Hi everyone! I was trying to make a mod, test stuff around.. anyways, I wanted to put my items in the default blueprints using __merge in a player.config... but it isn't working out. Anyways, here's I went about doing it: It's located in \starbound\mods\ModTesterMod The name's player, with the extension .config. The code is: Code: { "__merge" : [], "defaultBlueprints" : { "__merge" : [], "tier1": [ { "item" : "testpickaxe" }, { "item" : "testaxe" }, ] } } What's wrong?
Yeah what hee above me said, the command merge is a bit sketchy, hoping it get expanded and more variables in later patches
The way merge works is a little bit 'wierd' Though honestly while the others said to get rid of the second merge..while that might help (honestly i don't think it will). One glaring error is the , after testaxe. The last command, whatever, in an entire file/group/list/map/etc does not get a comma. I think that is what is causing your real issue. But for merge itself..from what I've gathered you don't need to repeat the command unless you are specifically deleting or over riding with it.
I've done all that was suggested here, nothing worked... here's the mod if it helps. To install, make a mods folder in the starbound folder, and put the folder inside the zip I'm providing in there. (In boostrap.config it says mods sources are in ..\mods, so I din't add a new asset source)
You merge file should look like this. Code: { "__merge" : [], "defaultBlueprints" : { "tier1": [ { "item" : "testpickaxe" }, { "item" : "testaxe" } ] } } The big problem though is that you have no folder structure in your mod folder. You need to place all the items in files that match the ones in the assets folder. For example, I made an invisible hat for myself so I put it in my mod like this. Starbound\mods\myMods\items\armors\other\invishat. Then put the files for the hat there. Oh, and you look to also be missing a modInfo file. http://community.playstarbound.com/index.php?threads/making-mod-installation-easier.52349/
That might be the problem, I was in a rush making this I made this one to test my actual mod (hence the name ModTester) so I din't bother with folder structure, I thought it was just for convenience, because the main mod itself has a folder structure (even though looking at it now it's probably badly designed if it has to be the same as the asset one. I'm testing this now.
It may not be the file structure at all. That was just the first thing that jumped out at me. Now I see the big problem is the missing modInfo file. I think you were already replying by the time I edited that into my last post. Without that file the game doesn't even see your modfolder as being a mod.
I just saw that, and yep, it must be that, because the other one din't work. I'm gonna test it now...
Alright, everything in the actual mod seems to be good, but it's stuck loading. The problem, from the log. Seems something about humanoidTiming? Here's the log and the new version of the mod.
Unless you have been messing around with the player.config in the main assets folder i have no idea. You are still running Offended Koala? I can't remember, did merge files even work with that version? Pretty sure they were added with Angry Koala so this won't work at all unless you update you game or just do it the old way without the merge file.
I messed with the player.config at start, but only the defaultBlueprints part, so no clue there. Also, yes, I'm still running Offended Koala, I guess I should update, but I haven't gotten to move all stuff to my inventory in my normal survival so I don't lose my main stuff. I'll update, then try it. But I think it was implemented in Offended Koala... but possibly not. The log does complain about humanoidTiming though, not __merge..
I checked. It was added with Angry. The log is complaining about that because it is trying to fine humanoidTiming in your mods version of player.config. It doesn't know how to merge the files in the old version, can't find what it is looking for, and shuts the game down.