In that, I changed the cocolings to use a lot of the entlings code through mixins, added them to a population file, and I inserted some campaigns to spawn them. There is a lot of adding, removing and changing between stonehearth and the archipelago mods.
It gives an error when I try to open Shed, with an option to continue anyway. With it open, only the net worth visualizer works ok.
Ok, this should be fixed if you pull the latest Shed. One issue I noticed was that some of your encounter files are lacking a "type" field, which will confuse Shed and sometimes the game, though it shouldn’t cause crashes anymore. BTW, I’ve added some QoL features in the encounter editor in the past few weeks, including live validation, contextual documentation tooltips, autocomplete, mixin preview, etc. As you edit campaigns, please let me know how that is working out for you.