Hello Thal. 
An user reported to me a problem with IGE. After investigation it appears that a mod specified a wrong flavorType in the building_flavors table, which causes an error in CivUp, cascading back to IGE and preventing it to start.
Of course CivUp is not at fault (we're still looking for the culprit) but I thought that you could be interested to add a check to make your mod resilient to this kind of error.
Here is the stack trace:
* MT_Utils.lua: 129 (GameInfo.Flavors[flavorInfo.FlavorType] returns nil)
* InfoToolTipInclude.lua: 322
* ...
PS: Btw, I listed before the incompatibilities with LuaJIT. Since I enever got any answer from you, I wonder whether you did see it. Imho it would be quite easy to fix and it would save you from false bug reports while pleasing a good amount of your users.

An user reported to me a problem with IGE. After investigation it appears that a mod specified a wrong flavorType in the building_flavors table, which causes an error in CivUp, cascading back to IGE and preventing it to start.
Of course CivUp is not at fault (we're still looking for the culprit) but I thought that you could be interested to add a check to make your mod resilient to this kind of error.
Here is the stack trace:
* MT_Utils.lua: 129 (GameInfo.Flavors[flavorInfo.FlavorType] returns nil)
* InfoToolTipInclude.lua: 322
* ...
PS: Btw, I listed before the incompatibilities with LuaJIT. Since I enever got any answer from you, I wonder whether you did see it. Imho it would be quite easy to fix and it would save you from false bug reports while pleasing a good amount of your users.