In the new Aquatic Beta, the method ElementLoader.CollectElementsFromYAML was changed to using VYaml.
The list of yaml files that get iterated in that methods are derived from Klei.FileSystem, which virtualizes paths of mods to appear like sitting in the game directory. VYaml however uses System.IO.File.ReadAllBytes(path), which works fine for the games' own yaml files, but throws fatal parse error file not found:
[00:27:13.174] [1] [INFO] [RonivansLegacy_ChemicalProcessing]: Registering Substances [00:27:19.254] [1] [WARNING] Fatal parse error in X:/SteamLibrary/steamapps/common/OxygenNotIncluded/OxygenNotIncluded_Data/StreamingAssets/elements/ChemicalProcessing_BioChem_Elements.yaml Could not find file "X:\SteamLibrary\steamapps\common\OxygenNotIncluded\OxygenNotIncluded_Data\StreamingAssets\elements\ChemicalProcessing_BioChem_Elements.yaml" [00:27:19.255] [1] [WARNING] Fatal parse error in X:/SteamLibrary/steamapps/common/OxygenNotIncluded/OxygenNotIncluded_Data/StreamingAssets/elements/ChemicalProcessing_IO_Elements.yaml Could not find file "X:\SteamLibrary\steamapps\common\OxygenNotIncluded\OxygenNotIncluded_Data\StreamingAssets\elements\ChemicalProcessing_IO_Elements.yaml"
This in turn prevents the mod from being loaded as it gets disabled when not a dev-mod, also throws some mod events on the main menu:
the path injected into the KYaml.LoadFile<ElementEntryCollection> method should not use the virtual filepath from FileSystem, but the true path when working with System.IO, it would be nice if this could be adjusted.
- have a simple mod in place and active that contains at least one custom element.yaml file under /modDir/elements/
- start the game
- ElementLoaders yaml loader will throw the fatal error of not finding the file in the game directory (and not the mod directory)
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