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reason they do that is because the game literally says:
"Mods that failed to load: KitchenLib. Press any key to continue"
and then it force closes the game.
if you could make it so your code blames the actual problematic mod instead of your own, you would probably be seeing a lot less people blaming you. then again, they could put in a little more work then injecting whatever code sounds good without doing any testing
it doesnt. this mod allows other mods to exist, and THOSE break. i had the mod "Mystery Meat" out itself as the only mod on my list that causes the error code to pop up through this mod.
"Mystery Meat" is the problem.
These are vague reports, how am I supposed to debug and try to solve issues based on that?
I forward users to the Discord Server to open a PRIVATE ticket so I can collect and read their logs. These logs contain PRIVATE information about the user’s computer. 1) You can’t send these logs and file over Steam, 2) Unless you want your PRIVATE information public on Steam, then by all means put it up.
Additionally, going back and fourth via Steam comments is incredibly ineffective. If you have a better solution, by all means feel free to suggest it, but unless there is an easier reporting method on Steam, I will continue to forward users to Discord.
I'm pretty sure this wasn't the cause of the module conflict, because when I found out, I uninstalled all the modules and reinstalled the whole game. With only Kitchenlib and its two associated modules subscribed to, the game still appears with the following screen, unable to launch.