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arramus

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Everything posted by arramus

  1. There should be quite a lot of different applications for an extended Forestry Mod from all parts of the trees. - Tree Resin as a natural salve for infection or for stabilising deep wounds. - Resin replacement for fat for making flaming torches. - Resin replacement for burning arrows/bolts. - Resin to add a burning buff feature to wooden cone spikes. - Extract sap to make an edible syrup for pancakes/hotcakes. as possible examples.
  2. Thank you for letting us know. That one slipped through. The Hydroponic Workbench now has plenty of Output areas, and we also caught a very difficult recipe item which has been made more attainable. A direct automatic download link for the current repost. https://www.moddb.com/downloads/mirror/228174/115/f3c9f8357f455860711e5555aa935cd4/?referer=https%3A%2F%2Fwww.moddb.com%2Fmods%2Foakraven-forest-collection%2Fdownloads
  3. A couple more recipes for the Hydroponic Farming mod just to give the harvest materials continued purpose. A simple Fruit Muffin using egg and corn meal as the binding agents. And a more substantial Salmon Bake to give the turnip and tomato further extension. The Hydroponic Salmon Bake is the first Skill 3 unlock item, and matches the canned goods theme.
  4. Power Things provides a custom assortment of Solar, Generator, Battery, and Cell solutions for all of your power needs. A prerequisite to manufacturing cells is to find their crystals in the Burnt Forest and Wasteland. Power Things, as with regular power generation, is governed by Advanced Engineering. Unlock the Oakraven Power Workbench at Skill 2. Power Cells and Solar Cells are also unlocked at this stage since they can only be manufactured on the Oakraven Power Workbench. However, they will increase from Level 3 to Level 6 as Advanced Engineering Skill increases. The requirements for an Oakraven Power Workbench are balanced. At Skill 2, only the Power Cell and Solar Cell are unlocked (with their level 3) Skill 3 allows the Oakraven Generator 1 & 2 to be manufactured. Skill 4 brings in the Oakraven Turret Solar Power Array (compact) and Oakraven Solar Power Array. They both generate the same power output and the difference is purely cosmetic. At Skill 4, all Oakraven Power items are unlocked. Power and Solar Cells are increasing in level to Level 5. At Skill 5, we can access Level 6 Power and Solar Cells for maximum output. Head to the Burnt Forest/Wasteland to find crystals that are needed to produce your Cells. How it works (at the moment): - The Solar Cells go into the Solar Arrays. The higher the level of the Cell, the more power can be collected and generated. - The Power Cells go into both the Generator and the Battery Bank, however: The Generator uses gas and the Power Cell is a catalyst to Power Output. The higher the level, the more power. The Power Cell is neither charged nor depleted and purely acts as a catalyst with higher level Cells providing more efficiency and output. The Battery Bank uses the Power Cell directly to power electrical items. However, the Power Cell can be charged in the Battery Bank when connected to the Solar Array or Generator. We'll see how this hybrid Cell works out and if it becomes intuitive.
  5. Yes, this is a superb mod and really brings some extra Forestry theme to 7 Days. I hope the creator further expands with things like logs directly to second stage wood cubes, logs to defensive log spikes, and even 'random limited drops' for tree 'syrup' for possible recipes. Really nice creativity at play there for a server side only upload.
  6. And one further recipe to complement the Hydroponic Fruit (Pineapple and Strawberry). Hydroponic Mixed Fruit Bowl. A simple recipe which adds regular blueberries to the mix. The combination provides that fructose speed boost. ^^ As with the Mixed Soup, a Skill 2 requirement for Master Chef.
  7. Just adding a first recipe to the Hydroponic Farming. Hydroponic Mixed Vegetable Soup. It offers about 25% increases on regular Vegetable Stew but requires all 5 Hydroponic custom vegetables. It just requires Master Chef Skill 2 for the unlock. Making the recipes is no bother. It is trying to make reasonable custom icons that takes a little more care and attention.
  8. Thank you. I shall double check them all now. It was a link fest adding them all and I shall make sure no others have got out of order.
  9. The Work Stations have been added to Progression based on their default types. Oakraven Forge at Skill 1 Engineering. Oakraven Powder Mixer at Skill 2 Engineering. And the Oakraven Chemistry Station at Skill 1 Physician. Pretty. That should have hooked them all up to Perks/Skills, etc with localisation to show what Skill Points need to be used. Thank you for reporting this issue, as it's no use having Stations and Farming features that cannot be accessed. Recipes....
  10. The Cooking Stations have been added to Progression. The mixers, blenders, and mincing machine require Master Chef Skill 1 The 'ovens' require Master Chef Skill 2.
  11. Here is an update for the Hydroponic Underground Farming mod. At Skill Level 2 for Living off the Land, you will see additional text relating to Hydroponic Farming. Once this Skill is unlocked, players will have access to all of the features it offers. Here we can create the Hydroponic Workbench. It takes 4:32 to manufacture on the Workbench. However, putting skill onto your Intellect Engineer track, also allows it to be manufactured at a faster rate. The Hydroponic Workbench allows players to use the full range of Hydroponic features. Back to the recipes...... Yes, an oversight for progression and unlocks... The Hydroponic Farming mod has been updated and will unlock from Skill 2 for Living off the Land. Cooking Stations and Workstations next, thank you.
  12. arramus

    NPCMod and Addons

    That's a lot of critical files which are being seen but not loading. And naturally you already have EAC set to off\false, so something else is at play here. Best to share your Mod list to look for any conflicts.
  13. A few Torches and Lights that can be placed on the ground or added to walls. They are fueled by wood and provide an atmospheric ambiance. They can be manufactured using simple materials on the Workbench.
  14. arramus

    NPCMod and Addons

    The core Mods beginning with 0-, the Addon Mods beginning with 1-, and the Addon Expansions beginning with 2-, can all be placed in the Mods folder as they are so the end result will be 2 with 0-, and a collection of 1-'s and possibly 2-'s, that may need a 1- as a prerequisite such as the spiders. Nothing needs to be placed within another folder beyond the Mods folder, as the creators have already taken care of that. Some of them are Hireable and some of them are Non-hireable wandering survivors from what I've experienced. Things may have changed since I observed that but I believe it's still that way. The same applies for the Addon Packs such as the Soldiers with some getting on with their own thing and others ready to team up.
  15. Oakraven will be very glad to hear you like the new farming features, and there are most certainly recipes being created for the new veggies. It is actually a priority because they will become redundant without them. The bee logs are set to spawn in the Pine Forest area for both day and night at the same frequency. They are in their very own spawning group which allows them to take priority to spawn and this helps avoid any conflict or competition with other mods. If your World has reached its maximum zombies spawns, then they may need a chance to spawn once a zombie or two has been eliminated. And feel free to suggest a recipe or two, based on the ingredients available.
  16. It could be: Using an A19 version in A20 or vice-versa. A mismatch with another Overhaul or mod. Corrupt files. An incomplete install. More information would be useful to assist with diagnostics.
  17. It's very low. Very low. In fact, they are added to the new Down town night spawning feature 'ZombiesForestDowntownNight' which I was concerned about at first as it has a pretty high spawn rate. I do see them a lot in these areas. If you send your server IP, and possibly let me have temporary Admin control if we are in there at the same time, I can visit a few areas and get a feel for what's happening in the server. I am also interested to hear if there are any other mods which add entities that might be overriding or conflicting. You mentioned that even the normal zombies may be spawning a lot less now, and this is symptomatic of possibly something else at play.
  18. This shows the 'Oak Dragon User Interface' modlet. It offers a custom theme with some custom icons. Nothing too drastic.
  19. 1. Can you first confirm you installed this version? https://github.com/arramus/Snufkin-Custom-Zombies-Plus-A20-2022Feb02 2. If yes, can you next confirm this folder has been added to your Mods folder? SnufkinCustomZombiesPLUS_A20_2022Feb02 and not Snufkin-Custom-Zombies-Plus-A20-2022Feb02 which is a holding folder that contains the only one you need SnufkinCustomZombiesPLUS_A20_2022Feb02 3. Can you also confirm that you haven't installed the enZombies Mod and its Snufkin Addon? 4. Can you confirm that when you are in God Mode and press the F6 key, you can type 'Slasher' and the name Navezgane Slasher will appear? 5. Can you finally confirm that clicking on the Navezgane Slasher spawns it into the World?
  20. It is possible to add a craft time manually to their recipes. For example, the Bee Hives currently use: <recipe name="SquareHiveEmpty" count="1" craft_area="workbench" tags="workbenchCrafting"> and this can be changed to: <recipe name="SquareHiveEmpty" count="1" craft_time="150" craft_area="workbench" tags="workbenchCrafting"> with the additional craft_time="150" to force a 2 and a half minutes craft time. This can apply to SquareHiveEmpty and BeeHiveEmpty for the two available.
  21. These are from the Workstations Mod. They have some very pretty animations and particles. It was a pleasure to watch oakraven take these through a number of candidate versions until this is what was settled on. The Power Things are coming soon...
  22. Hydroponic Underground Farming mod allows you to grow your plants and crops in areas without light using hydroponic farm plots. This mod was in development from A19 and still allows the crops to 'respawn' as seedlings to provide an endless supply. Prepare your substrate and seeds on the Hydroponic Workbench. And watch them grow. The lighting offers a very nice ambiance. You know what to do from here.
  23. This mod adds custom 'Cooking Stations' such as mixers, blenders, a mincing machine, and oven type appliances. There are some experimental recipes to try... very experimental. You will notice the NPCMod fox waiting for the mincing machine to complete its cycle. This image was taken during testing and Quality Control to check for bugs. It shows some of the custom icons and tools which are put in some of the appliances. Without the tools, some items cannot be chopped, blended, etc.
  24. No worries at all. I have seen a small minority of rancid users on Moddb, who are just as comparably rancid to the small minority on Nexus, which also serves the community very well. It's just one of those things I suppose. I like to post in here and primarily host on Moddb with some posting where necessary. It is much more about the collaboration features which is the biggest draw. Posting here is decent because if things get a touch excessive, the Moderators respond very quickly and fairly.
  25. An image of two to highlight some of the mod features. The Bee Hives. Go out into the biome and you may find a log housing bees. Chop the log and you may find a Queen Bee. Bring the Queen Bee back to one of the variety of Bee Hives and place her using the default RMB. In time, she will populate a colony which produces honey. There are a few recipes to put that honey to extra use. It was a lot of fun working with oakraven on this modlet. It took time to optimise the models to ensure the were rendering well, ensure their lighting matched the surrounding area, get the animations and sound to be fitting, and watch how the innovative log system went from a deco spawning item to becoming a 'living entity'. The log which houses the bee is actually an entity. It will spawn in one place and then despawn, only to respawn elsewhere. This keeps the environment dynamic and interesting. It is all very experimental and if there are any issues, oakraven will most certainly be reading carefully and checking. Don't expect a reply though. ^^ One of a variety of stumps/logs. This may well even be an older outdated version, as the newer versions are very pretty. But you get the idea, chop at it and release the Queen Bee. I forget if they can sting you during the process as there are so many mods at any given time.
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