Flagging modded clients in bugreports

maritaria

Well-Known Member
Apr 14, 2016
126
165
450
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nuterra.tech
Hello PayloadStudios,

After a talk with @Dellamorte it became clear that my mod may have taken you a bit by surprise. I have added a feature to my mod for my next release so you can detect what reports come from clients with my mod installed.

1. A field is added to the WWWForm named "mods"
2. The field "body" is prefixed with "Maritaria.BugReportFlagger(...)\n\n"

Exact code:

Mod.CurrentVersion is of the type System.Version

Sorry for few spamreports I may have send in order to debug it :( (about 10 or so)
Stacktrace that you can filter my spam-reports with:
ArgumentNullException: Argument cannot be null.
at Maritaria.FirstPersonKeyBehaviour.TankCamera_FixedUpdate () [0x00000] in <filename unknown>:0
at TankCamera.FixedUpdate () [0x00000] in <filename unknown>:0


If there are other considerations for me to make regarding modding please let me know. I understand that TT isn't ready for mods yet and I don't want my project to upset the TT development.

- Maritaria
 

tomo_cjt

Well-Known Member
Aug 14, 2014
401
362
475
Thank's for this, it'll be useful for our reporting tool.

We'll still have to put code into the game to detect if a mod is being used - so if we get save files etc we can track issues down.

This will become more necessary as Gameplay features are modified or added, but thanks for the heads-up.