Reference
Troubleshooting
What to check when a mod doesn't show up, load or behave.
My mod isn't in the list
- Its folder must be inside
mods/next to the game, with amod.json(build it with the SDK first). - Press Reload Mods after adding or rebuilding.
- Check the manifest rules: lowercase ID, required fields, 64 KiB and 256 operations at most.
There's no Mods button
Turn on Settings → Advanced → UI → Show Mods Button. Hiding the button doesn't disable enabled mods.
My changes don't appear
- Changes apply to the next new or restarted game. A match in progress keeps its definitions.
- Make sure the mod's switch is on; selecting a row only previews it.
- Official events ignore local content mods.
It fails to load
An invalid content transaction leaves the base data unchanged and writes its error to the client log. Common causes:
- A misspelled or missing field in a patch (patches never add new fields).
- Two operations writing the same exact
setpath, or two mods setting the same Sandbox value. - A bloon's children referring to something missing, or forming a cycle.
- A content root other than
towers,tower_tiers,bloons,modes,start,rounds,round_setsorfreeplay.
My script stopped working mid-match
A script disables itself for the rest of the match when it errors, goes over its operation budget, returns an invalid command batch, returns a bad interceptor decision, or listens for a callback that doesn't exist. Its widgets are removed too. Fix it, rebuild, reload and start a new match.
A co-op room rejects my mod
Rooms take data mods only: runtime scripts and custom art aren't supported in co-op yet, and the set is limited to 16 mods and 24 KiB of manifests.
A setting won't save
Values outside the setting's bounds, or not on its step, are rejected without changing the saved value.