Comments (3)
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).
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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.
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
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Related Issues (20)
- Provide current Dist as an optional mod constructor argument
- Forge is still mentioned in ELS
- [Suggestion] Make version range in mods.toml either required or accept all versions if omitted
- Remove static `ModLoadingContext` access
- Renaming mods.toml HOT 3
- User agents for VersionCheck are missing information
- Add dependency override for player/pack maker to bypass limits set in mod's mods.toml file HOT 5
- [1.20.1] IModFileInfo is missing issue tracker URL HOT 1
- [1.20.1] Invalid mod version causes log to suggest FML is missing
- `ModConfig::getHandler` has gone missing HOT 5
- Deprecate/remove LANGPROVIDER jar type
- `IModLanguageProvider#loadMod` signature is really weird HOT 1
- Deprecate/remove `IExtensionPoint.DisplayTest` HOT 1
- Remove `OptionalMod`
- [Suggestion]: Increase modid size limit to 256 or more HOT 8
- InterModComms 3000
- Language provider errors are ignored HOT 1
- Make earlydisplay work on Wayland if possible. HOT 1
- Make earlydisplay work on Wayland if possible.
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