Both me and Magicono are seeing some weird behaviour with mod loading. Me with Climates & Cloaks, him with the GoldShop mod. I also saw it with his PhysicalCombat mod yesterday.
This is all testing done today exclusively with the new 0.10.25a code:
1: Error is only visible if you use a built mod in the editor. Loose files will not produce the error.
2: The error happens during game load, after you click the "Play" button in the DFU launcher.
3: A mod with the error will cause all other mods loaded after it to fail.
4: Exception: the very last mod in the list. This will also load normally.
DFU attempts to load mods:
It hits Climates & Cloaks, loads this normally and then mods after that start failing until it hits the last mod in the load list.
- errorLog1.png (53.65 KiB) Viewed 2589 times
Later in the logs, it attempts to initialize the mods. But is unable to initialize any mods that did not load correctly. Note that the mod "Torch Taker" at the end is loads normally.
- errorLog2.png (24.69 KiB) Viewed 2589 times
The error message:
- errorLog3.png (72 KiB) Viewed 2586 times
Which links to this code:
Code: Select all
public static Assembly CompileFromSourceAssets(string[] source)
{
if (source == null || source.Length < 1)
{
Debug.Log("nothing to compile");
return null;
}
Assembly assembly;
try
{
assembly = Compiler.CompileSource(source, true);
return assembly;
}
catch (Exception ex)
{
Debug.LogError(ex.Message);
return null;
}
}
This was in the new Unity editor with 0.10.25a, and no code changes or additions. Simply the .dfmod files (built with 0.1025a) placed in the StreamingAssets folder.