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aaclayton opened this issue
Jun 18, 2021
· 5 comments
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bugFunctionality which is not working as intendednonreproBugs which are not yet able to be reproduced.packagesIssues related to add-on packages, systems, modules, and worlds
In order to submit an effective bug report, please include the following information along with your issue description.
Environment Details
Foundry VTT Version: 0.8.7
Operating System: Ubuntu
How Are You Using Foundry: Native Application (Electron)
Which Game System: pf2e
Modules Enabled?: Noticed with illandril-sheet5e-lockdown, but can reproduce with a single barebones module
Issue Description
If you activate a module that doesn't have a system restriction in a world, and then later that module gets a system restriction, you cannot deactivate that module.
Create a module that doesn't have a "system" restriction in the module.json, with a single script that just has a console.error('Module active'); line in it
Activate it for a Pathfinder 2 world
Update the module's module.json to include a "system": "dnd5e" entry
Restart the Pathfinder 2 world
See that there is still 1 Active Module, and the Module active error still appears in the console.
Open Manage Modules, and see that no the module is not included in the list anywhere, and there is no way to deactivate it.
The text was updated successfully, but these errors were encountered:
Changes to a manifest file system.json, module.json, or world.json generally require Foundry VTT to be restarted in order for them to be acknowledged by the software. Do you confirm this behavior if Foundry VTT is restarted after the module.json file is edited?
Confirmed- though I feel this would only occur in cases where someone is trying to accomplish this exact thing. I struggle to imagine a situation where this would occur in normal usage.
Here's how it can happen under normal usage:
I initially released illandril-sheet5e-lockdown without a hard restriction on system. Several people have activated it on non-5e worlds and then told me it didn't work, despite the module clearly saying it was for 5e. I've since added the restriction, so anyone who did this now cannot deactivate the module for those worlds if they hadn't already deactivated it before.
This could easily happen with any number of other modules. In my experience, Foundry users seem to love turning on every module they can find that has even the slightest hint of helping them, and fail to turn off the ones they don't actually use until and unless it starts causing a problem.
bugFunctionality which is not working as intendednonreproBugs which are not yet able to be reproduced.packagesIssues related to add-on packages, systems, modules, and worlds
Originally in GitLab by @joseph.spandrusyszyn
In order to submit an effective bug report, please include the following information along with your issue description.
Environment Details
Issue Description
If you activate a module that doesn't have a system restriction in a world, and then later that module gets a system restriction, you cannot deactivate that module.
module.json
, with a single script that just has aconsole.error('Module active');
line in itmodule.json
to include a"system": "dnd5e"
entryModule active
error still appears in the console.Manage Modules
, and see that no the module is not included in the list anywhere, and there is no way to deactivate it.The text was updated successfully, but these errors were encountered: