Ship preload: a mod ship that fails to load or assemble is skipped, not fatal
PreloadAsync rethrew on the first failing hull, so one bad package faulted Loading and no mod ship could spawn. Each hull now loads in its own try: a failure destroys its partial visual, is logged with the hull's name, and the rest still preload, as Compose skips a bad package. The play smoke installs the package beside a broken sibling that composes but cannot assemble (its map icon moved onto a meshless muzzle node) and proves the sibling has no prototype while the good ship spawns. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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3 changed files with 69 additions and 16 deletions
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@ -193,7 +193,7 @@ public class MainMenu : MonoBehaviour
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}
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// The one way into the game scene. Mod ship prototypes import asynchronously at boot, so the scene waits for them,
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// and a failed import stops here with its reason rather than in the first zone.
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// and a preload that could not run at all stops here with its reason rather than in the first zone.
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private void EnterGame() => StartCoroutine(EnterGameWhenModShipsAreReady());
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private IEnumerator EnterGameWhenModShipsAreReady()
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