method
Log.error
Log.error(msg, [key, value]...) -> void
Logs msg at the **error** level (4), the highest — a real failure the game could not handle cleanly: a save that would not write, a required asset that could not load. It prints on stderr as [ERROR] msg with any structured key=value fields, and shows at every threshold except one set above 4. Error is the level you almost always want visible, including in release builds.
Parameters
msgthe message stringExample
program Error {
entry {
Log.error("save failed", "path", "slot1.sav", "code", 5)
}
}