chore: align mod versions and dependencies to 0.1.0

Set the demo release floor to 0.1.0 in manifests, dependency requirements and authoring examples. Keep category and runtime changes separate.
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cthangover committed 2026-11-13 17:48:38 +01:00
1 parent 8580720d05
commit c63acd54a1
7 files changed
+13 -13

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+2 -2
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@@ -1,14 +1,14 @@
{
"id": "menu_base",
"name": "Menu",
"version": "1.0.0",
"version": "0.1.0",
"author": "ct",
"description": "The main menu: start or continue a game, pick one of the installed games, load a save and change the language, sound and display settings.",
"category": "ui",
"sources": [
"src/**/*.cs"
],
"depends": ["ui_base>=1", "music_pack>=1"],
"depends": ["ui_base>=0.1.0", "music_pack>=0.1.0"],
"test_suites": [
{"id": "menu_flow", "activate": ["--itest=menu_flow"]},
{"id": "save_dormancy", "activate": ["--itest=save_dormancy"]},
@@ -196,7 +196,7 @@ namespace Mods.CollectionEditTest
var edited = JsonSerializer.Deserialize<ModCollection>(JsonSerializer.Serialize(source));
edited.Package = source.Package;
edited.Includes ??= new List<ModCollectionInclude>();
edited.Includes.Add(new ModCollectionInclude { Ref = AddedToolset + ">=1", Role = "tools" });
edited.Includes.Add(new ModCollectionInclude { Ref = AddedToolset + ">=0.1.0", Role = "tools" });
var user = ModCollectionStore.LoadUser().Where(c => !string.Equals(c.Id, GameId, StringComparison.OrdinalIgnoreCase)).ToList();
user.Add(edited);
+1 -1
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@@ -5,6 +5,6 @@
"src/*.cs"
],
"depends": [
"menu_base>=1"
"menu_base>=0.1.0"
]
}
@@ -227,8 +227,8 @@ namespace Mods.HotReloadTest
var data = Path.Combine(modsRoot, DataId);
Directory.CreateDirectory(Path.Combine(data, "characters"));
File.WriteAllText(Path.Combine(data, "manifest.json"),
"{ \"id\": \"" + DataId + "\", \"name\": \"Hot reload probe data\", \"version\": \"1.0.0\", \"author\": \"test\", " +
"\"depends\": [\"characters_base>=1\"] }");
"{ \"id\": \"" + DataId + "\", \"name\": \"Hot reload probe data\", \"version\": \"0.1.0\", \"author\": \"test\", " +
"\"depends\": [\"characters_base>=0.1.0\"] }");
File.WriteAllText(Path.Combine(data, "characters", "probe.json"),
"{ \"Kind\": \"character\", \"Items\": [ { \"Id\": \"" + ProbeCharacterId + "\", \"Name\": \"" + name + "\", \"Health\": 1 } ] }");
}
@@ -238,8 +238,8 @@ namespace Mods.HotReloadTest
var app = Path.Combine(modsRoot, AppId);
Directory.CreateDirectory(Path.Combine(app, "src"));
File.WriteAllText(Path.Combine(app, "manifest.json"),
"{ \"id\": \"" + AppId + "\", \"name\": \"Hot reload probe app\", \"version\": \"1.0.0\", \"author\": \"test\", " +
"\"sources\": [\"src/*.cs\"], \"depends\": [\"" + LibId + ">=1\"] }");
"{ \"id\": \"" + AppId + "\", \"name\": \"Hot reload probe app\", \"version\": \"0.1.0\", \"author\": \"test\", " +
"\"sources\": [\"src/*.cs\"], \"depends\": [\"" + LibId + ">=0.1.0\"] }");
File.WriteAllText(Path.Combine(app, "src", "ProbeApp.cs"), ProbeAppSource);
WriteLib(version, compiles: true);
}
@@ -249,7 +249,7 @@ namespace Mods.HotReloadTest
var lib = Path.Combine(modsRoot, LibId);
Directory.CreateDirectory(Path.Combine(lib, "src"));
File.WriteAllText(Path.Combine(lib, "manifest.json"),
"{ \"id\": \"" + LibId + "\", \"name\": \"Hot reload probe library\", \"version\": \"1.0.0\", \"author\": \"test\", \"sources\": [\"src/*.cs\"] }");
"{ \"id\": \"" + LibId + "\", \"name\": \"Hot reload probe library\", \"version\": \"0.1.0\", \"author\": \"test\", \"sources\": [\"src/*.cs\"] }");
var body = compiles ? "\"" + version + "\";" : "\"" + version + "\"";
File.WriteAllText(Path.Combine(lib, "src", "ProbeLib.cs"),
"namespace HotReloadProbe\n{\n public static class ProbeLib\n {\n public static string Value() => " + body + "\n }\n}\n");
+1 -1
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@@ -5,6 +5,6 @@
"src/*.cs"
],
"depends": [
"mod_manager>=1"
"mod_manager>=0.1.0"
]
}
@@ -190,7 +190,7 @@ namespace Mods.MenuFlowTest
var composition = GameCatalog.Composition(GameId);
Check("composition computed without loading the game", composition?.Any(m => m.Id == "my_novel_game") == true);
var diff = SaveCompositionDiff.Compute(
new[] { new SaveGameMod { Id = "cthangover_game", Version = "2.0.0" }, new SaveGameMod { Id = "ghost_mechanic", Version = "1.0.0" } },
new[] { new SaveGameMod { Id = "cthangover_game", Version = "0.1.0" }, new SaveGameMod { Id = "ghost_mechanic", Version = "1.0.0" } },
composition);
Check("comparison reports removed and added mechanics", diff.Removed.Contains("ghost_mechanic") && diff.Added.Contains("my_novel_game"));
@@ -274,7 +274,7 @@ namespace Mods.MenuFlowTest
SaveId = Slot,
Timestamp = DateTime.UtcNow,
CoreVersion = "0.1.0",
Game = new SaveGameInfo { Id = GameId, Name = "My Novel", Version = "1.0.0" },
Game = new SaveGameInfo { Id = GameId, Name = "My Novel", Version = "0.1.0" },
};
package.ModData[SavePackage.CoreSlotKey] = new ModSlot();
var dir = ProjectSettings.GlobalizePath(SaveService.GameDirectory(GameId));
@@ -73,7 +73,7 @@ namespace Mods.SaveDormancyTest
// Simulate a save written while the game still had the mechanic, and
// before this test mod joined the game.
var absentSlot = new ModSlot { Metadata = new ModMetadata { ModId = AbsentMod, ModVersion = "1.1.0" } };
var absentSlot = new ModSlot { Metadata = new ModMetadata { ModId = AbsentMod, ModVersion = "0.1.0" } };
absentSlot.Data["marker"] = new DataBlob(1, new Dictionary<string, string> { ["value"] = "42" });
package.ModData[AbsentMod] = absentSlot;
package.ModData.Remove("menu_base__save_dormancy");