Open Prebloxx opened 1 week ago
Since you're unable to debug it if you send/link to your mod maybe someone else could debug it for you.
Make sure api_version
is set to 0.5.0
in _polymod_meta.json
Make sure
api_version
is set to0.5.0
in_polymod_meta.json
Considering https://github.com/FunkinCrew/Funkin/issues/3660#issuecomment-2417374388 I think they've already done that.
Since you're unable to debug it if you send/link to your mod maybe someone else could debug it for you.
alr hold on
Since you're unable to debug it if you send/link to your mod maybe someone else could debug it for you.
https://drive.google.com/drive/folders/19DPMMEyE-gq7fm-RFRcWlWNz0iexEfKd?usp=sharing
Seems like it's trying to load a dependency mod that doesn't exist and is failing
"dependencies": {
"modA": "1.0.0"
},
"optionalDependencies": {
"modB": "1.3.2"
},
If you remove the "modA": "1.0.0"
line it should be good to go. Might as well remove this entire section if you don't plan it to depend on other mods
Seems like it's trying to load a dependency mod that doesn't exist and is failing
"dependencies": { "modA": "1.0.0" }, "optionalDependencies": { "modB": "1.3.2" },
If you remove the
"modA": "1.0.0"
line it should be good to go. Might as well remove this entire section if you don't plan to depend on other mods
ohh alr, tysm!
Seems like it's trying to load a dependency mod that doesn't exist and is failing
"dependencies": { "modA": "1.0.0" }, "optionalDependencies": { "modB": "1.3.2" },
If you remove the
"modA": "1.0.0"
line it should be good to go. Might as well remove this entire section if you don't plan to depend on other mods
Something to note here is that every mod will be disabled if the dependency check fails, not just the mod with the non-existent dependency.
Every mod? That's annoying and might need a separate issue
This is actually intended behavior in Polymod, there's this flag when passing init()
:
Funkin' doesn't touch this flag when initializing Polymod, so it's disabled.
Since it's optional I wonder if there's any downside to enabling it.
This is actually intended behavior in Polymod, there's this flag when passing
init()
: Funkin' doesn't touch this flag when initializing Polymod, so it's disabled.
I thought from the documentation it meant that if let's say modA
doesn't have dependencies, that mod will stop loading in the game until you have it. Not for all mods.
Issue Checklist
Platform
Itch.io (Downloadable Build) - Windows
Browser
None
Version
0.5.2
Description (include any images, videos, errors, or crash logs)
So I created a simple mod for testing (replacing assets) but it dosen't load at all, I have used the modding guide and I can't compile the github source code because git keeps failing.
Steps to Reproduce