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Troubleshooting

Turn on Verbose debug logging in Knox Mod Options. This raises Knox logging to DEBUG and helps confirm manifest discovery, registry creation, validation and network messages.

Symptom or log Cause Fix
File skipped Manifest path missing or JSON invalid Check manifest path and parse JSON.
Unsupported schemaVersion Bundle is not schema version 1 Use schemaVersion 1.
Duplicate buildable ID Another active provider already owns the ID Prefix/rename your definition.
Duplicate alias Alias already resolves to another definition Remove or rename it.
Missing item Full type is unavailable Use exact Build 42 type and enable dependency mod.
Missing skill Perk key does not exist Verify actual Build 42 perk key.
Unresolved item tag Tag is not declared/resolved Use canonical namespace:tag spelling and verify item scripts.
Missing sprite Tile set/sprite name unavailable Verify tileset load order and every face/cell sprite.
Sprite reused Multiple definitions reference it without an explicit shared-sprite contract Review the collision. If every owner intentionally shares the sprite, set allowSpriteReuse: true on those definitions or stages.
Missing translation A client cannot resolve the key from Translate/(LANG) files, or the key prefix is not routed by getText Add the key to IG_UI.json (display names need an IGUI_ prefix) or Tooltip.json (Tooltip_ prefix); keys with other prefixes never resolve. Translation existence is checked on clients/single-player, not dedicated servers.

If Knox reports a definition mismatch:

  1. Compare active mod IDs on server/client.
  2. Compare each manifest definition list/order.
  3. Compare the raw JSON files, not just buildable display text.
  4. Compare KnoxBuildworks/overrides.json if used.
  5. Restart after both sides are aligned so the registry reloads.

Check the cursor/console reason:

  • previous stage missing means an upgrade needs a frame/wall predecessor;
  • direction mismatch means predecessor and upgrade use different wall edges;
  • floor required means the placement kind needs a floor;
  • wall support missing means the tile cannot support that wall edge;
  • door/window frame required means an appropriate frame must exist;
  • footprint blocked, solid placement blocked or vehicle/stairs blocked indicates a real world collision;
  • definition integrity mismatch means the multiplayer definition hash is not accepted.

For Planning Mode:

  • confirm EnablePlanningMode is on;
  • select the intended blueprint and design level;
  • ensure a non-wall/non-floor object is not being drag-repeated;
  • check intersections with other plan layers;
  • use the rotate key to cycle a stacked compatible plan;
  • ensure blueprint access is at least contribute to edit, or build to construct.

The queue can skip an entry if the world changed, resources are no longer available, a predecessor is missing, the target is unreachable, or permission was revoked. Inspect totals, gather area coverage and individual build preview before retrying.