa modułu powodującego błąd: openal32.dll, wersja: 1.23.0.0, sygnatura czasowa: 0x63dd31ad
Kod wyjątku: 0x40000015
Przesunięcie błędu: 0x00000000000df046
Identyfikator procesu powodującego błąd: 0x31c0
Godzina uruchomienia aplikacji powodującej błąd: 0x01db76875d4f730c
Ścieżka aplikacji powodującej błąd: D:\Gry\Vintage wine\Vintagestory\Vintagestory.exe
Ścieżka modułu powodującego błąd: D:\Gry\Vintage wine\Vintagestory\Lib\openal32.dll
Identyfikator raportu: 776dbb71-93f0-43f2-81c8-28f85133542a
Pełna nazwa pakietu powodującego błąd:
Identyfikator aplikacji względem pakietu powodującego błąd: }

💬 ilan , Jan 31st at 6:49 AM

Desolae That's really nice to hear 😄

I did fix a bug in the recent version with some mod URLs not working, but I'll double check with Status HUD Continued to make sure I didn't miss anything!

💬 Desolae, Jan 31st at 1:52 AM

Absolutely love this mod - I have so many mods that checking each one individually is a huge pain (especially in these early 1.20 days when many are getting several fixes applied). And while I have a different tool that can auto-update all my mods at once, it doesn't have options for choosing which mods to update, which is a problem because sometimes updating a mod mid-game (like a worldgen mod!) can cause huge problems, and I like to take a peek at mod changelogs before I update to be sure there won't be any issues... so I found myself not really using that tool. This one is exactly what I wanted.

I did notice that some mod page links don't seem to generate correctly, not sure if that's a problem with this mod or the target mod's info json. Status HUD Continued is an example of one whose link doesn't work.

💬 ilan , Jan 30th at 2:43 PM

aWhatsit

Thanks for the update! This isn't the first time someone's had trouble with one of my mods due to AutoConfigLib 🤔

Reqwiem FYI

 

EDIT: It appears AutoConfigLib has gotten an update that fixes the issue - can you try updating it and trying again?

💬 aWhatsit, Jan 29th at 4:53 PM

@ilan I experienced the same issue and report as @Reqwiem . Discovered the cuplrit to be AutoConfigLib and after disabling it, I had no issue. Hope this helps in some way. Great mod!!!

💬 zackadiax24, Jan 29th at 12:57 AM

Would it be possible to have it delete old versions of mods when you update?

💬 ilan , Jan 27th at 7:40 AM

Reqwiem

Wow, that's really strange! It appears your mod configuration hasn't been saved correctly. Could you check if the file VersionChecker.json has been generated in your ModConfig folder?

Snowfious

Weird, do other links work fine (not from this mod) work fine? I just use the same URL structure as any other link

💬 Snowfious, Jan 26th at 4:11 PM

You may not have Linux at all, but clicking on the links that are generated in the chat doesn't do anything. Such as the update, or update all, or go to download page on your browser. Hopefully, you can look into this. This is the regular game the .tar.gz file, not the flatpak version of the game.

💬 Reqwiem, Jan 26th at 3:52 PM

Hi, I've put together a mod build from several mods, and my game is crashing...
I don't know if it's a bad idea for log to provide direct courts.
Running on 64 bit Windows 10.0.26100.0 with 32694 MB RAM
Game Version: v1.20.3 (Stable)
26.01.2025 18:47:31: Critical error occurred in the following mod: versionchecker@1.1.0
Loaded Mods: betterandimprovedweather@0.1.0, bettercrates@1.8.0, bettertranslations@0.0.4, BiggerStacks@1.1.0, combatoverhaul@0.1.15, DiamondTools@2.0.3, dodgemaster@1.1.0, extrachests@1.9.0, grasstoropes@1.1.2, instandtemporalmobdrops@1.0.0, jacksgrass@1.0.0, long-term_food@0.1.6, nomoredrifterthrowingredux@1.0.5, OresAPlenty@3.3.0, sirixbetterstorage2123@1.0.0, usefuldrifterloot@1.2.1, game@1.20.3, vsimgui@1.1.7, metalrecoveryrevived@0.1.20, egocaribautomapmarkers@4.0.1, betterdeathmessages@0.2.0, blocksoverlay@4.0.3, carryon@1.8.0-pre.1, TrapdoorLadder@1.0.0, commonlib@2.6.1, configlib@1.4.4, configureeverything@2.1.3, decayingcreatures@0.1.2, electricity@0.0.12, extrainfo@1.9.6, gourmand@1.6.0, improvedhandbookrecipes@1.1.2, knapster@2.13.2, krpgenchantment@0.6.3, levelup@1.3.4, maltiezcrossbows@0.6.2, maltiezfirearms@0.10.5, minimalcompass@1.1.2, pomshadercache@1.1.2-rc.1, prospecttogether@2.0.0, statushudcont@3.2.3, storagecontroller@1.1.4, th3dungeon@0.4.0, versionchecker@1.1.0, vresp@1.2.0, creative@1.20.3, survival@1.20.3, wildfarmingrevival@1.3.4, autoconfiglib@2.0.2, captureanimals@2.8.1, electricityaddon@0.0.15, electricityextensions@0.0.8, extraoverlays@1.5.0, infinitetorch@1.0.2, itemrarity@1.1.2, playercorpse@1.11.0
System.NullReferenceException: Object reference not set to an instance of an object.
at VersionChecker.VersionCheckerModSystem.OnPlayerReady(ICoreClientAPI api) in D:\Code\VintageStory\VSMods\src\VersionChecker\VersionChecker\VersionCheckerModSystem.cs:line 165
at System.Threading.Tasks.Task.<>c.b__128_1(Object state)
at System.Threading.QueueUserWorkItemCallback.Execute()
at System.Threading.ThreadPoolWorkQueue.Dispatch()
at System.Threading.PortableThreadPool.WorkerThread.WorkerThreadStart()

💬 ilan , Jan 26th at 9:55 AM

NastyFlytrap

Fixed both issues :) 

IanDig

This mod only checks for updates and tells the game to download them using the built-in mod downloading functionality, it does not affect how mods are downloaded or shown in the mod manager.

However, I do believe that if you have multiple versions of the same mod, the mod manager screen will show the version for each file it finds.

💬 NastyFlytrap, Dec 19th 2024 at 12:22 PM

This is really cool and useful however there are two problems.

First, it doesnt check for the game version required by the mod to be updated, and so now i have 11 mods that need to be "updated" even though they are the latest version that still support v1.19.8, instead of requiring v1.20 which i dont have yet because its in beta

 

Second, it incorrectly assumes the mod page for some mods, like with auto map markers for example. Mod thinks its 'egocaribautomapmarkers' instead of the 'automapmarkers' that it is

💬 IanDig, Dec 18th 2024 at 1:20 AM

This mod is super convenient, thanks for making it!

My one critique is that I'd like for it to keep the filename of the mod it's downloading, instead of renaming it.

For example, several mods include the intended game version in the file name, but when updated through this mod, it shows up ingame as "[modname] (Code)"

Though it doesn't change the name of the file itself, just how it appears in the game's mod manager.
💬 ilan , Dec 7th 2024 at 8:53 AM

Ukilop

Yeah, I've noticed that too.. I'll try to limit it to the current game version.

💬 Ukilop, Dec 7th 2024 at 4:45 AM

is it possible for this to not update mods into higher game versions?
our friend group is playing 1.19 instead of 1.20,
since some of the mods are updating to 1.20, this is trying to update them into incompatability

💬 jayu, Sep 16th 2024 at 12:27 AM

Hey, I pressed "update all" and got this crash: client-crash.txt pastebin

It seems to be an issue with mods being disposed too early, or while some code is running

💬 ilan , Aug 15th 2024 at 7:19 AM

TheAmethyst No problem, thanks for using my mod :) 

NerdlinGeeksly interesting, I didn't have any problem like that when I was testing.. do you have a modlist I can use to test?

I can try adding some extra debug logs to see what's taking so long.. but tbh all the update "link" does is trigger the built-in mod downloader.. any slowdowns would be in the base game code..

💬 NerdlinGeeksly, Aug 8th 2024 at 7:04 PM

ilan I'm back with an update about that bug with pressing the update button.

It turns out that it sometimes works and sometimes doesn't, I started a new world and had updates.
I tried to update all a few times and it didn't work, so I clicked update on 1 mod and that worked.
I then reloaded the same save and tried to click update all again, this time it worked.
It could be that sometimes updates in general don't want to work, it could be the update all was bugged until I updated 1 mod and that set something right pathing wise.
When I updated the 1 mod it took like 3 seconds to engage, when I clicked the update all a few times I waited about 20 seconds before I tried to update 1 mod.

💬 TheAmethyst, Aug 6th 2024 at 10:32 AM

ilan I noticed the "note" after i commented my bad lol. Thank you for commenting back!

💬 ilan , Aug 6th 2024 at 8:36 AM

TheAmethyst it's actually a bug in the vanilla game due to how it loads mod assemblies (dynamic loading of assemblies is actually very tricky).

All this mod does is use the Mod DB API to check for version updates, and if there are, it triggers the built-in mod downloader that is used for downloading server mods.

It does not delete old mods, as the assemblies are still technically "loaded", and the files are undeletable (also to retain "backwards compatiblity" with multiplayer servers that use old mod versions).

I do recommend restarting your game after updating mods, to make sure the old mods are actually unloaded. I did update the description to warn about that :) 

💬 TheAmethyst, Aug 3rd 2024 at 12:04 AM

You can ilan, on any line. The line doesn't doesnt have to be empty.

NerdlinGeeksly just type @ and then start typing the username, it'll show you a drop down of usernames.

 

Also, ilan is this a bug or am I doing something wrong? When I click "update/update all" it installs the new version but doesn't remove the old version and the game says the new one is loaded and the old one isn't but in a world the mod doesn't work. I have to manually delete the old version for the mod to work.

💬 ilan , Jul 3rd 2024 at 5:03 PM

NerdlinGeeksly

On Windows, the logs can be found at %APPDATA%\VintagestoryData\Logs (unless you've changed the installation directory) :) 

 

As for the @, I think it only works if the line is completely empty

💬 NerdlinGeeksly, Jul 3rd 2024 at 1:05 AM

@ilan I can try to recreate the problem then time a mod needs updated, is there a place where I can find those logs?

also how do I do the @ you properly?

💬 ilan , Jun 29th 2024 at 9:02 AM

NerdlinGeeksly

Thanks for the kind words, did you manage to get the links working? I can't help without any logs, since I cannot reproduce this myself.

LunaGore

Currently I just use the vanilla built-in mod downloading feature (the 1-click install feature). It does leave the old versions behind.

I could probably add some "duplicate mod versions" check as well, but sometimes you do want to leave those old versions behind (for example, joining servers with different versions of the same mod).

💬 LunaGore, Jun 27th 2024 at 11:37 PM

Would it be possible for it to either append a new name to older versions or delete them when updating? At the moment it leaves both enabled though the original is greyed out, not sure if that means it's not useable but I can see it bloating the mods folder if left as is.

💬 NerdlinGeeksly, Jun 25th 2024 at 10:21 PM

This mod is Such a time saver, no more needing to check to see if the mod updated, no more needing to re download all mods one by one.

💬 NerdlinGeeksly, Jun 25th 2024 at 10:18 PM

ilan: "Hmm, that's strange. The mod page link is just a built-in http href, the game should handle it just fine. Are there any error logs perhaps?"

No, didn't get any error logs; just nothing happined.

💬 ilan , Jun 23rd 2024 at 5:30 PM

It's a game issue, yes. It's an issue with how the game loads the mod assemblies. It seemingly does not unload them, so you get assembly conflicts.

I should probably update the description to recommend restarting the game if you update your mods.

 

💬 Gehnavast, Jun 23rd 2024 at 5:18 PM

One issue I came across. I had 4 mods that needed updating so I auto updated the mods. After reloading my save I had some mods stopp working. After digging around a bit I found the game couldnt load the 4 mods, 2 of which were library mods because the previous versions zip file was still in the mod folder along with the new updated zip file. The game couldnt load the mods becuase there were 2 versions of each mod in the mod folder. deleting the old versions zip file fixed the issue.

💬 ilan , Jun 21st 2024 at 9:07 AM

Hmm, that's strange. The mod page link is just a built-in http href, the game should handle it just fine. Are there any error logs perhaps?

💬 NerdlinGeeksly, Jun 19th 2024 at 12:06 AM

When clicking the links to update or go to mod page nothing happens, but it does still accurately tell you when mods need updated.

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