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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.
I'm so sorry about thatSo I renamed the Meancloud mod and it worked but after a while the clay in the forge changed to -201070 (and turned red)
This resulted in lots of loot errors and most objects around the base became unusable (Boxes, forges, workbench ect...)
Removed the mod and the forges, Reloaded save and everything is still bugged.
I think I will leave this mod for now, It's not really needed I just thought it would be good to leave my forges on all the time.
Going back to my backup save.
Thanks for the help Doughphunghus.
I'm so sorry about thatI completely did not expect that to happen and that's really weird. The rename folder fix is something I've done before.
Do you know "about how much you had smelted" of the clay before it had issues (just a best guess estimate, like "over a million, under a million", etc). Maybe there's a max value and if you go over it causes a buffer overrun and goes negative? Its something I could test, and at least put a warning on the mod about it. Having it affect your base is weird but I did notice when I turned up smelting as high as I could that when it started smelting iron I couldn't do anything (put in more iron, etc) until it was done...maybe the forge has some weird update/priority code behind the scenes... doesn't make sense to me though why you'd have issues with other containers unless it corrupted your profile? Ive seen that happen and usually a log out/logon fixes it in server side games. Maybe some "forge info" is stored in your profile and went to a bad value when it went negative?
I've had issues in some PvE games (not my server) where i could no longer open my chests. The "fix" was to log off/on as it was likely profile corruption that auto fixed itself (or something, like not corrupt but the player profiles/maps/etc. were out of sync between my client and the game server).It would of had around the same amount of clay smelted as when it bugged (around 201070) Iron had a bit more smelted but that was ok, I don't have it smelting really fast it's using the default bellows.
It's probably still conflicting with one of my other mods, I'll look into it further and let you know if I can find the cause.
The boxes and crafting stations within about 10-15 blocks of the forge are the ones that have bugged (no option to open) any outside of that range seem to be ok.
After removing the forges and mod the errors were gone but the bug remains so I think my save was corrupted.
Modlet: Khelldon-BadCompanyUMAZeds (DECOMMED. a19 apparently does not support UMA/changing soon. Look here instead: snukfins-server-side-zsombies )
well, here's the current situation, as I see it. I could be wrong though on some of this info...Just saw this and was like NOOOOOOOOOOOOOOOOOOOO!!!!!!
Snukfin's zombies, while creatively original, are far too OP and quite honestly immersion breaking for my tastes. Is there any chance you still have your old files laying around for the A19 version of this (working or not)? Swore I had a copy on my HDD, but unable to locate, so far...
I’m glad you tracked them/it down! I’ll update my mod page(s) to point to Khzmusiks page for this mod (instead of just having a “Decommed” note).Thanks for the quick response Dough. The "original" A16 version by StompyNZ + the forum community is actually here. Swear I had a perfectly working version, with only slight changes to zombie skin tone, but maybe it was the A18 version by Khelldon. Will take a gander through Khzmusik's A18 version here, as well. He seems to have the most documentation and recent edits. Cheers!
@user2010 FYI: This post has a DMT seasons mod: ("Seasonal weather: adds seasons which affect the global temperature")Poorly!
Let's do it! Where I live, minus 50 in the shade, and there is no sun for six months! Realism, I really want to cry!
Why is this nonsense? Now, when flying on a gyroplane, and nothing is visible because of the rain, fog!
It would be better to make a separate mod, changing the seasons, as in (in one major fashion, I forgot which one), only with a sharp change in temperature! A couple of dry winter, spring, summer!
Google translator
@user2010 FYI: This post has a DMT seasons mod: ("Seasonal weather: adds seasons which affect the global temperature")
You're welcome! I think what you've made is a really cool mod, and I've seen a lot of people ask about such a feature. I'm not on Windows so I can't get DMT mods working (yet?) so I'll have to wait until I can figure it out, or I spin up a Windows system on a more powerful PC as my backup Windows laptop is just for work...but I do want to try it out.Thanks for the mention!
Also - I was just thinking that I needed to remove the day and time from the HUD, and lo and behold, you already have a modlet that does that. I'm going to try it out when I'm done with my own stuff, and ready to actually start playing the game again.
I've heard that some overhaul mod has watches so you can tell the time. I was really hoping someone could come up with a set of watches/clocks/etc that you had to find/craft that would them let you know the time/day.