WhatGotChanged

v1.0.0·Updated 2026-04-17

Configure which mods to track, and get auto-generated changelogs showing exactly what changed between versions.

About this mod Author’s original text

WhatGotChanged

Auto-generates changelogs by comparing mod versions. No more mystery updates!

What Does It Do?

WhatGotChanged fetches decompiled source code and compares the latest two versions of your installed mods, generating a markdown changelog showing exactly what changed. It also alerts you when you have an outdated version installed.

Features:

  • Only scans mods you configure AND have installed
  • Fetches decompiled source code directly
  • Generates changelogs showing code changes between versions
  • Alerts you when updates are available for installed mods
  • Three detail levels: Simple, Detailed, or Full code diffs
  • Skips mods that already have a changelog for the current version
  • Saves changelogs to BepInEx/config/WhatGotChanged/

Installation

  • Install with your mod manager (r2modman, Mod Manager, etc.)
  • Launch the game once to generate the config file
  • Edit BepInEx/config/IAmOnTheInternetAndItIsScary.WhatGotChanged.cfg
  • Add teams or mods to track (see Configuration below)
  • Launch the game again to generate changelogs

Note: Requires an internet connection at startup to fetch data.

Configuration

Open BepInEx/config/IAmOnTheInternetAndItIsScary.WhatGotChanged.cfg and configure:

You must configure at least one team or mod. Without configuration, nothing will be scanned.

TrackTeams

Filter by team/owner names (comma-separated). Tracks all installed mods published by these teams.

Example:

TrackTeams = Azumatt,RandyKnapp,blacks7ar

TrackMods

Filter by specific mod names (comma-separated). Use the exact name as it appears.

Example:

TrackMods = Jotunn,ServerDevcommands,VNEI

DetailLevel

Choose how detailed the changelogs should be:

  • Simple - Counts per class (e.g. "3 methods changed, 1 added")
  • Detailed - Lists every change by name
  • Full - Actual C# code diffs showing line-by-line changes

Example:

DetailLevel = Detailed

How It Works

  • Config Check: If no teams or mods are configured, the plugin does nothing
  • Match: Matches your configured teams/mods against the package list
  • Installed Check: For each matched package, verifies the mod is actually installed via BepInEx. Mods that aren't installed are skipped with a log message.
  • Skip Check: If a changelog already exists for the current version, it skips that mod — no redundant API calls
  • Version Comparison: Fetches the latest two versions and compares the decompiled source
  • Changelog Generation: Creates a markdown file per mod showing all changes

Output

Changelogs are saved to BepInEx/config/WhatGotChanged/ as ModName-Version.md.

Example output (Simple mode):

Jotunn

v2.28.0 → v2.29.0

  • CommandManager: 1 method(s) changed
  • ConsoleCommand: 2 method(s) added, 1 method(s) changed
  • GUIManager: 1 method(s) changed

Example output (Detailed mode):

ConsoleCommand

  • + method: Run(string, Terminal)
  • + method: CommandOptionList()
  • ~ method: Run(string)

Example output (Full mode):

object obj = new object[12]

{

command.Name,

command.Help,

(object)(ConsoleEvent)delegate(ConsoleEventArgs args)

{

+ command.Run(args.Args.Skip(1).ToArray(), args.Context);

  • command.Run(args.Args.Skip(1).ToArray());

},

};

FAQ

Q: Do I need to configure anything?

A: Yes. You must add at least one team or mod name to the config file. Without configuration, nothing will be scanned.

Q: What if I configure a team but don't have all their mods?

A: Only their mods that you have installed will be scanned. The rest are skipped with a "not installed" message in the log.

Q: Why does it say "decompiled source not available"?

A: Not all mods have decompiled source available. This is a limitation.

Q: How often does it scan?

A: Once per game launch, but it skips any mod that already has a changelog for the current version.

Q: How do I force a rescan?

A: Delete the changelog f

Install & use Install: BepInEx plugin

  1. The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
  2. Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
  3. Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
  4. Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.

Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file. In multiplayer, the host and every client need the same mods installed.

File & checksum

Filename
WhatGotChanged-1.0.0.zip
File size
298.4 KiB