Although my entire project is currently running on a single thread (per environment, client & server), runtime ModuleScript(s) aren’t properly cached, resulting in them being executed twice (only twice, never more).
I sadly could not replicate this issue in an empty place, as such there has been instructions and a place file provided the staff attached message
Expected behavior
When requiring a ModuleScript, the expected result is for that module to only load it’s contents once, and then cache the response.
Those are prints from two different clones of the same ModuleScript.
Because output is coming from clones, Studio does unfortunately report the same origin name, but if you check script:GetFullName() you will see that one is inside the Player and the other is running directly in StarterPlayerScripts.
Ah! I completely overlooked that on my end. Relative string path(s) from Darklua had resulted in grabbing the wrong script.
Is there a reason that the debugging tracebacks don’t show outside the scope of the ModuleScript? I know this isn’t necessarily a bug, rather just something that’s intended (lack of a feature thereof)