If what you mean is having 2 player.configs can't merge with this new system, then you're wrong. I had 3 player.configs are they all gave me the recipes they had.
you have to make a file diff (find change between the same file). And merge one with the method i mentionned above :
Hmm.... It might read from all three, I'm not quite sure what Bartwe had planned, but from the way he said it, it seemed like there could still only be one Player.config.
hu ? im trying to do that for 20 minutes . You mean, overriding every properties (brute player.config copy) ?
in your /mods/yourmod/ you put the default player.config, and add the custom recipes to it. You can also remove the default recipes, so you can easily navigate if you have a bug.
He's saying Bartwe already made the Jsons merge, or at least read from all configs. Although I disbelieve him I'll have to double check. [21:19] <Black--Snow> Guys, is it possible to use two player.configs at once? [21:19] <Black--Snow> Someone on the forums said it was, I was pretty sure it wasn't. [21:19] <luzie> i don't think so [21:19] <Reizoku> hm [21:19] <Askori> black--snow, think I saw something about having one in your mods folder, but it will use whichever itloads last? [21:20] <Askori> not sure where I saw it though
This is the structure that I have /assets/ Everything default in here /mods/mod_Mymod1/player.config /mods/mod_Mymod2/player.config obv in mod_Mymod1 and 2 there are the necessary folders. This is what 1 of them has: Code: { "defaultHumanoidIdentity" : { "gender" : "Male", "hairType" : "male2", "color" : [51, 117, 237, 255] }, "species" : [ "human", "glitch", "hylotl", "apex", "avian", "floran" ], "humanoidTiming" : { // Idle, Walk, Run, Jump, Fall, Swim, SwimIdle, Duck, Sit, Lay "stateCycle" : [1.0, 0.75, 0.75, 0.25, 0.25, 0.50, 0.50, 1.0, 1.0, 1.0], "stateFrames" : [1, 8, 8, 4, 4, 7, 2, 1, 1, 1], // EmoteIdle, Blabbering, Shouting, Happy, Sad, NEUTRAL, Laugh, Annoyed, Oh, OOOH, Blink, Wink Eat Sleep // , normal , caps , :) , :'(, :| , :D , , :o, :O , , ;) "emoteCycle" : [1.0, 0.3, 0.3, 0.3, 1.0, 0.3, 0.5, 1.0, 1.0, 1.0, 1.0, 0.5, 0.3, 1.0], "emoteFrames" : [1, 2, 2, 2, 5, 2, 2, 2, 2, 3, 3, 5, 2, 2] }, "defaultItems" : [], "tierBlueprintsUnlockedMessage" : "New blueprints have been unlocked.", "blueprintOnPickupMessage" : "New blueprint available.", "defaultBlueprints" : { "tier1" : [ { "item" : "myTech" } ], "tier2" : [], "tier3" : [], "tier4" : [], "level32" : [], "level33" : [], "level34" : [], "level35" : [], "level36" : [], "level37" : [], "portable3dprinter" : [] }, "visibleRect" : [-1.0, -2.5, 1.0, 1.75], "techControllerSettings" : { "baseMovementParameters" : { "standingPoly" : [ [-0.75, -2.0], [-0.35, -2.5], [0.35, -2.5], [0.75, -2.0], [0.75, 0.65], [0.35, 1.22], [-0.35, 1.22], [-0.75, 0.65] ], "crouchingPoly" : [ [-0.75, -2.0], [-0.35, -2.5], [0.35, -2.5], [0.75, -2.0], [0.75, -1], [0.35, -0.5], [-0.35, -0.5], [-0.75, -1] ], "airFriction" : 0.2, "mass" : 0.6, // should keep the player from teleporting through walls "maximumCorrection" : 1, "maxMovementPerStep" : 0.4 } }, "maxHealth" : 100.0, "maxEnergy" : 100.0, "maxFood" : 100.0, "maxBreath" : 100.0, "energyReplenishmentRate" : 10.0, "foodDepletionRate" : 0.0425, "breathReplenishmentRate" : 20, "breathDepletionRate" : 2, "lightStrength" : 1.0, "footstepTiming" : 0.35, "footstepSensor" : [0, -3.1], "fallDamageFactor" : 0.8, "minimumFallTime" : 1.0, "maxFallTimeFactor" : 1.5, "minimumFallSpeed" : -2.0, "vaporTrailTime" : 10, "terminalVelocityDifference" : 1.01, "bottomOfWorldTouchMargin" : 4, "interactRadius" : 5.5, "walkIntoInteractBias" : [1, 0], "initialBeamGunRadius" : 15.5, "previewGlowBorder" : 2, "objectPreviewInnerAlpha" : 0.8, "objectPreviewOuterAlpha" : 0.2, "beamGunSettings" : { "image" : "/humanoid/any/gravgun1.png", "endImages" : [ "/humanoid/any/ball.png", "/humanoid/any/tileglow.png", "/humanoid/any/4tileglow.png" ], "handPosition" : [-2, 0], "firePosition" : [5, 0], "segmentsPerUnit" : 1, "nearControlPointElasticity" : 0.1, "farControlPointElasticity" : 0.9, "nearControlPointDistance" : 0.9, "targetSegmentRun" : 1, "innerBrightnessScale" : 20, "firstStripeThickness" : 0.2, "secondStripeThickness" : 0.05, "minBeamWidth" : 1, "maxBeamWidth" : 5, "maxBeamJitter" : 0.06, "minBeamJitter" : 0.0, "minBeamTrans" : 0.1, "maxBeamTrans" : 0.4, "minBeamLines" : 1, "maxBeamLines" : 5 }, "underwaterSensor" : [0.0, 0.5], "underwaterMinWaterLevel" : 0.4, "splashConfig" : { "splashSpeedMin" : 10.0, "splashMinWaterLevel" : 0.4, "splashBottomSensor" : [0, -2.0], "splashTopSensor" : [0, 2.0], "numSplashParticles" : 8, "splashYVelocityFactor" : 0.2, "splashParticle" : { "type" : "ember", "position" : [0, -1], "finalVelocity" : [0, -20], "approach" : [0, 50], "color" : [60, 150, 224, 100], "size" : 1.0, "timeToLive" : 0.5, "destructionAction" : "shrink", "destructionTime" : 0.2 }, "splashParticleVariance" : { "velocity" : [10, 0], "size" : 2.0 } }, "teleportInTime" : 1.0, "teleportInBase" : "/humanoid/any/playerwarpin.png", "teleportInBeam" : "/humanoid/any/playerwarpinbeam.png", "teleportInFrames" : 16, "teleportOutTime" : 0.75, "teleportOutBase" : "/humanoid/any/playerwarpout.png", "teleportOutBeam" : "/humanoid/any/playerwarpoutbeam.png", "teleportOutFrames" : 12, "teleportHeight" : 43.0, "teleportBeamHeight" : 8, "teleportTallness" : 30, // 50mins @ 5C = 15000sec/1C "warmthTransferRate" : 1000.0, "warmthTransferRateCap" : 1000.0, "comfortRegen" : 2.0, "bodyTemperatureRangeLow" : [5, 99999], "windChillFactor" : 10, "idealTemperature" : 25, "maxOverlayPercent" : 0.8, "freezeOverlayColor" : [175, 175, 255], "nametagOpacityRate" : 0.01, "nametagOffset" : [0, 2], "nametagColor" : "white", "nametagFontSize" : 7, "nametagOpacityBoost" : 3, "emoteCooldown" : 2, "blinkInterval" : [5, 30], "damageConfig" : "/damage/damageresponse/default.config", "bodyMaterialKind" : "organic", "reviveCost" : { "absolute" : 1, "percentile" : 30.0 } }
btw, It's not a very good method to make other things than add recipes. Removing them, or changing the way you got them, will lead to some dev oddies. Code: ... "defaultBlueprints" : { "tier1" : [ { "item" : "myTech" } ], "tier2" : [], "tier3" : [], "tier4" : [], "level32" : [], "level33" : [], "level34" : [], "level35" : [], "level36" : [], "level37" : [], "portable3dprinter" : [] } ... i guess it mean the overriding, just add new recipes, here, as it's written, you just erase every default blueprints.
how do you remove the default acquisition of the "stoneaxe" blueprint for example ? If you remove it from the player.config in your mod, you will still have it with the default player.config due to the overrinding.
Exactly, I don't believe that merging is currently possible since I can still remove starter recipes by not having them in my mod's Player.config.
haha okay, but the problem is still here btw, there is a bug, i tried to use overrinding to simplify the player.config in the mod with Code: { "defaultBlueprints" : { "tier1" : [ { "item" : "steelaxe" }, ] } } and it lead to a crash, you have to copy the whole player.config
Yea, but as I said earlier, you can remove the default recipes from your new player.config to reduce lines but you have to keep the important stuff there.
From the custom player.config? If so, you prob removed something important, or left a comma somewhere.
In SoME I was able to add the option of changing eye color (as undy color) and offset the emotes just a bit so they lined up again. The layering is correct, all I had to do was add eyes to the head .png layer and make sure their default color was the same as undies.