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[Bug] Mod list fails to appear if mod loading fails too early #42
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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. |
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 |
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 |
If mod loading fails early then the crash log will not include the mod list and will only include Minecraft & forge.
Example of this type of log: https://gist.github.com/NeoCamelot/5e5d94426d3d872bbb04256484740323
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