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Consider doing error handling with more general error catching. #115

@creesch

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@creesch

Currently we only catch known errors and also throw some errors ourselves. While this does make it very clear to the user that something went wrong, it is also very disruptive as it makes the entire game crash.

This is partially because initially I wasn't sure how errors would be handled, naively hoping some of them would be handled by the mod loader.

Making this issue as a reminder to better think up how I want to handle this overall.

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