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<title>Log.error — Ludic</title>
<meta name="description" content="Log at the error level (4) — a failure.">
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<header class="nav"><div class="wrap nav-in"><a class="brand" href="index.html"><span class="logo">L</span> Ludic</a><button class="nav-toggle" aria-label="Toggle menu" aria-expanded="false">☰</button><nav class="nav-links"><a href="index.html">Home</a><a href="api.html">API Reference</a><a class="nav-cta" href="https://git.workshopsoft.io/workshopsoft/ludic">Source ↗</a></nav></div></header>
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<div class="crumbs"><a href="api.html">API Reference</a> <span>›</span> <a href="ns-log.html">Log</a> <span>›</span> <span class="here">Log.error</span></div>
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<span class="kind-badge kind-method">method</span>
<h1 id="top">Log.error</h1>
</div>
<code class="sig">Log.error(msg, [key, value]...) -&gt; void</code>
<div class="desc"><p>Logs <code>msg</code> 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 <code>[ERROR] msg</code> with any structured <code>key=value</code> fields, and shows at every threshold except one set above 4. Error is the level you almost always want visible, including in release builds.</p></div>
<div class="params"><h2>Parameters</h2><div class="param" id="param-msg"><code class="pname">msg</code><span class="pdesc">the message string</span></div></div>
<div class="examples"><h2>Example</h2><pre data-lang="ludic">program Error {
entry {
Log.error("save failed", "path", "slot1.sav", "code", 5)
}
}</pre></div>
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