Diagnose a mod with Player.log
Diagnose a mod with Player.log
Section titled “Diagnose a mod with Player.log”Where to start
Section titled “Where to start”Use the log before changing several systems at once. If you know your own load marker, search for that exact marker first; it separates “my mod never ran” from “my feature ran and failed later”.
Answer three questions in this order:
1. Did NeoModLoader see/compile/load the mod?2. What exact error or warning signature appears?3. Which subsystem should you inspect next?Fast route
Section titled “Fast route”- Open the Player.log Analyzer.
- Drop
Player.loginto the local browser tool. - Check WorldBox / NML / PoliticalWorldAPI versions first.
- Look at the highest-severity detected signature.
- Follow the linked troubleshooting page instead of changing unrelated code.
Typical signals
Section titled “Typical signals”error CSxxxx → compilation problemStackOverflowException → recursive call/init problemNullReferenceException → missing/null object or unsafe lifecycle assumptionPWDIAG040 / callback failed → Event Bus callback failedFailed to construct listener → NML listener construction issueNetwork/TLS and fallback-library lines can be noisy and are not automatically the reason your mod failed. The analyzer marks them as informational.
Important limit
Section titled “Important limit”Pattern recognition is not root-cause proof. If a log only shows NullReferenceException, the analyzer can route you to a better investigation path, but it cannot honestly claim which object was null without the relevant stack/context.