How this works
Where do the answers come from?
From players. Polyfill is a mod that repairs other Schedule I mods after a game update breaks them. Every time you start the game, it checks your mods.
If you allow it, Polyfill sends those results here, and this list is built from them.
What does it send?
- The name, version and author of each mod you have
- How long you played before quitting
- Errors a mod threw, and where in its code - never the error text
- Your game version and your Polyfill version
- Whether each mod started, needed repairing, or could not be fixed
- Which names it was missing, and what Polyfill did about each
- A random number, so we can tell one PC from another
That random number is not tied to you, your account or your PC. It only means one player counts once, even if they start the game twenty times a day.
What does it never send?
Your name, your Steam account, your save, your folders, where you live. Not the text of an error either: whatever a mod put in it can be a path or a save name.
Want to see it for yourself? Open the game console and type polyfillshare show. It prints exactly what would be sent.
Do I have to take part?
No. Polyfill asks once and sends nothing if you say no. You can change your mind at any time with polyfillshare on or off.
How long is it kept?
The report itself is deleted after 30 days. Only the per-mod totals stay - how many reports saw what, on which game version, under which Polyfill.
What happens when I report a problem on a mod's page?
You pick your MelonLoader log and your browser reads it. The log itself is never uploaded.
- Your game version, your Polyfill version and the version of that mod
- Errors that involve that mod, and where in the code - never the error text
- What you wrote, up to 500 characters, with links removed
Your text is public on that mod's page at once. Nothing about you is stored with it, not even your IP address. A report stays until it is removed, and you can ask for that here.
It changes a mod's answer only when your log shows an error from that mod.
What happens when I click "I want this fixed"?
The count for that mod on that game version goes up by one. Only the number is stored, nothing about you and not your IP address.
Your browser remembers the click. It cannot be taken back.
The mods most players are waiting for get looked at first.
What happens when I turn on notifications for a mod?
You get one message when the answer for that mod changes, for example from "Errors ingame" to "Works". "Not played yet" after a game update is not a message.
To send it, this site has to keep where it goes:
- For a browser: the address its push service gave out, and two keys
- For a Discord channel: the webhook address you pasted
- Which mod it is for
No name, no account and no IP address. The webhook address is never shown on a page.
Turn it off on the mod's page and the entry is deleted. For Discord, paste the same address and press Remove, or delete the webhook in Discord.
On an iPhone, use a Discord channel. Safari there only notifies for sites added to the home screen.
I made this mod. Take it off.
Done, just ask.
Write to me here and say which mod is yours. I check your Nexus or GitHub page and remove it.
Same if a result is wrong. That happens: in version 0.9.23 Polyfill reported two mods as broken that were both perfectly fine. That was my bug, not theirs.