[13-10-2020_22-54-11] [INFO] Active mods:[13-10-2020_22-54-11] [INFO] - xcom2 v1.0[13-10-2020_22-54-11] [INFO] - Aliens_Pick_Up_Weapons_TFTD v1.0[13-10-2020_22-54-11] [INFO] - StrategyCore_Swap_Small_USOs_TFTD v1.0[13-10-2020_22-54-11] [INFO] - UFOextender_Psionic_Line_Of_Fire_TFTD v1.0[13-10-2020_22-54-11] [INFO] - XcomUtil_Improved_Gauss v1.0[13-10-2020_22-54-11] [INFO] - XcomUtil_Pistol_Auto_Shot_TFTD v1.0[13-10-2020_22-54-11] [INFO] - XcomUtil_Starting_Defensive_Base_TFTD v1.0[13-10-2020_22-54-11] [INFO] - XcomUtil_Statstrings v1.0[13-10-2020_22-54-11] [INFO] - Skyhawk-TFTD-FixGaussCoelecanth v1.01[13-10-2020_22-54-11] [INFO] - skyhawk-tftd-fixmagnav v1.0[13-10-2020_22-54-11] [INFO] - TFTD Rework v1.3bb v1.3bb[13-10-2020_22-54-11] [INFO] Loading rulesets...[13-10-2020_22-54-11] [WARN] disabling mod with invalid ruleset: TFTD Rework v1.3bb[13-10-2020_22-54-11] [ERROR] failed to load 'TFTD Rework'; mod disabledthis mod name is already used
- type: PLASMICIDE_WEAPON bigSprite: -3
Found the offender. Apparently current openxcom build complains about negative values in parameters like this one.Why did it work before? Engine changed to more strict rules? I guess, negatives were used to disable (?) certain sprite or something. How should they be disabled properly?
Found another problem: add-on subfolder in the mod. Apparently, new engine doesn't like it either. I should take them out and use as a separate mods.Engine designers, what is the proper way to add add-ons?