Axiom/Docs
Reference / Troubleshooting

Troubleshooting

The failures people actually hit, what each one means, and the command that tells you which it is.

Start with axiom caps --game <id>. It answers most of this page in one screen.

A mod will not load

What you seeMeansFix
absent beside a required capNo pack answers it on this gameInstall a pack that provides it, or make it optional and degrade
disabled by packProvided but turned offEnable it in the game's pack settings
Capability not recognisedTypo, or a retired majoraxiom check names the replacement
Mod wants @2, pack gives @1Version mismatchUpdate the pack, or use a build against @1

Everything returns Failed{ SymbolUnresolved }

The game patched. axiom symbols --game <id> shows which names failed on this build. Either the pack has a newer version covering it, or nobody has published one yet.

This is a clean failure, by design

Attach refuses to guess an address rather than resolving to a plausible wrong one. A framework that guessed here would read the wrong bytes silently, which is the failure mode this whole architecture exists to avoid.

Entity data is nonsense, but nothing errors

A conformance failure, almost always. Check axiom caps for the score and axiom pack test for which test fails.

Failing testWhat it means
count_matches_enumerationThe pack is misreading the free list
position_is_metresThe pack is not converting units, every mod on it is wrong
rotation_is_radiansThe pack is handing through the game's degrees
bulk_matches_scalarTwo code paths in the pack disagree

My keys stopped working in game

A mod is holding input capture. Open the overlay and run capture, which names the holder. Escape always releases the overlay's own capture. A mod that takes capture and never releases it is a mod bug, not a configuration problem.

The game stutters since installing a mod

Overlay, Performance tab. It breaks the frame down by mod with crossings counted. A Tier W mod over a few hundred crossings a frame is calling something scalar in a loop.

PatternCrossings per frame
transform(id) and world_to_screen(p) per entity, 400 entities801
transforms(ids) and world_to_screen_many(ps)4

A Tier N mod crashed the game

That is the tier working as designed: native mods have no sandbox and a fault is fatal. The manager records the crash against the mod with the fault address. Nothing can be done from Axiom's side except not loading it, which is the main argument for Tier W.

A pack exists but my build is not covered

axiom pack list --game <id> shows every pack with the builds it covers, and another pack may already cover yours. Packs stack, so a second pack can answer only the questions the first one misses. Failing that, a pack can be forked and extended with one [[build]] block and a symbols file, by anyone, with no permission needed.

The game shows as Blocked

Kernel anticheat. This is not a bug or a configuration problem, and there is no flag for it.

There is no override

Nothing in Axiom will attach to that process. The check runs in the manager, in the registry and at attach, regardless of what a pack claims.