If some plants or seeds have mutations added by a mod, and the user then disables the mod at mid-game, their save file can no longer be loaded.
Please add a check so that the game just ignores non-existent mutations when loading, converting plants and seeds to non-mutated ones.
An example save file with such mutations is attached.
Mod example: https://steamcommunity.com/sharedfiles/filedetails/?id=3625100610
[16:41:50.864] [1] [ERROR] Could not find Klei.AI.PlantMutation: GlowStick Could not find Klei.AI.PlantMutation: GlowStick [16:41:50.886] [1] [ERROR] BasicSingleHarvestPlant ~~~!System.NullReferenceException: Object reference not set to an instance of an object at MutantPlant.ApplyMutations () [0x0002f] in <9a81d9fd654c4d7795e427d970f7ac1f>:0 at MutantPlant.OnSpawn () [0x0004c] in <9a81d9fd654c4d7795e427d970f7ac1f>:0 at KMonoBehaviour.Spawn () [0x0005d] in <0785f6c612c54efca8ba8a38cb25e699>:0
Steps to Reproduce
Try loading the attached save file.
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