[0.16.51] Mod ... dependency (?) ... not matching pattern "[?!] ModName [ModVersion specifier]"
Posted: Sun Jun 09, 2019 2:52 am
by takefour
To replicate:
Set steam build to latest experimental and download the FARL mod. Then set build to latest stable (16) and try to launch. Game will crash due to name issue with mod. It cannot be launched until the mod is manually deleted.
Desired Behavior:
If a mod is causing an error on load, it should be disabled so that the game can be launched the next time.
Re: Mod related crash when reverted to stable
Posted: Sun Jun 09, 2019 5:38 am
by Choumiko
Looks like 0.16 doesn't like hidden dependencies (which i guess is to be expected):
Re: [0.16.51] Mod ... dependency (?) ... not matching pattern "[?!] ModName [ModVersion specifier]"
Posted: Sun Jun 09, 2019 2:49 pm
by Bilka
mexmer wrote: Sun Jun 09, 2019 2:06 pm
i can cofirm same error on 0.17.47
...
That is a completely different problem that is already solved for the next version: viewtopic.php?f=30&t=71709
Re: [0.16.51] Mod ... dependency (?) ... not matching pattern "[?!] ModName [ModVersion specifier]"
Posted: Sun Jun 09, 2019 2:57 pm
by mexmer
ok, thanks for info.
Re: [0.16.51] Mod ... dependency (?) ... not matching pattern "[?!] ModName [ModVersion specifier]"
Posted: Sun Jun 09, 2019 8:27 pm
by Rseding91
Thanks for the report. The specific scenario you're seeing is not something we can control: when you feed invalid data into an older version of the game and it gives some error that's "just how it is". We aren't going to be releasing new older versions of the game to address stuff like that.
The specific error (malformed dependencies) is currently something of a developer error and not something you're ever expected to see as a player. It currently doesn't have any reliable way to make it into the "mods load error" screen because it fails so early in processing mods from disk that it is incompatible with the nicer failed-to-load GUI.
So, I'm going to move this to minor issues. If another developer wants to take a shot at making the failed-to-load GUI work with this specific error they can but I don't think they will.