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Such as with a shop's closed state is replaced with an open state.
If I open your outpost, the x,y, in tiled is not the same as the x,y, in any of the patches.
I think there is a count variance in tiled. it counts from right down I think.
Any input on how to find the right x,y to add a new shop to your outpost?
I moved something and then it broke your load and the old gate spawned and made a mess of everything.
I got everything else correct just cannot understand how to determine the correct x, and y for the spawn location.
Coordinates in universeflags.config don't actually refer to the coordinates in tiled, but the coordinates in the actual instance world. If I recall correctly, you should be able to see what the coordinates are of the tile that your cursor is hovering over if you use /debug. A dungeon is placed by their anchor, so you'll want to find the coordinates that correspond with where that anchor would need to be placed - I often find that using a ruler mod of some kind is incredibly useful for this.
Thanks for the reply.
Having my own mod that adds something to the outpost based on world flags that needs to be moved elsewhere in this version of the outpost.
Thank you. You just updated the post and I remember something somewhere stating that it has a typo you cannot fix because other mods already use it. Is it actually written "anomsOutpostOverhaul" or still "anomsOutpostOverhual"?