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/entityeval npc.species();
/entityeval npc.npcType();
/eval world.threatLevel();
/entityeval npc.seed();
and take note of the info. then do something like this as a follow up
/spawnnpc [npc.species] [npc.npcType] [world.threatLevel (determines stats,starting world == 3, dark world == 9)] [seed]
ex:
/spawnnpc human villager 3 -323232455
{
"op" : "replace",
"path" : "/companionsConfig/recruitDescription",
"value" : "^cyan;> Job:^white; <role>\n^cyan;> Rank:^white; <rank>\n^cyan;> Race:^white; <species>\n^cyan;> Genre:^white; <gender>\n^cyan;> Status:^white; <status>"
}
It's a matter of priorities, your mod was loaded after the other one and overwrote its changes in that file hehe
Is there any chance of a patch? I tried to find out on my own why your mod invalidates the other one, but I couldn't figure it out, if you have any hints I could try to make a patch myself.
Hopefully this'll help someone else somehow.
I also have Unlimited Pets and Active Crewmembers. My other mods are mostly crops and Block/Item printers.
I have the Crew+, JobOffers, and NPCSpawner+ mods. I have some others as well, but I don't see how they might touch tenants.
Then I tried importing different npc cards I made at random for testing. An npc card of type "villager" has the option "graduate into crewmember" available, while npc types "merchant" and "chefmerchant" have it grayed out.
No idea if that's normal behavior but those are my findings.
I would say the tenant route would be more if you want a thematic retirement for your crewmember.
That being said you can use my other mod npcspawner+ to recreate said crewmember as a villager and inject them as a tenant via an npc card.