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Thanks so much for troubleshooting! Yeah, the way PZ handles mods between versions is rather frustrating, and it sounds like it's gotten even MORE weird. On behalf of all those who come after you, thank you for finding and sharing the solution!
For a running game one has to go to the load menu ( don't just go for continue) find your savegame in the load menu -> head to more and activate the mods for that savegame.
Now it works dude. Problem was sitting between the screen and the chair XD
It should work for existing stones. I've noticed that when there's an update, mods seem to get deactivated. (At least on my machine.) Also worth trying is deactivating and reactivating the mod. Can you verify that the mod is installed and active? If it is, then I'll have to take a much closer look to ensure it's still working!
@Xilia
As above, my first guess would be that the new update deactivated the mod. If you can verify that it's installed and activated, I'll troubleshoot further. Sorry for the trouble!
https://steamhost.cn/steamcommunity_com/app/108600/discussions/3/522729359287963608/?l=english
Prop1:Hammer,
and save the file. This should revert it back to the original state and should work with B40.
https://youtu.be/QkZbg8WHErM
Roger that; thank you for checking, and for letting me know; I really appreciate it!
Odd. I disabled this mod and ran it in IWBUMS Build 41.45, and I could neither knap stones, nor chip them with a stone hammer. Could you verify that the mod is disabled and you can still chip/knap stones in Build 41.45 or later?
If anyone else sees this, could you let us know if the newest version allows stone chipping?
@Everyone Else Thanks for all the feedback, guys! I really appreciate it. :)
It's the first time I've ever uploaded something to Nexus, so no guarentees on it being neat or easy. :p The Workshop handles all that jazz for me.
My longest playthrough so far is ~45 days w/ Hydrocraft, and I'm living in the mansion in the Dreadwood map, so the "no axe" situation has yet to arise. More than enough survival axes... so far, anyway!