You are reading the docs of SDK 1.5.0, an older release. See the latest (1.11.0).
Guides · SDK 1.5.0
Troubleshooting
The mod is on but does nothing#
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Look at its row in the Mods tab. A mod that cannot load says why there, before Play (another disc, an interface this OpenRAC lacks, no library for this computer, a missing or conflicting mod) and after it (what happened at the last start).
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Read
status.jsonin the game'splugins/folder (where mods live). For each mod that is on:stateMeaning loadedrunning; hookslists what it tookrefuseda check failed before it was opened; reasonsays whichfailedits library could not be opened, its load refused (with your failreason), it asked for a hook point this OpenRAC does not have or with another signature, or (a script) it raised an error or ran over its time budget:reasonhas the messagehook_pointslists every hook point this OpenRAC has. -
Read the game's log (Logs on the game's page): its header has a
modsline naming the mods loaded, and your mod's lines start with its id. A script's errors are there with their traceback.
Common reasons#
| Reason | What to do |
|---|---|
| needs interface 1.1; this OpenRAC has 1.0 | the player needs a newer OpenRAC, or set api to what you really use |
| not for this disc | add the disc to games if the mod works there |
| no library for this platform | build for it (the template's workflow builds all desktop ones), or it is Android, which loads only script mods |
| no hook point X | check its id, or ask for the hook point |
| signature differs | the hook point's signature is in the reference |
| stopped while the game ran: hook X: ... | your script's error, or it ran over its 2 ms budget |
Purist mode#
The launcher's Purist mode (in Settings and on the Mods tab) starts the game
with no mods at all (--no-mods): the game as on the console, with only
OpenRAC's own fixes. Ask players to try it first when they report a problem.
When the game crashes#
The crash report (the game page's Logs and crash reports) lists every mod that was loaded, and names the one whose code was running when it can tell: a native mod's library, or the script mod being called. The launcher's crash notice suggests trying again in purist mode when mods were on.
Asking for help#
Open an issue at OpenRAC with the
mod's status.json, the log, and the crash report if there is one; the reports
leave out the player's home folder.
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