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Could you be a little more specific on what mod(s) of mine you're loading?black screen On new vesion a19 b7
I have a few questionsMeanCloud I seem to have a problem with one of your mods, the mod I am looking at is Forges Hold 1M. I can't seem to access my forges while they are still smelting my resources like iron. I can access them after they are done and once they are done smelting say Iron I can then access my forges. Is that a bug in the mod or am I missing something? Thank you for taking the time to read/reply to my post I very much appreciate it. I just put clay into my forges and my console went mental with red error messages and I couldn't move or even cancel the console log, I had to Alt+F4 out of the game.
The other 2 forge mods I use are these https://7daystodiemods.com/3-slot-forge/ and https://7daystodiemods.com/faster-bellows/ I am just wondering if either 1 or maybe both is conflicting with your mod.I have a few questions![]()
- What version of the game are you running?
- Are you loading any other mods (if so, can you list them)?
- How much resources are in your forge?
FYI: I have had several people indicate there is an issue with this mod, and not just what you are reporting. I’ve been tracking the issues on GitHub and planned to attempt a fix for all of them in a20, but there are enough reports now that I might try to fix most/all of them for whatever game version most people are running. It seems that some recent updates to the game broke more than this mod, and I have a lot of mods and it’s not easy to test them all every time the game updates.
EDIT: I just tested MeanCloud__ForgesHold1M mod on a19.4 b7 (as the only mod loaded) and was unable to reproduce this issue. Forge accessible while smelting iron/clay/etc, no console errors, etc. I did not try to smelt 1,000,000 items with a secondary mod, just noting "basic mod" appears functional. The last major issue with this mod was because another person loaded another forge mod and they did not play together.
Thanks for the input! I'll load them up and test.The other 2 forge mods I use are these https://7daystodiemods.com/3-slot-forge/ and https://7daystodiemods.com/faster-bellows/ I am just wondering if either 1 or maybe both is conflicting with your mod.
Most of the mods I use are server side mods, I don't use mods that require to be installed on both client/server side. When I had the forges hold 1 million mod I had 6k iron in each of the 3 slots and it came up with negative 18k but it was green. I'll test it again and if I get the error I'll take a screen shot of the error I get and post it here.@cereza1985I added all 3 mods (and looked at the mods) and I'm not seeing an obvious conflict. Additionally, in a test game, with just these 3 mods in singleplayer, I can use the forge normally while its smelting clay and iron, and I get no red console errors either.
Do you have any idea "about how much" clay/iron you had in the forge? I do worry that TFP may have put some internal limit on how much can go in the forge, and 1 Million units goes past that limit. I believe I've tested it to ~300k
If there is an issue, it may only be in multiplayer only as well, especially if everyone doesn't have the exact same mods loaded on all their systems (if you are not running a server. These appear all to be server side safe mods, but I'm not sure if you run the game on your desktop as a client, if everyone needs to have the mods loaded). If you can, I would first test removing the faster bellows mod as all it does if speed up smelt time it likely can be removed without issue (make a backup of your game first just in case!).
If you're still having issues, it might still be another mod causing collisions. Troubleshooting past this gets difficult. You can try posting your error logs (the last one modified named "output_log..." in the game folder/7DaysToDie_Data), but I cannot guarantee I can look at it and understand anything![]()
I'll keep testing on my side and see what happens when i get around that, and go higher. -18k is weird... also: I updated my post I think as you were posting so there's some more info in thereMost of the mods I use are server side mods, I don't use mods that require to be installed on both client/server side. When I had the forges hold 1 million mod I had 6k iron in each of the 3 slots and it came up with negative 18k but it was green. I'll test it again and if I get the error I'll take a screen shot of the error I get and post it here.![]()
AH HA! well, not so much, but I was able to load all your mods and replicate your indexOutOfRangerException after a bit of fighting with it, and saw something really weird that might explain the "negative amounts" but I could mot replicate the negative amounts. But what I see is enough I think, to form a hypothesis...or a wild ■■■ guess anyways... and thanks for providing screenshots!Well I did the test and I still get the red errors, below are are the images of the error, the forge and list of the mods I use.
https://gyazo.com/7411d03f004bb4661d91225b1b8368b7
If you can't see the error message its, indexOutOfRangerException: Index was outside the bounds of the array
From my experience, and with editing the Mod to allow to allow higher Screamer spawn rates (which is exactly what the mod describes itself as and what it does), there are occasions where the Screamer calls in untold Zombies which in turn can lead to more Screamers appearing to create a Screamer loop supplemented with an abundance of Screamer minions. I just reinstalled to double check that this still applied.As i understood your mod Doughs-Screamers-Spawn-More doesn't make them call hordes, so what's the point of that? Enjoy the view of them? Also thanks for not even stating that fact in the description of it. It breaks all the point of seeing screamers as they are not even a minor threat. My only question is is it safe to remove it from mid-save without consequences to me and my friends?
yeah, the original intent of the mod was to have screamers spawn "quite a lot" and then (if not killed quickly) they would scream and call in hordes. It was inspired by a stream jawoodle did that had this mechanic. it was a quick mod and seemed easy to do and was going to be part of the mods I load into my normal games I play. However, I found out that screamers don't always spawn hordes when they scream, and the workaround to it was a bit more than I wanted to deal with at that time (I've taken a break from modding for a bit). Apparently jawoodles mod/modder did more work and testing than I did to get it to work where "more screamers, and every scream calls in zeds"As i understood your mod Doughs-Screamers-Spawn-More doesn't make them call hordes, so what's the point of that? Enjoy the view of them? Also thanks for not even stating that fact in the description of it. It breaks all the point of seeing screamers as they are not even a minor threat. My only question is is it safe to remove it from mid-save without consequences to me and my friends?
yeap, adding to text above this is what the mod turned out to be. You get quite a lot of screamers, and you need to deal with them rather quickly or they will start calling way too many zeds. its not "on every scream" though, and it is likely unbalanced in that it can call more screamers. I didn't try to do all the work to make sure to avoid the "screamer loop"From my experience, and with editing the Mod to allow to allow higher Screamer spawn rates (which is exactly what the mod describes itself as and what it does), there are occasions where the Screamer calls in untold Zombies which in turn can lead to more Screamers appearing to create a Screamer loop supplemented with an abundance of Screamer minions.
I believe you can remove midsave/game as all it does is add a the vanilla screamers to all spawning entity groups. Its a very simple mod and its *not* making any modifications or additions to items/blocks/etc that would cause those changes to persist in the game when its removed. When removed, any screamers that have spawned will remain, but she just won't spawn from those extra groups any more. I'm not sure how you are playing but whomever is running the "game server" should be the only one to need to remove it. It would also be recommended for everyone to remove it if everyone is loading all the same mods, just so everyone is synced up properly (and maybe this is enforced now via the game itself. I'm not sure what updates/changes TFP have made for server/client side mods being when in multiplayer so its just safer to have everyone remove it if the server/game host has has it removed)My only question is is it safe to remove it from mid-save without consequences to me and my friends?
unrefined Raw Beast Milk
I will consider that as I'm going to rename a few in the a20 update (if I don't decom it)! I'll put this suggestion in the github issues list. Likely it will turn into "Doughs-Screamers-More" as I've been generally trying to name my mods in a certain way (MyName-MajorObject-Modification) that works with how the mods are loaded in game (alphabetical by mod folder name) even though it does look/read a little weird for some of them.Maybe it would be better to call the Mod, Doughs-More-Screamers