Mods are now organized as resources. Use the Mods link above to browse for or submit a mod, tool, or prefab.
The TFP Official Modding Forum Policy establishes the rules and guidelines for mod creators and mod users.
Haha yeah-Removed legs from the game to increase tension and to allow potatoes to roll down hill faster than you can.
...nice.
<block id="1630" name="anvilBlock">
<property name="Class" value="Forge"/>
<property name="Material" value="Mstone_scrap"/>
<property name="MaxDamage" value="800"/>
<property name="StabilitySupport" value="true"/>
<property name="Shape" value="ModelEntity"/>
<property name="Model" value="#anvilBlock?anvilBlockPrefab"/>
<property name="Place" value="TowardsPlacerInverted"/>
<property name="OnlySimpleRotations" value="true"/>
<property name="IsTerrainDecoration" value="true"/>
<property name="MultiBlockDim" value="2,2,1"/>
<property name="ImposterDontBlock" value="true"/>
<property name="DescriptionKey" value="AnvilDesc"/>
<property name="RecipeList" value="anvilBlock"/>
<property name="ActiveRadiusEffects" value="+heatSource(3)"/>
<property name="Stacknumber" value="1"/>
<property name="HeatMapStrength" value="1"/>
<property name="HeatMapTime" value="1200"/>
<property name="HeatMapFrequency" value="25"/>
<property class="Workstation">
<property name="CraftingAreaRecipes" value="anvilBlock"/>
<property name="Modules" value="tools,output,fuel,material_input"/>
<property name="InputMaterials" value="iron,stone,clay"/>
</property>
<drop event="Harvest" name="rockSmall" count="20" tool_category="Disassemble"/>
<drop event="Destroy" count="0"/>
<property class="RepairItems">
<property name="forgedIron" value="20"/>
<property name="wood" value="10"/>
</property>
<property name="TakeDelay" value="15"/>
<property name="Group" value="Basics,Building"/>
<property name="EconomicValue" value="214"/>
</block>
Maybe change the wording in the opening quest from "Craft Sticks" to "Scrap Wood to Sticks". Took me a fair while to figure that one out...lol
So far so fun Jax.
"Now that you have a melee weapon, you could use a ranged weapon. Gather wood, stone, plant fibers and feathers found in bird nests on the ground. Scrap wood into Sticks and use stones to craft Stone Arrow Heads.
<objective type="FetchKeep" id="wood" value="10"/>
<objective type="FetchKeep" id="yuccaFibers" value="3"/>
<objective type="FetchKeep" id="feather" value="6"/>
<objective type="FetchKeep" id="rockSmall" value="6"/>
<objective type="Craft" id="woodenBow" value="1"/>
<objective type="Craft" id="stick" value="6"/>
<objective type="Craft" id="stoneArrowHead" value="6"/>
<objective type="Craft" id="arrow" value="6"/>
<reward type="Quest" id="quest_BasicSurvival7"/>
hey cool mod here thanks for working on it....
spawned in snow biome and i noticed invisible zombie ( i have seen this same zombie twice now ) maybe an issue with the textures as they look very strange sometimes flashing from visible to invisible not sure if this is intended ( only just started so will report any other strange things i find )
seems like there is a lot more zombies spawning around i am enjoying the challenge ( couple zombies spawning right on top of me but think this happen in vanilla version also )
Hey, sorry to ask about this again, I've just loaded this mod up for the first time, within 5 minutes I've come across this flickering texture for zombies, they go from normal texture to completely invisible when I get close with just a shadow on the floor. I have 20GB RAM but also tried lowering all the graphic options just to see if they would appear normal but still the same thing happened.that sounds like the UMA problem with texture settings too high. Try lowering the texture setting for UMA to half at least in video settings.
I have 16gb ram and run at half textures for blocks and uma
I created a server via the launcher and at the beginning of server start there was a "stick" and it was craftable via wood (working as normal) -- However the past few restarts i've used via launcher same save and server the Stick is still in the game but its not findable; its not craftable but i can see it in recipes; how do i fix this issue? idk if its mod related or not but i was just throwing this out there to see how we can get this fixed and recraftable via the server!
ammo class is not a craftable class, which you would see in the actual research desk. it's automatically given to anyone who chooses a firearm class, unlocking the perk to be able to craft ammo. just the way it had to be done i guess.[*]Ammo class again is not required from the start until I have lots more zombies and/or using turrets. Ammo boxes and traders will supply enough ammo for day-to-day needs. Not really sure what will make me pick the ammo class on day 1. A poop grenade that kills all zeds in 20m radius?![]()