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You can patch whatever it is to add your script to the end of the "scripts" array. Then instead of replacing whole scripts, you hook the functions you need. For example
--backing up the previous functions
local old_init = init
local old_update = update
--replacing the functions
init = function()
--added code here
old_init() --call old function
--added code here
end
update = function(dt)
--code here
old_update(dt)
--code here
end
Many mods can hook the same thing in this way. If any mod is over-writing the whole thing, control load order to load your mod after it via _metadata
I've received information that Colony Tweaks is incompatible with Supper's Combat Overhaul. So I made a "patch" (read: merge the conflicting file, that is monster.lua) here: https://steamcommunity.com/sharedfiles/filedetails/?id=755833356
Drayne Johnson, do you mind adding the info for the compatibility patch on the description?
Thanks in advance!
https://ccccc-wiki.webnode.com/weaponmerchant/
Load order of mods can affect things also and even though I had this one set to a late priority trying to have it defer to everything else Starbound never seemed to truly give a damn about that setting.
If you are having problems (starbound.log generates a 'setPersistent' error before crashing your game), try unsubbing and re-subbing, after adding all other mods back into the game. This worked for me, and I can say that my tenants are working fine for me once more.
Can you try to test your game and see what mods don't agree with Colony Tweaks? will it run with FU, or is it a compatibility issues related to 1.4 itself?
Same issue for;
/items/materials/jellyblock.matitem.patch
and
/items/materials/supermatter.matitem.patch
Those are the only 3 on newest update with Frackin' Universe. Also using Theme Deeds Patch.
Not game breaking.
All of this over one little weapon merchant.
However, it doesn't have problems with FU.
Other planets like Toxic and other crappy places to live would be unsatisfactory to all...unless you include modded races and then woo, then we get down to business (to defeat disatisfaction)
@LBDC: Do you need any dialogue done?
https://scontent.fkul13-1.fna.fbcdn.net/v/t1.0-9/35357413_10216861615198685_3933757308001058816_n.jpg?_nc_cat=0&_nc_eui2=AeHS7X3S2yMf7nI_Km_W62ltYZfVu-KDaHApE79_Fzd4134KkExZAM28hMaXxvKdsY-ILFD95SVpckhlctjozlq45_kqDXsh_zvnD9NIdnlR_g&oh=152f835d9bbeb0195eadb6ff6283bad7&oe=5BC2AFE7
Behold, here is the very first complex item I minted for my mod. I subsequently wrote a patch to have the Gothic merchant sell it.
Feel free to decide on how interested you are with regards to my proposal.
The other thing that happens is sometimes when you add this to a pre-existing world the game just doesn't take it well for some reason and any tenants or deed objects that existed before will be wonky.