So I've been working for a few days now on a really great Buddhist monk vanity outfit just so I could test out how the modding system works (and possibly make more things in the future) - However even after following close instruction, I still can't seem to get the items to work... Can I trouble someone to look at my mod and see that the issue is? There is two pieces, a chest and leggings, The idea was to have it crafted on the yarnspinner for 10 fabric, and two dyes... (red&Yellow for the chest, and 2 yellow for the skirt/pants)
There were a few things here but is was a good first try. 1. The robe's need to be placed in a file structure like other clothing items in the game for them to work properly. I put them in \items\armor\other\BuddistRobe and that will work fine. 2. In BuddhistRobeChest.chest you have vanity in the inspectionKind field. Thats not a valid inspectionKind so you should change that to armor. 3. In both recipes you are missing commas on the inputs. 4. Your folder name, modInfo name and the name field in the mod info should all match. So something like this: \BuddistRobeMod\BuddistRobeMod.modinfo Code: { "name" : "BuddistRobeMod", "version" : "Beta v. Angry Koala", "path" : ".", "dependencies" : [ ] } 5. You can make a merged player.config file like this so you don't need people to manually do it. Code: { "__merge" : [], "defaultBlueprints" : { "tier1" : [ { "item" : "BuddhistRobeChest" }, { "item" : "BuddhistRobeSkirt" } ] } } Hope that helps.
Thanks for taking the time to help me out! With the player merge file, do I just save that as a player.config in the mod?
That is correct. Another big thing that trips people up - if you're merging or otherwise altering any already-present asset, your directory structure needs to reflect the game's exactly, but consider the root mod folder (where your .modinfo is) as /assets.
You're welcome Yep, just make a player.config in your mod folder and copy/paste that into it. That will make your mod stuff merge right into the default player.config when the game starts.
Alrightly... one more thing... Is this what you mean by the commas? Code: { "input" : [ { "item" : "fabric", "count" : 10 }, { "item" : "yellowdye", "count" : 1 }, { "item" : "reddye", "count" : 1 } ], "output" : { "item" : "BuddhistRobeChest", "count" : 1 }, "groups" : [ "spinningwheel", "armor", "chest" ] }
That's precisely it. Within any sub-layer - that is, brackets, curly braces, etc. - any "list of things" needs to have a comma between each "thing" unless it is the last "thing". In your input, you start a new sublayer with the braces. Thus, your inputs form a list, and each one needs a comma after, just like you did. Edit: Also that's pretty.
If I had a dollar for every time my girlfriend has mocked me for getting Really Mad About Commas, I could buy someone a copy of Starbound.
Alright... Lets test this bad boy > I will for sure make more, but I can see why not very many people due full outfits; there is a lot more frames then I thought there would be...
Code: "itemName" : "BuddhistRobeChest", "inventoryIcon" : "icons.png:chest", "dropCollision" : [-4.0, -3.0, 4.0, 3.0], "maxStack" : 1, "rarity" : "Common", "description" : "Humble yet Brezzy.", "shortdescription" : "Buddhist Robe Top", "inspectionKind" : "Armor",