Git Product home page Git Product logo

Comments (3)

sciwhiz12 avatar sciwhiz12 commented on June 15, 2024 1

This was raised in Discord a few minutes ago.

My preliminary thoughts, based on my knowledge of the design of FML and not having looked at the code yet:

When FML encounters a mod loading error in the early stages of the mod loading process (such as during the phase where dependencies are verified), the mod sorter shifts to a 'fail-safe' mode where it passes only the system mods -- Minecraft and NeoForge -- to the rest of the mod loading process.

The idea behind that decision (as I understand it) is to allow solely NeoForge and Minecraft to continue loading (and no other mods), in the hopes of reaching a stable enough state later to display a friendly error screen to the player in the game window. (See MinecraftForge/MinecraftForge#7993 (comment) and the subsequent works MinecraftForge/MinecraftForge#8049 and MinecraftForge/MinecraftForge#8238 for more details on this behavior, and on the system mods concept.)

What I assume happens here is that the crash report extender uses the information from the mod list which, in the aforementioned 'fail-safe' mode, only contains the system mods. That would cause the crash report to only have the two system mods.

This isn't a very large problem, since the debug.log file contains the logging from the mod locators which can be sufficient to determine what mods would be loaded. However, it should still be fixed for the sake of those who only have access to the crash report (such as the user not having provided it earlier, or not having some required option enabled for generation of the debug.log file).

from fancymodloader.

embeddedt avatar embeddedt commented on June 15, 2024

I think this is by design, to prevent other mods' code from running when the game is in an errored state. In the log you sent, the reason for the mod loading failure is still shown, even though the mods list is not fully populated.

from fancymodloader.

IThundxr avatar IThundxr commented on June 15, 2024

I think this is by design, to prevent other mods' code from running when the game is in an errored state. In the log you sent, the reason for the mod loading failure is still shown, even though the mods list is not fully populated.

Yeah but usually having a mod list is good for detecting & alerting people of common problems from wrongly versioned mods etc, an example of this is how I've got a bot that will alert users if they've got incompatible versions of mods etc

from fancymodloader.

Related Issues (20)

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.