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When an error occurs either during loading or during unload, it can prevent other mods from getting notified that world unloaded.
This is extremely bad and also not my mod's fault.
In fact my mod acts as a warning for this issue to force you to restart.
If my mod weren't there you would've likely encountered extremely weird bugs that can't be replicated normally, sending mod authors everywhere on wild goose chases xD
I did report this to Keen more than a year ago and here we are. They can at least crash the game if an error occurs, like they literally do everywhere else.
That said, the mod that triggered all this:
I searched in the cs files where "DamageInfo" occurs. And that's what mods I found this name in:
DamageInfo
AdvancedWelding
BuildInfo
NanobotBuildAndRepairSystem
I found which mod is "bad". I have deleted the DamageInfo mod. After restarting the world, the error disappeared. I added it recently, I wanted to try it, but I forgot about it.
Thank you for telling me how to look for problems in which mods.
Now I need, apparently, to contact the author of the DamageInfo mod? Or just don't use this mod :)
You can still use the mod but you have to remember to always close the game after exiting a world with that mod =) as loading any world would likely still have code running from the previous world (even if new world has no mods).
Thank you again for helping me figure it out.