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[2.0.76] Incompatible mods report circular dependencies instead of incompatibility

Posted: Sun May 31, 2026 2:35 pm
by front
Hello!

I got a report like this, for the Outer Rim, with this other paracelsin k2so compat mod that I am marking as incompatible.
05-31-2026, 16-27-03.png
05-31-2026, 16-27-03.png (17.01 KiB) Viewed 519 times
The circularity comes from me "depending" on this compat mod by marking it incompatible, xy's k2so and its nulls's fork optionally depending on me, then that compat mod depending on xy's mod.
I'm marking that mod incompatible, because the outer rim has a k2so compat layer for paracelsin already built in, so the second one is redundant and will cause problems. The "null's fork" exists for the same reason.

It should report the incompatibility between the outer rim and that paracelsin compat layer before reporting it as a circular dependency. This is not clear on what exactly is happening, and if the player knows the incompatibility then it becomes very easy to resolve.

This is also the same if I mark a mod with an optional dependency on mine as incompatible.

Re: Incompatible mods report circular dependencies instead of incompatibility

Posted: Sun May 31, 2026 9:41 pm
by Loewchen
Add the version of the game to the title please, see 3638.

Re: Incompatible mods report circular dependencies instead of incompatibility

Posted: Mon Jun 01, 2026 3:33 pm
by front
Loewchen wrote: Sun May 31, 2026 9:41 pm Add the version of the game to the title please, see 3638.
Sorry, fixed.

Re: [2.0.76] Incompatible mods report circular dependencies instead of incompatibility

Posted: Mon Jun 01, 2026 5:33 pm
by Rseding91
Thanks for the report. The current dependency system does not support this scenario and I don't see a simple solution to make it work. Incompatible dependencies require the mod that it is incompatible with have its dependencies resolved before the engine decides "ok, the mod is active and valid -> I must disable myself". However, as part of trying to resolve those dependencies it hits the circular requirement and fails.

Re: [2.0.76] Incompatible mods report circular dependencies instead of incompatibility

Posted: Fri Jul 10, 2026 10:11 pm
by front
Rseding91 wrote: Mon Jun 01, 2026 5:33 pm Thanks for the report. The current dependency system does not support this scenario and I don't see a simple solution to make it work. Incompatible dependencies require the mod that it is incompatible with have its dependencies resolved before the engine decides "ok, the mod is active and valid -> I must disable myself". However, as part of trying to resolve those dependencies it hits the circular requirement and fails.
The circular dependency is thrown before the incompatibility could be thrown? You already have every mod involved in the loop to generate the error message, could check for that incompatibility on that site as well, then include it in the log.
The only thing that is the problem is the error message that is reported, the game can crash. The player has to handle this by hand anyways, by disabling one of the incompatible mods.

Marking the incompatibility there in that log, also directly helps the player to break the chain.