I realize that one should probably not leave the preloader installed if the mod is disabled, but I thought I'd report on it as throwing an error anyway, in case that is useful information for the mod's development.
Mod not installed, but preloader left installed by accident.
Error:
An error has occurred! Game version 0.10.30.22292
35 Mods used: [ErrorAnalyzer1.1.0] [DSPAllPlanetInfo1.1.12] [DSPCruiseAssist0.1.3] [DSPAutoPilot0.1.1] [DSPAutoSorter1.2.11] [DSP Mod Save1.2.1] [DSPStarMapMemo0.0.6] [DSPStationInfo0.4.10] [NebulaMultiplayerModApi2.0.0.24] [Bottleneck1.1.4] [MinerVeinCoverage1.4.3] [LSTM0.9.0] [PlanetFinder1.1.3] [SplitterOverBelt1.1.6] [DSPOptimizations1.1.16] [ReorderTechQueue1.2.0] [SphereEditorTools2.2.3] [Assembler UI Speed Info Mod2.3.0.0] [LDBTool3.0.1] [DSP Common API1.6.5.0] [Common API Nebula Compatibility1.6.5.0] [AutoShuttleSetup1.8.0] [DSP Star Sector Resource Spreadsheet Generator4.0.1] [DSP Smooth Splitter1.0.2] [DSP Save Game Sorter1.0.5] [Blueprint Tweaks1.6.4] [Blueprint Tweaks Installation Checker1.6.4] [SphereOpt0.9.1] [BuildToolOpt1.0.5] [DeliverySlotsTweaks1.5.6] [MinerInfo1.1.4] [RailgunsRetargetMini1.3.2] [StatsUITweaks1.4.5] [Planet Vein Utilization1.0.6] [Power_Network_Manager0.0.7]
InvalidOperationException: Sequence contains no matching element
System.Linq.Enumerable.First[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate);(0)
xiaoye97.LDBTool.AddProtos (System.Collections.Generic.List`1[T] datas);(0)
xiaoye97.Patches.VFPreload_Patch.VFPreloadPrePatch ();(0)
VFPreload.InvokeOnLoadWorkEnded ();(0)
VFPreload+<PreloadThread>d__42.MoveNext ();(0)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress);(0)
== Mod patches on the stack ==
InvokeOnLoadWorkEnded(Prefix): static void xiaoye97.Patches.VFPreload_Patch::VFPreloadPrePatch()
InvokeOnLoadWorkEnded(Postfix): static void xiaoye97.Patches.VFPreload_Patch::VFPreloadPostPatch()
InvokeOnLoadWorkEnded(Postfix): static void CommonAPI.VFPreloadPatch::OnMainMenuOpen()
InvokeOnLoadWorkEnded(Postfix): static void BlueprintTweaks.InstallCheck.UIMainMenuPatch::OnMainMenuOpen()
---
It's not easy for the preloader to know if the main plugin exists when it injects the code.
Users who manually install mods should be careful when enable/disable mods.
I realize that one should probably not leave the preloader installed if the mod is disabled, but I thought I'd report on it as throwing an error anyway, in case that is useful information for the mod's development.
Mod not installed, but preloader left installed by accident.
Error: