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Doughs modlets

  • Thread starter Thread starter doughphunghus
  • Start date Start date
Yes, I am.
I just loaded the "MeanCloud__IncreasedAnimals" mod into a new a19.3 b6 game and it loaded without errors and there were quite a few more animals running around.

Are you using any other mods/overhauls?  The errors you're seeing are (my best guess) the mod being unable to add the animals to several spawn groups, which another mod may have changed/removed.

 
Update: Added new Modlet: Doughs-Food-SousChefOfTheApocalypse

For people who stay home and like to cook/craft.

Mod has been lightly tested, so please let me know if you see issues with it!

Description: This modlet adds mods food items and recipes. Purposefully no new icons/models so its server side safe.  Ingredients/items are not supposed to be super easy to find to encourage more crafting/waiting for items and to not make you awash with food early game, so if its not balanced well let me know!  Final recipes/food is supposed to be slightly better or equal to the games best/final recipes, but not OP. Some stuff is just for fun.

Note: This mod is intended to be the initial "Food Expansion Pack" to "Doughs-YouveGotMail", and both can be installed together or separately. Additional "story" for this will come at some other time. Eventually they may both be merged together.

Some items can be found in containers, or bought at traders. Item semi-rarity is hopefully a norm as you are supposed to be cooking and preparing, not buying and finding!

It "currantly" includes:

  • New perk: Sous Chef of the Apocalypse. Works similar to vanilla perk Master Chef, but for just items in this mod.
  • 4 New Cookbooks to unlock certain foods/ingredients
  • 20 New Schematics to unlock certain foods/ingredients
  • 39 Food/drink items (either found/crafted/perk unlock/or schematic)
  • Toasted Pumpkin, Pine, and Acorn seeds
  • Cooking Oil
  • Bouillon Cube
  • Sauteed Mushrooms
  • Flour
  • Red Wine
  • Sweet and Salty Extracts
  • Cream Of Tartar
  • Hard Tack
  • Beef Jerky
  • Pemmican
  • Bone Marrow
  • Raw and boiled Sweet Bread
  • Sweet Bread Cuisine
  • Steak And Potato Cuisine
  • Pop Corn
  • Milk Curds
  • Raw Milk, Milk, and Cream
  • Cheese
  • Butter
  • Butter Of The Gods
  • Bread Batter
  • Bread
  • Buttered Toast
  • Sweet Corn Blueberry Muffin
  • Ice Cream
  • Red Wine Blueberry Sorbet
  • Turkish Delight
  • Sweet Nut Milk
  • Egg Souffle
  • Potatoes Dauphinoise
  • Boeuf Bourguignon
  • Croque Monsieur

 
Hi again
Im running a server with only your wind, temp, cloud, fog, temperature and precipitation settings from your core weather mod. It work great in singleplayer, so much varitations, But on my server it is sunny all the time and only temperature is changing, I never see rain or fog or much cloud changes. I removed your mod from server and weather is till "stuck".

So I have 2 questions:
1. Is your weather mods working on servers?

2. Is there a way to restart/reset weather on server to get back to normal weather behavior?

 
Hi again
Im running a server with only your wind, temp, cloud, fog, temperature and precipitation settings from your core weather mod. It work great in singleplayer, so much varitations, But on my server it is sunny all the time and only temperature is changing, I never see rain or fog or much cloud changes. I removed your mod from server and weather is till "stuck".

So I have 2 questions:
1. Is your weather mods working on servers?

2. Is there a way to restart/reset weather on server to get back to normal weather behavior?
Sorry for the late response.  I had one other person mention to me (via personal message) about removing the weather mod and the weather being "stuck" in a fog only world.  Your mention is the 2nd time I've head about it having issues like this

Q. Is the weather mod working on servers?

A. I don't really know as I don't run servers and I don't test it on them.  My Weather mods aren't "special" (e.g. no DMT, special coding, no .dlls, no custom resources, etc, just pure basic XML against the standard modifiable XML TFP makes accessible to modding) so I would assume/believe that they would work on servers as well as single player games.  Hearing a 2nd case of weather "freezing" in place makes me thing there's a bug in the game.  HOWEVER, during modding things I have noticed that some things in vanilla/XML mods seem to persist unless the game is completely shut down (like Localization not being updated) so maybe the weather is one of those things as well where some settings need an extra 'kick" and you can't just bounce a server/process but instead have to do something special to get some cache to be cleared or some setting(s) to be rebuilt...

Anyway, I write up a large list if ideas to try to "unstick" the weather for the person who originally asked me about it, and I'm reposting it here for anyone to try out/provide feedback.  They indicated "Idea #1" helped them.  In their case, they didn't like the weather mod, and removed it, and the game was stuck in "always foggy" mode...

So, here are those ideas:

Idea 1:

The "Punishing Weather Core" and my other "Punishing weather" mods only change the biomes.xml file (temporarily, not the core game files). The game, when XML mods are loaded, will make note of which settings are being used and what mods made changes in your local save game files in a copy of the final settings taht are used for your game.  This copy should be "rebuilt" every time the game is started (so if my mod were removed, it regenerates the copy with the changes my mod made removed).  If you can locate where the game saves your files (I am on Ubuntu, not Windows, so I'm not 100% sure where it saves them.) you can see the biomes.xml settings, and what (if any) the game thinks have made modifications. The file will be in C:\<something, probably your profile>\7DaysToDie\Saves\<your map name>\<your save game name>\ConfigsDump\biomes.xml.   Open this file with a text editor (like Notepad/Notepad++, etc. not "MS Word").  The hard part will be determining if any settings are being affected by mods.  Simply search this file for the words "Element appended by" (remove the double quotes).  If you find any matches, this it will show what mod made the changes ( e.g. Element appended by: "Doughs Punishing Weather Core" ).  If you find no matches, then the biomes.xml file *should* be the vanilla/default settings/configs.  If you have removed my Punishing weather mods, and are finding my mod still being referenced in the file, then the game isn't rebuilding the configurations when it is restarted.

Idea 2:

After completely removing (deleting the folder) my mod from the "Mods" directory of the game, have you completely shutdown the game (and, just to be completely sure: shutdown steam, and maybe even rebooted your computer).  I say all of this just to make sure any processes the game or steam runs are completely shut down.  When its all turned back on/started the game should rebuild the config files mentioned above.  I have had instances where if I didn't shut down the game completely, some modded things hang around (and I cannot explain why).

Idea 3:

My weather mods only make changes to the "weather" settings in the XML, which are the weather settings for the biomes.  These  do not completely dictate the weather in the game.  The game has a "global weather" that cannot be controlled by XML mods.  The XML mods only tweak the global weather settings. So, if the "global weather" is currently set to be "foggy", then it will be foggy regardless of my mods.  My mods only "turn up the severity" of the fog (or, more accurately, make sure if there is global weather fog, that the intensity of the fog is enhanced most of the time). It works the same with wind, rain, etc.  My mod only "adds to" the global weather settings to try to make them worse.  But it cannot control the global weather.  So: It may literally just be foggy, as a global weather setting.  There are a few options to try to fix this: wait it out (no idea how long it would take), or try to administratively override/reset it.

NOTE: Global weather seems to change *very slowly*. I don't have any info how slow it changes/updates.  You may make a change like removing a mod and it take 5 or more minutes (real time) to actually change.  I've also noticed that it seems it takes a lot longer to start changing when the game first starts up. And the change is slow.

Anyway: To administratively override/change the global weather (for fog), which is an *immediate* change

- While in game, bring up the command terminal:

Hit "F1"

- Then set it to debug mode. Type in the command window:

dm

- Then hit "enter" and it will say "debugmenu on"

- Just to know what the FOg setting is before changing it, Type in the command window:

weather

- and note what the value is after "Fog = density". it should be some decimal like 0.012345

- Then type into the command window:

weather Fog 0

- Then hit "enter" and the "Fog = density" setting should go to 0 (fog should disappear/clear up)

FYI: if you type "help" in the command terminal, you can see all the other commands you can run.  For "weather" just type "weather" and it shows you the current weather settings/options.

To get out of "debug mode", type again in the terminal:

dm

- Then hit "enter" and it will say "debugmenu off"

- Hit the "Close" button on the right of the command terminal

I believe after setting the Fog to 0 from the command terminal, the global weather will be Fog = 0 for awhile (5,10, 30 minutes, a full day in the game?  I don't know), then the global weather will start changing it again naturally.  If you don't see any Fog, it might just natural RNG, but to check the actual fog is not "0" you can do the steps above to open the command terminal and instead of typing "weather Fog 0" just type "weather" and see if the Fog setting is not 0.

IF the fog is still at 0 (it should not be), try typing "weather Fog -0.5".  When I do this, it doesn't get set to -0.5, it gets set to some level of fog.  Maybe this "resets" the fog to a random number, I don't know, but it does set it to something NOT 0, and does it immediately. Maybe it causes the global weather to recalculate or something.  I don't work for TFP and I really don't know the answer, just trying to provide possible fixes as I would try/do them.



 
Thanks for your lengthy reply.
Global weather was unknown to me, so if we have no rain or no fog, it is a global weather issue and not your mod fault right?

Also I copied your mod into original files to avoid any problems, so there is no links to your mod in ConfigsDump.

Do you have any why global weather get stuck?

 
Thanks for your lengthy reply.
Global weather was unknown to me, so if we have no rain or no fog, it is a global weather issue and not your mod fault right?

Also I copied your mod into original files to avoid any problems, so there is no links to your mod in ConfigsDump.

Do you have any why global weather get stuck?
I’m not sure actually if there is an issue or not. I do t know how long you would have to “normally” wait for rain or fog to show up, in a normal game. From my experience the rain/fog does not occur very often on its own (without mods).  
 

as I understand it (I’m on my phone, not looking at the xml) rain only occurs if the cloud cover is >70% AND the temperature is a certain amount.  Snow is similar (possibly).  Basically: if the clouds are not thick, there is no rain. And it’s not “instant” it takes quite awhile to build up, so if the clouds thin out, rain chance disappears. 
 

I don’t think fog has this many variables, it is just a “percent fog chance” that is different per biome. Without looking. I would think fog chance is low in the desert, and high in the wasteland biome.

so: it may be either just “chance” you’re not seeing fog/rain, based on pure game RNG, or additionally the biome you are in also helping nudge the chances lower.  I feel that I have played vanilla games and haven’t seen rain for weeks? Not sure about fog. 
 

Of course, if the weather were broken, I have heard no way that it “stays broken” after removing mods and restarting. The game had bugs so it’s possible I would guess (like map corruption?).  My mods aren’t doing anything special, so if you remove and restart it should “rebuild” the weather.xml file.

additionally : it seems? That when you log back into a game, that the weather/fog/etc “resets” to some default value.  Like, if it’s raining and you log out. I think when you log back in it will not be raining. I have not tested this, just I have noticed that weather seems to change on log off/restart on single player games. Maybe this is no longer a thing, but maybe it also prolongs rain/fog from occurring if you play only a few hours at a time?

 
Hi.

I tried using the "MeanCloud__ForgesHold1M" But it doesn't work.

It doesn't throw any errors out but my forge's still cap at 30k, I've had a look at the code but I don't know how to fix it.

I'm currently on A19.2 and have tried some other MeanCloud mods from this thread and edited them to my liking/Added recipes but I have no idea how to fix this one.

Does this conflict with "khaines-modlets-a19-master-KHA19-3SlotForge"? Just remembered I have that installed.

And thanks for you're Mods and for updating MeanCloud's mods.

 
Last edited by a moderator:
Hi.

I tried using the "MeanCloud__ForgesHold1M" But it doesn't work.

It doesn't throw any errors out but my forge's still cap at 30k, I've had a look at the code but I don't know how to fix it.

I'm currently on A19.2 and have tried some other MeanCloud mods from this thread and edited them to my liking/Added recipes but I have no idea how to fix this one.

Does this conflict with "khaines-modlets-a19-master-KHA19-3SlotForge"? Just remembered I have that installed.

And thanks for you're Mods and for updating MeanCloud's mods.
Hmmm.  I’ll look into it.  I only lightly tested to make sure MeanClouds mods worked with a19 after I tweaked them, and I don’t think I actually tested it could hold 1 million of an item (I think the xml seemed like it should work). I can also check if it’s compatible with the kHaines mod as well. 

If I have to make changes I’ll try to make the updated one compatible so you can just update, since I’m trying to just do bug fixes/patches for all the a19 mods.

also: if you’ve made custom changes to any of meanclouds mods, and you think they are “reasonable and within the original intent of the mod author”, submit them to me here or on my GitHub fork of the mod as an issue.  I plan on considering updates/expansions/etc to any of my mods when a20 drops.  If the xml is already “done” it’s easier to make changes vs trying to implement something new from scratch.  I don’t want to promise I’ll accept all requests for changes/features, but I have a few of my own ill likely make (thinking about adding CBD refining to the cannabis mod, etc, for low level healing, bandages, etc, for lolz.  Maybe even some new recipes, but nothing far out there like “cannabis rounds” to pacify zeds)

 
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"MeanCloud__ForgesHold1M" - Looking into it, so far:

I don't think the mod is colliding with Khaines forge mod.  Khaines ads another forge slot, and MeanClouds increases the stack numbner of "unit_iron" to 1000000. So in theory they should not be colliding as they are modifying different things (in different files).

This is not easy to test due to having to max out the forge, as smelting is slow  I'll have to look into modding some ridiculous fast forge smelting speed to see what happens, and then to see what changes have to be made to get it to get to 1 Million items. 

Anyway, I'll keep looking into it, just not something I can fix quickly tonight.

 
Hey Dough!  Love your mods.

I've been trying to tweak the More Punishing Weather's looks to my liking.  While I absolutely loved the doomsday fog, after a while I found it curious that I had never seen a sunny day, despite SOME probabilities that seemed to suggest they could happen.    What I've found is that tweaking the "fog" doesn't have too much of an effect, it's only the spectum that matters -> and since there's no probabilities associated with the spectrum, it always just looks like whichever spectrum is chosen
For example, given this ConfigDump of pine_forest:

<spectrum name="burnt_forest"><!--Element appended by: "Doughs Nastier Weather Core"--></spectrum>

<weather><!--Element appended by: "Doughs Nastier Weather Core"-->
<Temperature min="20" max="50" prob="1" />
<CloudThickness min="5" max="5" prob="1" />
<!--<Fog min="0" max="0" prob=".9"/>-->
<!--<Fog min="100" max="100" prob=".1"/>-->
<CloudThickness min="0" max="0" prob=".3" />
<Precipitation min="0" max="0" prob=".0" />
<Wind min="10" max="20" prob="0.9" />
<ParticleEffect prefab="ParticleEffects/p_sandstorm" ChunkMargin="7" />
</weather>



I end up with what really is still just a foggy forest.   Despite vanilla settings with supposedly low fog %:


 

Untitled.png

It really seems to just boil down to that spectrum change to burnt_forest.  If burnt spectrum is on, it's foggy, if not.. it's not foggy.  On the flip side, the Fog xml percentages seem to have very little effect.  

Here's another picture with fog jacked up to 100%, but with no spectrum change to burnt_forest.  It results in virtually no fog, despite fog being set to 100%:


Untitled2.png

Anyone else having the same results?  Makes me sad because it seems to suggest I have to choose a spectrum an have a totally sunny world or a totally foggy world the whole game. 


I feel like the only way to get a mix is to swap pine forest back to its normal spectrum, and then just have it be cloudy 24/7 so that it can rain as much as possible.. as that seems to bring some fog with it


Untitled.png

 
Last edited by a moderator:
"MeanCloud__ForgesHold1M" - Looking into it, so far:

I don't think the mod is colliding with Khaines forge mod.  Khaines ads another forge slot, and MeanClouds increases the stack numbner of "unit_iron" to 1000000. So in theory they should not be colliding as they are modifying different things (in different files).

This is not easy to test due to having to max out the forge, as smelting is slow  I'll have to look into modding some ridiculous fast forge smelting speed to see what happens, and then to see what changes have to be made to get it to get to 1 Million items. 

Anyway, I'll keep looking into it, just not something I can fix quickly tonight.


Hey, Thanks for looking into it I really appreciate it. 

There's no rush to have it :)

For fast smelting you could edit the bellows and give them a crazy smelt speed.

Thanks again.

 
Hey Dough!  Love your mods.

I've been trying to tweak the More Punishing Weather's looks to my liking.  While I absolutely loved the doomsday fog, after a while I found it curious that I had never seen a sunny day, despite SOME probabilities that seemed to suggest they could happen.    What I've found is that tweaking the "fog" doesn't have too much of an effect, it's only the spectum that matters -> and since there's no probabilities associated with the spectrum, it always just looks like whichever spectrum is chosen
For example, given this ConfigDump of pine_forest:

<spectrum name="burnt_forest"><!--Element appended by: "Doughs Nastier Weather Core"--></spectrum>

<weather><!--Element appended by: "Doughs Nastier Weather Core"-->
<Temperature min="20" max="50" prob="1" />
<CloudThickness min="5" max="5" prob="1" />
<!--<Fog min="0" max="0" prob=".9"/>-->
<!--<Fog min="100" max="100" prob=".1"/>-->
<CloudThickness min="0" max="0" prob=".3" />
<Precipitation min="0" max="0" prob=".0" />
<Wind min="10" max="20" prob="0.9" />
<ParticleEffect prefab="ParticleEffects/p_sandstorm" ChunkMargin="7" />
</weather>



I end up with what really is still just a foggy forest.   Despite vanilla settings with supposedly low fog %:


 

View attachment 18973

It really seems to just boil down to that spectrum change to burnt_forest.  If burnt spectrum is on, it's foggy, if not.. it's not foggy.  On the flip side, the Fog xml percentages seem to have very little effect.  

Here's another picture with fog jacked up to 100%, but with no spectrum change to burnt_forest.  It results in virtually no fog, despite fog being set to 100%:


View attachment 18974

Anyone else having the same results?  Makes me sad because it seems to suggest I have to choose a spectrum an have a totally sunny world or a totally foggy world the whole game. 


I feel like the only way to get a mix is to swap pine forest back to its normal spectrum, and then just have it be cloudy 24/7 so that it can rain as much as possible.. as that seems to bring some fog with it


View attachment 18975
Ha! I did not know about the fog issue! Honestly, I just messed around for awhile with some settings, made the “more intense” than the average vanilla settings , and then took it for granted they all worked “as advertised” in the settings :)   I have been asking for clarification on “weather settings” and information has been lacking on the forums, other than I heard they may be working on weather changes, making it better, etc. so maybe some exposed xml settings don’t work and are just there in preparation for new code to use them?  Anyway, I have noticed that the weather tends to change slowly, I don’t know how slowly, as I believe there is a “global weather” manager that handles master weather settings, and the biome level settings seem to be tweaks to these global settings , e.g. it’s possible the global weather will set conditions that generate fog, and the biome fog settings add/remove fog based those global settings.  the weather seems to update/change slowly, which is nice while in game but not so nice when testing.  
 

anyway: I’m hoping someone has better/actual answers to your post and posts them here!

Also: I think a DMT mod came out recently (I cannot find it) that lets you tune weather settings.... differently , and has seasons. I have not tried the mod yet, just FYI. But maybe it has fog or that modder would know how to get a good fog setting set up.  The “fog generated via the command console” can be made “extremely” thick, and can be made all sorts of colors, which if ever is configurable by biome (ebb and wane vs solid fog) would be really cool. 
 

Ah: found it:

https://gitlab.com/karlgiesing/7d2d-a19-modlets/-/tree/master/khzmusik_Seasonal_Weather_DMT

 
Hi.

I tried using the "MeanCloud__ForgesHold1M" But it doesn't work.

It doesn't throw any errors out but my forge's still cap at 30k, I've had a look at the code but I don't know how to fix it.

I'm currently on A19.2 and have tried some other MeanCloud mods from this thread and edited them to my liking/Added recipes but I have no idea how to fix this one.

Does this conflict with "khaines-modlets-a19-master-KHA19-3SlotForge"? Just remembered I have that installed.

And thanks for you're Mods and for updating MeanCloud's mods.
@Gnasher3i6: I ramped up the bellows with a manual change and the forge smelted > 30k iron. (see 2 images below) It might be hard to see, but the first one is like 60k and the second one > 150k.

I have both mods installed "MeanCloud__ForgesHold1M" and "khaines-modlets-a19-master-KHA19-3SlotForge" installed and no other mods.

My guess is maybe the "MeanCloud__ForgesHold1M" is not taking effect somehow.  Are you playing the game via a server with friends or just on your personal PC (single player game)?

One way to validate the mod loads is to hit "F1" when starting the game/map and there will be information going by that indicates its loading the mod ( and the others you have). Sometimes it will throw warnings/errors and indicate a mod could not be loaded, or there is a conflict.

Another way is to go into the save game area if your game, and validate the "MeanCloud__ForgesHold1M" mod is changing the unit_iron value to 1000000,

Go into your save game folder [some path on Windows]/7DaysToDie/Saves/[your_saves_game_map_name]/[your_save_game_name]/ConfigsDump/items.xml

and search for:

<item name="unit_iron">




In that little XML part there should be a commented line that indicates it was modified by "MeanCloud's Forges Hold 1M", and a value of 1000000.  If the line is not ther, and the value is 30000, then the mod isn't' loading

<item name="unit_iron">
<property name="HoldType" value="45" />
<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab" />
<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab" />
<property name="CustomIcon" value="resourceScrapIron" />
<property name="Material" value="Mmetal" />
<property name="Stacknumber" value="1000000"><!--Attribute "value" replaced by: "MeanCloud's Forges Hold 1M"--></property>
<property name="Weight" value="1" />
<property name="Group" value="Resources" />
<property name="ResourceUnit" value="true" />
<property name="MeltTimePerUnit" value=".25" /> <!-- forge smelting time -->
<property name="UserHidden" value="true" />
<property name="CraftingIngredientTime" value=".5" />
<property name="CreativeMode" value="None" />
</item>




Alternatively, maybe there is some other mod commented in there?

Let me know if you still have issues.

20210127171258_1.jpg20210127171448_1.jpg

Briston574 said:
Probably a lot to ask, but I am curious if you can tell me of any of these mods are server side only? 
@Briston574: All of my mods now have a note if they are server side safe or not ( or maybe its unknown/untested/or a weird enough setting I'm not comfortable saying it is unless I get positive feedback it works serer side.)

 
For the buff infection mod, is there a way you could make it so you have 100% change getting effect on hit?
Maybe?  I gave it a quick look and its not super clear how to do this (the infection debuff is handled differently than other injury buffs, multiple variables and some math). So it likely would *not* be a simple 1 line modlet to "set infection to 1" (a more knowledgeable modder may be able to come up with a way?).

The "buff infection" mod may have a weird bug in it (mentioned in previous posts) that I need to fix. When I can get it fixed (validate it was a bug), I'll see if I can come up with a mod to make infection chances higher (and not mess up the other injury chances) and it will be separate from the buff infection mod so you load both or just 1.

I've added your request to my Github issues page for my mods, FYI, so I'll remember ;)   I don't have a lot of modding time right now but hopefully soon.

 
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@Gnasher3i6: I ramped up the bellows with a manual change and the forge smelted > 30k iron. (see 2 images below) It might be hard to see, but the first one is like 60k and the second one > 150k.

I have both mods installed "MeanCloud__ForgesHold1M" and "khaines-modlets-a19-master-KHA19-3SlotForge" installed and no other mods.

My guess is maybe the "MeanCloud__ForgesHold1M" is not taking effect somehow.  Are you playing the game via a server with friends or just on your personal PC (single player game)?

One way to validate the mod loads is to hit "F1" when starting the game/map and there will be information going by that indicates its loading the mod ( and the others you have). Sometimes it will throw warnings/errors and indicate a mod could not be loaded, or there is a conflict.

Another way is to go into the save game area if your game, and validate the "MeanCloud__ForgesHold1M" mod is changing the unit_iron value to 1000000,

Go into your save game folder [some path on Windows]/7DaysToDie/Saves/[your_saves_game_map_name]/[your_save_game_name]/ConfigsDump/items.xml

and search for:

<item name="unit_iron">




In that little XML part there should be a commented line that indicates it was modified by "MeanCloud's Forges Hold 1M", and a value of 1000000.  If the line is not ther, and the value is 30000, then the mod isn't' loading

<item name="unit_iron">
<property name="HoldType" value="45" />
<property name="Meshfile" value="#Other/Items?Misc/sackPrefab.prefab" />
<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab" />
<property name="CustomIcon" value="resourceScrapIron" />
<property name="Material" value="Mmetal" />
<property name="Stacknumber" value="1000000"><!--Attribute "value" replaced by: "MeanCloud's Forges Hold 1M"--></property>
<property name="Weight" value="1" />
<property name="Group" value="Resources" />
<property name="ResourceUnit" value="true" />
<property name="MeltTimePerUnit" value=".25" /> <!-- forge smelting time -->
<property name="UserHidden" value="true" />
<property name="CraftingIngredientTime" value=".5" />
<property name="CreativeMode" value="None" />
</item>




Alternatively, maybe there is some other mod commented in there?

Let me know if you still have issues.

View attachment 18994View attachment 18995

@Briston574: All of my mods now have a note if they are server side safe or not ( or maybe its unknown/untested/or a weird enough setting I'm not comfortable saying it is unless I get positive feedback it works serer side.)




Thanks for the response.

I've tried single player and on a server.

The save file method shows I have "value" replaced by: "PhD Better 30K Stacks" So looks like that is conflicting.

I will edit that mod's values and test to see if it increases the amount the forge can hold which it looks like it will.

Sorry for messing you around, I should have checked for mod conflicts first.

 
Thanks for the response.

I've tried single player and on a server.

The save file method shows I have "value" replaced by: "PhD Better 30K Stacks" So looks like that is conflicting.

I will edit that mod's values and test to see if it increases the amount the forge can hold which it looks like it will.

Sorry for messing you around, I should have checked for mod conflicts first.
No problem :)

Also: I just maintain the 1M Forge mod (I didn't make or have part in development of it) ... I don't know if 1 Million is "the max" or if you could go higher. I wasn't really sure who would be able to smelt that much, but I guess its possible!

Also:  I beleive the game loads mods based on alphabetical order of their folder name... since Phd comes *after* MeanCloud it overrode MeanClouds settings. An alternate solution would be to rename MeanCloud's mod to "Q_MeanCloud..." ( or similar ) and it should override PhD's mod but just the 1 Million smelting slot for Iron.

 
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