This is probably an asinine thing to ask but, I've been trying to tinker with modding in Starbound with the Avali mod, seeing if I can change a modded item but no matter what I try to remove or change it still acts as it normally does. I've tried the various operations to remove or replace things but there's absolutely no change in how the object acts. Is there a specific thing I need to do to point the patch to the correct path? Code: { "objectName" : "avalicushion2", "colonyTags" : [ "avali", "avalicamp" ], "rarity" : "Common", "category" : "furniture", "price" : 11, "printable" : true, "description" : "I wonder if the avali use their own down to fill these?", "shortdescription" : "Pillow", "race" : "avali", "objectType" : "loungeable", "sitFlipDirection" : true, "sitPosition" : [8, 7], "sitOrientation" : "lay", "sitAngle" : 90, "sitEmote" : "sleep", "sitStatusEffects" : [ "bed1" ], "sitEffectEmitters" : [ "sleepbubbles" ], "apexDescription" : "Where's the rest of the bedding?", "avianDescription" : "I'll need more of these to make a nest.", "floranDescription" : "Floran hear humansssss fight with these. Which end is pointy end?", "glitchDescription" : "Uncertainty. Is this for sitting or sleeping on?", "humanDescription" : "I'll freeze to death without bed clothes.", "hylotlDescription" : "I think there's been a terrible mistake, I only seem to have received half my bedding.", "avaliDescription" : "Avali living spaces are soft and warm, you can just sleep on the floor curled up with your pack.", "inventoryIcon" : "avalicushion2icon.png", "orientations" : [ { "dualImage" : "avalicushion2.png:<color>", "imagePosition" : [-8, 0], "frames" : 1, "animationCycle" : 0.5, "spaceScan" : 0.1, "anchors" : [ "bottom" ] } ] } Code: { "op" : "remove", "path" : "/sitOrientation" }, { "op" : "remove", "path" : "/sitAngle" }, { "op" : "remove", "path" : "/sitEmote" }, { "op" : "remove", "path" : "/sitStatusEffects" },
You need to make sure your mod that patches another mod, has a priority of 99, that way the original mod loads first, then your patch.
"priority" is one way, but most the time I prefer (also in _metadata) Code: "includes" : [ "someMod_thatShould_loadFirst" ], "requires" instead of "includes" will also work the same, but will prevent Starbound from loading if you are missing any mod listed.
I knew I was missing something obvious, changing the priority managed to get it to work. Appreciate the help with the newbie question.