AH! I figured it out. Neither of the mods were actually being modified, I failed to check something that was new to both of them to verify this because I’m evidently an idiot. This led me to check the modinfo file, at which point I discovered that you forgot something.
After “author”, add…
“path”: “”,
And everything will work as intended. I’m not totally sure what this line does, but I’m assuming it didn’t know where to look for the mod files.
EDIT:
Or not, upon doing some further testing to make sure everything is behaving properly, I ran into a strange issue that I’m having trouble figuring out the cause of. For some reason “tail” mutations are malfunctioning. I haven’t yet found the problem having an effect on anything else, and I haven’t yet identified anything in common between the ones that work right and those that don’t.
EDIT2:
Figured that problem out too, most of the tail entries all had “tail_stub” under the cancels field. This seems to cause the game to enter a loop where it attempts to remove tail stub, succeed, then try to upgrade tail stub, see it’s not there, add tail stub and then immediately remove it again.
You only need base mutation to have the other mutations it branches into listed in the “changes to” field, and the branching mutations to have any possible previous mutations listed as prerequisite. They auto cancel when they transform.
One other thing: I had to move the Stubby Tail mutation entry from Mutation Changes into your file, as for some reason the Tortoise Tail mutation wasn’t changing from it. It would give you Stubby Tail if you didn’t already have it, and you’d end up having both. This fixed it, but I’m honestly not sure why this is happening to begin with. There might be more cases of this, I’m not sure.