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It comes with a new API for other mod authors, that they can make their mod compatible to my clutter piles.
I would love to hear feedback if everything is ok now with bycicles.and clutter piles.
I can't really fix it on my end, but I thought I'd let you know in case you can exclude my items from your code so they don't end up in a pile and make our mods compatible.
The fullType for the items are Bicycle.Crate, Bicycle.Basket, and Bicycle.Saddlebag
Just let me know if you need any other info!
使用的“精灵”用途广泛。所以它不仅仅是一个垃圾袋,而是一个种类繁多的垃圾袋。
@All others - you need to activate the mod in your game again.
yeah then this is the issue, I need to adjust my mods then, i think i read something about lowercase and using underscores.
I'll get into it. I have to read first what I has to be done.
Thanks for the reply though!
I’ve opened a discussion to collect all cases and outline what to watch for when combining this mod with others.
Thanks for the clarification! That does sound very odd—this is the first I’ve heard of it. If you’re using any custom mod manager, I’d suggest disabling it as a first step, just to rule it out.
As for me, Build 41 is end-of-life. I’m not interested in maintaining mods for a game version I don’t use, don’t plan to test, and don’t want to keep a separate install for.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3411580812
You're welcome! Please share your findings when you can. I really appreciate the feedback.
If the Bandits mod is compatible with my mod, try loading Bandits after my mod. If the issue persists, then my mod isn’t compatible with the Bandits Week One mod.
-----------------------------------------
function: perform -- file: ISInventoryTransferAction.lua line # 429 | MOD: TwisTonFire �C Orderly Chaos
function: perform -- file: ISInventoryTransferActionPatch.lua line # 6 | MOD: Bandits Week One
......
Perfect mod for when you are doing a survival run and have to completely deforest the wilderness for all the wood every week. Also great for any of the mechanics where you have to create stuff. Forges, charcoal, pottery etc. I got my forge and furnace setup with 1 of your junk piles in between its so easy now plus prevents stutter from when it sees 500 pieces of charcoal on the ground lol
Your mods are amazing.
I do understand the idea of labeling piles with a toggleable icon so you can see which categories are in which pile. That’s a neat thought, but it’s outside the scope of this mod. You might have just given me a new idea, though—something that lets you assign icons to any container so you always know what you’ve sorted where. That would be a separate mod focused on all containers, not this one.
About your issue of not remembering which clutter pile you tossed a given item into: I get it—especially if, like me, you enjoy living among junk heaps.
However, this mod was never meant to replace organized storage where you actually want to sort things. Its purpose is to convert loose ground loot—stuff that would otherwise sit on the floor and tank performance—into a single pile that adds essentially no performance cost.
About your note on the eggs not freezing: I’ve seen similar reports with the Outdoor Freezer mod, but I haven’t had the bandwidth to dive back into it yet—I’m juggling a bunch of ideas I want to build out at the moment. I promise the Outdoor Freezer mod will get a proper pass from me as soon as I can come up for air and my brain stops throwing new ideas at me!
Your freezing outside mod works on Turkey Eggs but not Chicken. And the Real Calories mod fixes Chicken Eggs calories but not Turkey eggs however is does get the Turkey Meat since its specified in the lua script but eggs are just listed as general eggs. So not sure what is up with eggs.
I didnt have a male chicken until the spring since fertilized eggs dont go stale they just hatch. Which is what caused me the baby chick problem.
Just 10 female chickens is like insane to keep up with and manage I should really thin the heard take it down to 5. Cant wait until its time to kill like 60 rabbits.
I might try the move animals to container and I have the delete mod. So hopefully move to my bag and delete them. If I kill the chicks it duplicates a dead chick in my bag and the container but that was also the case before the mod.
Or I wonder if I drop a trash can next to them and delete that way. Sorry chicks lol
u the best bro
And that is the reason why I need you guys to find out stuff like that.
I would never Imagine stuff like that is even possible!
But for now, I would suggest just drop them one by one not near a "pile" container until I figure out how to exclude things that aren't usally possible.
All of your mods are excellent and this is a HUGE mod terrific for my mass quantities of firewood and timber.
I was planning to set the chicks free in the universe. But I cant figure it out. Again total user behavior reason