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(A20) Oakraven Forest Collection


arramus

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4 hours ago, kinsem said:

I have recently added the Oakraven Forest collection to my game and started a new playthrough along with the SMXui by Sirillion that I have been using for a while now and I was wondering if there where any plans to create a compatibility patch  or if you know of someone making one, so that the UI for SMX would work with the various crafting stations added but the Oakraven series of mods. I love the designs of the new crafting stations but I am running into issues with the inputs for fuel, tools, and items to be smelted being miss aligned and scattered all over the place as well as the outputs being misaligned or missing all together. I figured I would ask here first before asking on the discord.

Hello kinsem. There is no plan to release a compatibility patch because SMXui prefers not to support patches at this time.
Renaming Oakraven Mods with ZZ at the front has helped some users to allow Oakraven content to load after SMX and ZMXuiCP since it will allow them to load last.

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6 hours ago, arramus said:

Hello kinsem. There is no plan to release a compatibility patch because SMXui prefers not to support patches at this time.
Renaming Oakraven Mods with ZZ at the front has helped some users to allow Oakraven content to load after SMX and ZMXuiCP since it will allow them to load last.

Thank you for letting me know, do I add the ZZ to the mod name in the Manifest or just the mod folder?

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On 11/23/2022 at 11:39 AM, Nepharyel said:

Renaming it to ZZCookingStations works, thank u! Was just wondered cause the forge for example works fine, was so far only the CookingStation where this error was 

@kinsem Nepharyel suggested simply renaming the folder with ZZ in front was sufficient.

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  • 3 weeks later...

Hi Arramus : ) i love your mod, they are awesome!

I saw in previous thread about the mods only supporting the vanilla 7DTD, however it has been a few months since.

I installed the mods alongside ApocalypseNow and they seems to be working. I can catch chicken and build coop. The issue is the coop would get locked and cant be operated without being lockpicked.

I am guessing this is because the mods is not supported to run with ApocalypseNow ?

Edited by razler22 (see edit history)
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15 hours ago, razler22 said:

Hi Arramus : ) i love your mod, they are awesome!

I saw in previous thread about the mods only supporting the vanilla 7DTD, however it has been a few months since.

I installed the mods alongside ApocalypseNow and they seems to be working. I can catch chicken and build coop. The issue is the coop would get locked and cant be operated without being lockpicked.

I am guessing this is because the mods is not supported to run with ApocalypseNow ?

Oakraven's mods are very awesome, and being used in a number of overhauls.
They are being used in Age of Oblivion, Not Medieval Mod, and the Wild West Mod that I know of.
They are also being used in the Oakraven Forest Modpack which contains much of the Collection as well as a lot more.

 

This Collection was not made to support any other mod or overhaul.
Some creators have made them support their mod or overhaul and they are given permission to do that.
They cannot be made to support Apocalypse Now without the permission and support of the Apocalypse Now creators.

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Got question, 

 

I'm getting I think an incompatibility with Apocalypse Now mod for Advanced Engineering progression, since ApocNow changes the vanilla skill trees a bit. As a result, Oakraven's modlets which unlock crafting stations through Advanced Engineering don't unlock even if I max out the Advanced Engineering skill. 

 

I'm trying to fix it but not familiar how 7Days XML works, are the values that need to be fixed in the progression.xml files?

 

The perk name in ApocNow seems ot be the same (it's still "perkAdvancedEngineering" from what I can tell) and that's the same thing used in the Oakraven modlet progression.xml. 

 

Do I need to modify something in this file to edit the progression unlock?

<xml>    

    <append xpath="/progression/perks/perk[@name='perkAdvancedEngineering']">
        <effect_group>
            <passive_effect name="CraftingTier" operation="base_set" level="1,2,3,4,5" value="2,3,4,5,6" tags="PowerCell"/>
            <passive_effect name="RecipeTagUnlocked" operation="base_set" level="1,5" value="1" tags="PowerCell"/>
            <passive_effect name="CraftingTier" operation="base_set" level="1,2,3,4,5" value="2,3,4,5,6" tags="solarCell"/>
            <passive_effect name="RecipeTagUnlocked" operation="base_set" level="1,5" value="1" tags="solarCell"/>
            <passive_effect name="RecipeTagUnlocked" operation="base_set" level="2,5" value="1" tags="WorkbenchPowerCell"/>
            <passive_effect name="RecipeTagUnlocked" operation="base_set" level="3,5" value="1" tags="OakGenerator,OakGenerator2,OakBlackBetty"/>
            <passive_effect name="RecipeTagUnlocked" operation="base_set" level="4,5" value="1" tags="Oakbatterybank,Oakbatterybank2,ArramusSolarPower,ArramusTurretPower"/>            
        </effect_group>        
    </append>

</xml>

 

Or am I barking up the wrong tree?  Alternately, I'm okay with removing the progression requirement altogether and just have it unlocked, since I have already earned the perk in my game.

 

 

*** EDIT ***

 

Nevermind figured it out. 7 Days just wants the crafting tiers to match up. Vanilla crafting tiers only go up to 5, ApocNow goes up to 10. Just need to change the level from 5 to 10, etc. 

 

Have fixed it all thanks!

Edited by Mochan (see edit history)
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Here is a new Mod for the Oakraven Forest Collection.

https://www.moddb.com/mods/oakraven-forest-collection/downloads/fishtraps

 

The concept was fully tested in the Wild West Mod and it has made a nice addition.

It is ready for everyone to enjoy in a more general format.

 

A few pikkies.

Fish Traps are crafted on the Workbench. They need to be unlocked with 'Living off the Land' Skill 1.

XvnM1jX.jpg

 

They can only be placed when the player is in the water.
Thank you to MeanCloud Fishing, which in turn credits ACP Fishing, for inspiration on this feature.

Nt6u3wV.jpg

 

Make some Bait (Workbench or Player) with Hooks (Forge), Rope (Workbench or Player), and Meat.

Bait the Fish Trap. Use secondary action, usually right mouse button to do that while holding Bait.

0vFv1Jo.jpg

 

lgw3ybX.jpg

 

After about 60 minutes for 1 default game day, the Fish Trap is ready to be checked.

You can find a Catfish, but there are also other things which are carried in the water current.

JFZJ39H.jpg

 

Finding a Catfish, which is rarer than most other items.

zO5lO6H.jpg

 

Which in turn can be made into Fried Catfish after unlocked Master Chef Skill 1.

zO5lO6H.jpg

 

The Fried Catfish recipe provides two portions since Catfish are typically pretty large.

hy5VcXh.jpg

 

To see this in action in an overhaul, the Wild West Mod is a great example.

https://community.7daystodie.com/topic/31237-wild-west-mod-7-days-in-the-wild-west/

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1 hour ago, vonerich said:

I know it's been some time since you worked drawbridges (they are great). Would it be possible to obtain the same 8X3 and 8X1 with railings?

I shall link to @oakraven so the image can be seen and put in a request. With A21 looming, there will potentially be a fair amount that needs updating including the ramps since the game engine also gets an update as well.

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Finally stumbled upon the Oakraven jukebox and wanted to say what a really cool addition it is to my base ! Well done ! 

On another note I was curious why the chicken based meals from the coops mod aren't craftable in the Oakraven cookers but only in the campfire ?

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46 minutes ago, swmeek said:

Finally stumbled upon the Oakraven jukebox and wanted to say what a really cool addition it is to my base ! Well done ! 

On another note I was curious why the chicken based meals from the coops mod aren't craftable in the Oakraven cookers but only in the campfire ?

The Oakraven cookers use 'Oakcookers' as the recipes cooking area while the Camp Fire uses default 'campfire'. Oakraven sometimes gives cooking stations bigger crafting queues and output areas and they get separated from the default setup. In the Oakraven Forest Modpack they are connected with the recipe being assigned to both types.

For A21, since all of the Mods are now released, it may be best to combine some of them together such as:

- Oakraven Cookers
- Coops
- Hives
- Fish Traps
- Fish Farm

since they are common homestead type features which was the original intention. If that is done, they can all be nicely connected.

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This is the Forest Collection. It is a collection of single mods.

 

The Modpack version which combines a lot of these single mods plus a whole heap of other features is found here:

Sharing your log is a good first step to seeing if something is not loading correctly as the log will show any warnings.

I have not used izayo weapons at the same time as using the modpack and have no experience of the combination.

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Quote

 

Mono path[0] = 'C:/Program Files (x86)/Steam/steamapps/common/7 Days To Die/7DaysToDie_Data/Managed'
Mono config path = 'C:/Program Files (x86)/Steam/steamapps/common/7 Days To Die/MonoBleedingEdge/etc'
Initialize engine version: 2020.3.14f1 (d0d1bb862f9d)
[Subsystems] Discovering subsystems at path C:/Program Files (x86)/Steam/steamapps/common/7 Days To Die/7DaysToDie_Data/UnitySubsystems
Forcing GfxDevice: Direct3D 11
GfxDevice: creating device client; threaded=1
Direct3D:
    Version:  Direct3D 11.0 [level 11.1]
    Renderer: NVIDIA GeForce RTX 2070 (ID=0x1f14)
    Vendor:   
    VRAM:     8019 MB
    Driver:   31.0.15.3141
Begin MonoManager ReloadAssembly
- Completed reload, in  0.490 seconds
D3D11 device created for Microsoft Media Foundation video decoding.
<RI> Initializing input.
<RI> Input initialized.
<RI> Initialized touch support.
UnloadTime: 1.506400 ms
2023-05-04T21:25:08 0.024 INF Version: Alpha 20.7 (b1) Compatibility Version: Alpha 20.7, Build: WindowsPlayer 64 Bit
2023-05-04T21:25:08 0.025 INF System information:
2023-05-04T21:25:08 0.025 INF    OS: Windows 10  (10.0.19044) 64bit
2023-05-04T21:25:08 0.025 INF    CPU: Intel(R) Core(TM) i7-10750H CPU @ 2.60GHz (cores: 12)
2023-05-04T21:25:08 0.025 INF    RAM: 16169 MB
2023-05-04T21:25:08 0.025 INF    GPU: NVIDIA GeForce RTX 2070 (8019 MB)
2023-05-04T21:25:08 0.028 INF    Graphics API: Direct3D 11.0 [level 11.1] (shader level 5,0)
2023-05-04T21:25:08 0.048 INF Last played version: Alpha 20.7
2023-05-04T21:25:08 0.049 INF Local UTC offset: 2 hours
2023-05-04T21:25:08 0.068 INF Command line arguments: C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\7DaysToDie.exe -force-d3d11 -noeac -logfile C:\Users\Erik\AppData\Roaming\7DaysToDie\logs\output_log_client__2023-05-04__21-25-05.txt
2023-05-04T21:25:08 0.079 INF [Platform] Init
2023-05-04T21:25:08 0.123 INF [Platform] Using native platform: Steam
2023-05-04T21:25:08 0.124 INF [Platform] Using cross platform: EOS
2023-05-04T21:25:08 0.125 INF [Platform] Using server platform: Steam
2023-05-04T21:25:08 0.125 INF [Platform] Using server platform: XBL
2023-05-04T21:25:08 0.130 INF Starting PlayerInputManager...
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/7 Days To Die/7DaysToDie_Data/Mono/XInputInterface32
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/7 Days To Die/7DaysToDie_Data/Mono/XInputInterface32.dll
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/7 Days To Die/7DaysToDie_Data/Mono/XInputInterface32
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/7 Days To Die/7DaysToDie_Data/Mono/libXInputInterface32
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/7 Days To Die/7DaysToDie_Data/Mono/libXInputInterface32.dll
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/7 Days To Die/7DaysToDie_Data/Mono/libXInputInterface32
2023-05-04T21:25:08 0.302 INF InControl (version 1.8.2 build 9357, native module = False, XInput = True)
2023-05-04T21:25:08 0.313 INF [Platform] Initializing Steam
2023-05-04T21:25:09 0.558 INF [Steamworks.NET] SteamAPI_Init() ok
2023-05-04T21:25:09 0.561 INF [Steamworks.NET] Registering auth callbacks
2023-05-04T21:25:09 0.564 INF Not running in Big Picture Mode, no on-screen keyboard available
2023-05-04T21:25:09 0.564 INF [Platform] Initializing EOS
2023-05-04T21:25:09 0.624 INF [EOS] Initialize: Success
2023-05-04T21:25:09 0.674 INF [EOS-ACC] Not started with EAC, anticheat disabled
2023-05-04T21:25:09 0.681 INF [Platform] Initializing XBL
2023-05-04T21:25:09 0.819 INF Localization language from prefs: english
2023-05-04T21:25:09 0.821 INF Texture quality is set to 2
2023-05-04T21:25:09 0.822 INF Precaching...
2023-05-04T21:25:09 0.823 INF Precaching file: 7DaysToDie_Data/resources.assets
2023-05-04T21:25:10 1.646 INF Precaching file: 7DaysToDie_Data/sharedassets1.assets
2023-05-04T21:25:10 1.649 INF Precaching file: Data/Bundles/blocktextureatlases
2023-05-04T21:25:10 2.341 INF Precaching file: Data/Bundles/terraintextures
2023-05-04T21:25:11 3.052 INF Precaching done
2023-05-04T21:25:12 3.554 INF Loading main scene
Unloading 6 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 0.635400 ms
2023-05-04T21:25:12 3.609 INF [GSM] Singleton Initialized...
2023-05-04T21:25:12 3.617 INF Awake IsFocused: True
2023-05-04T21:25:12 3.617 INF Awake
2023-05-04T21:25:12 3.657 INF Occlusion: Awake
2023-05-04T21:25:12 3.665 INF ApplyAllOptions streaming budget 7217.1 MB
2023-05-04T21:25:12 3.665 INF ApplyAllOptions current screen 1920 x 1080, 144hz, window 1920 x 1080, mode FullScreenWindow
2023-05-04T21:25:12 3.666 INF Texture quality is set to 2
2023-05-04T21:25:12 3.666 INF ApplyTextureFilter 0, AF Disable
2023-05-04T21:25:12 3.667 INF ApplyTerrainOptions 1
2023-05-04T21:25:12 3.839 INF [MODS] Start loading from: 'C:/Program Files (x86)/Steam/steamapps/common/7 Days To Die/7DaysToDie_Data/../Mods'
2023-05-04T21:25:12 3.844 INF [MODS] Trying to load from folder: '0-SCore'
2023-05-04T21:25:12 3.889 INF [MODS] Found ModAPI in SCore.dll, creating instance
2023-05-04T21:25:12 3.890 INF [MODS] Loaded Mod: 0-SCore (20.6.381.1359)
2023-05-04T21:25:12 3.891 INF [MODS] Trying to load from folder: '0-XNPCCore'
2023-05-04T21:25:12 3.892 INF [MODS] Loaded Mod: 0-XNPCCore (20.6.01.03)
2023-05-04T21:25:12 3.892 INF [MODS] Trying to load from folder: '1-OakModpack'
2023-05-04T21:25:12 3.893 INF [MODS] Loaded Mod: 1-OakModpack (A20)
2023-05-04T21:25:12 3.893 INF [MODS] Trying to load from folder: '5 Skill Points Per Level'
2023-05-04T21:25:12 3.894 INF [MODS] Loaded Mod: 5 Skill Points Per Level (1.0)
2023-05-04T21:25:12 3.894 INF [MODS] Trying to load from folder: 'Bdubs Vehicles'
2023-05-04T21:25:12 3.895 INF [MODS] Loaded Mod: Bdubs Vehicles (4.35)
2023-05-04T21:25:12 3.895 INF [MODS] Trying to load from folder: 'Better corpses ! 1.0 (Alpha 20)'
2023-05-04T21:25:12 3.896 INF [MODS] Loaded Mod: Better corpses ! (1.0)
2023-05-04T21:25:12 3.896 INF [MODS] Trying to load from folder: 'donovan-craftableparts'
2023-05-04T21:25:12 3.899 INF [MODS] Loaded Mod: Donovan_CraftableParts (20.0.1)
2023-05-04T21:25:12 3.899 INF [MODS] Trying to load from folder: 'Doughs-Food-SousChefOfTheApocalypse'
2023-05-04T21:25:12 3.900 INF [MODS] Loaded Mod: Doughs - Food - Sous Chef Of The Apocalypse (a20.0-b238.1.0.1)
2023-05-04T21:25:12 3.900 INF [MODS] Trying to load from folder: 'ImmersiveDays'
2023-05-04T21:25:12 3.901 INF [MODS] Loaded Mod: Immersive Days (1.00)
2023-05-04T21:25:12 3.901 INF [MODS] Trying to load from folder: 'ImprovedHordes'
2023-05-04T21:25:12 3.903 INF [MODS] Found ModAPI in ImprovedHordes.dll, creating instance
2023-05-04T21:25:12 3.903 INF [MODS] Loaded Mod: ImprovedHordes (1.2.0)
2023-05-04T21:25:12 3.903 INF [MODS] Trying to load from folder: 'ImprovedRWG-main'
2023-05-04T21:25:12 3.904 INF [MODS] Loaded Mod: ImprovedRWG (1)
2023-05-04T21:25:12 3.904 INF [MODS] Trying to load from folder: 'izayo_weapons_firearms_3006'
2023-05-04T21:25:12 3.905 INF [MODS] Loaded Mod: Weapon_firearm3006IZY (1)
2023-05-04T21:25:12 3.905 INF [MODS] Trying to load from folder: 'izayo_weapons_firearms_45acp'
2023-05-04T21:25:12 3.906 INF [MODS] Loaded Mod: Weapon_firearmIZY45acp (1)
2023-05-04T21:25:12 3.906 INF [MODS] Trying to load from folder: 'izayo_weapons_firearms_556'
2023-05-04T21:25:12 3.907 INF [MODS] Loaded Mod: Weapon_firearmIZY556 (1)
2023-05-04T21:25:12 3.907 INF [MODS] Trying to load from folder: 'izayo_weapons_firearms_Vanilla_expansion'
2023-05-04T21:25:12 3.908 INF [MODS] Loaded Mod: Weapon_firearmIZYVEP (1)
2023-05-04T21:25:12 3.908 INF [MODS] Trying to load from folder: 'izayo_weapons_test_C96r9'
2023-05-04T21:25:12 3.909 INF [MODS] Loaded Mod: Weapon_testC96 (1)
2023-05-04T21:25:12 3.909 INF [MODS] Trying to load from folder: 'MrCUrchin SFX Overhaul'
2023-05-04T21:25:12 3.910 INF [MODS] Loaded Mod: MrCURchins Vinalla SFX Overhaul (v1.2.2)
2023-05-04T21:25:12 3.910 INF [MODS] Trying to load from folder: 'RandomMainmenuBackground'
2023-05-04T21:25:12 3.912 INF [MODS] Found ModAPI in RandomMainmenuBackground.dll, creating instance
2023-05-04T21:25:12 3.912 INF [MODS] Loaded Mod: RandomMainmenuBackground (1.0.1)
2023-05-04T21:25:12 3.913 INF [MODS] Trying to load from folder: 'RELXIX_UIMENU_AddLandClaimCountOption'
2023-05-04T21:25:12 3.915 INF [MODS] Loaded Mod: RELXIX_UIMENU_AddLandClaimCountOption (1.1.1)
2023-05-04T21:25:12 3.915 INF [MODS] Trying to load from folder: 'SphereII Legacy Distant Terrain'
2023-05-04T21:25:12 3.917 INF [MODS] Found ModAPI in SphereII Legacy Distant Terrain.dll, creating instance
2023-05-04T21:25:12 3.917 INF [MODS] Loaded Mod: SphereII Legacy Distant Terrain (20.0.46.1016)
2023-05-04T21:25:12 3.917 INF [MODS] Trying to load from folder: 'SS_Terrain'
2023-05-04T21:25:12 3.919 INF [MODS] Found ModAPI in SS_Terrain.dll, creating instance
2023-05-04T21:25:12 3.920 INF [MODS] Loaded Mod: SS_Terrain (1.0)
2023-05-04T21:25:12 3.920 INF [MODS] Trying to load from folder: 'TacticalWeapons'
2023-05-04T21:25:12 3.921 INF [MODS] Loaded Mod: Tactical Weapons (A20)
2023-05-04T21:25:12 3.921 INF [MODS] Trying to load from folder: 'War3zuk HD Katanas'
2023-05-04T21:25:12 3.922 INF [MODS] Loaded Mod: War3zuk HD Katanas (1.4)
2023-05-04T21:25:12 3.922 INF [MODS] Initializing mod code
2023-05-04T21:25:12 3.922 INF  Loading Patch: Harmony.SphereIICoreInit
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/7 Days To Die/7DaysToDie_Data/Mono/data-000001F1A7DC10B0.dll
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/7 Days To Die/7DaysToDie_Data/Mono/data-000001F113F60CC0.dll
2023-05-04T21:25:14 5.392 INF [MODS] Initialized code in mod '0-SCore' from DLL 'SCore.dll'
2023-05-04T21:25:14 5.396 INF [Improved Hordes] Loading Xml Configs in C:/Program Files (x86)/Steam/steamapps/common/7 Days To Die/7DaysToDie_Data/../Mods\ImprovedHordes/Config/ImprovedHordes
2023-05-04T21:25:14 5.415 INF [Improved Hordes] Loaded all Xml configs.
2023-05-04T21:25:14 5.415 INF [Improved Hordes] Loading settings.
2023-05-04T21:25:14 5.419 INF [Improved Hordes] Loaded settings.
2023-05-04T21:25:14 5.447 INF [MODS] Initialized code in mod 'ImprovedHordes' from DLL 'ImprovedHordes.dll'
2023-05-04T21:25:14 5.447 INF  Loading Patch: RandomMainmenuBackgroundInit
2023-05-04T21:25:14 5.496 INF [MODS] Initialized code in mod 'RandomMainmenuBackground' from DLL 'RandomMainmenuBackground.dll'
2023-05-04T21:25:14 5.496 INF  Loading Patch: SphereII_LegacyDistantTerrain+LegacyDistantTerainInit
2023-05-04T21:25:14 5.523 INF [MODS] Initialized code in mod 'SphereII Legacy Distant Terrain' from DLL 'SphereII Legacy Distant Terrain.dll'
2023-05-04T21:25:14 5.523 INF  Loading Patch: SrslySunshine_A20.SS_Terrain
2023-05-04T21:25:14 5.527 INF [MODS] Initialized code in mod 'SS_Terrain' from DLL 'SS_Terrain.dll'
2023-05-04T21:25:14 5.527 INF [MODS] Loading done
2023-05-04T21:25:14 5.539 INF Pack 3770 us
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2023-05-04T21:25:16 7.543 INF Pack 15667 us
2023-05-04T21:25:16 7.567 INF Pack 6677 us
2023-05-04T21:25:16 7.568 INF [MODS] Creating new atlas 'Mui' for mod 'Weapon_firearm3006IZY'
2023-05-04T21:25:16 7.634 INF Pack 22436 us
2023-05-04T21:25:16 7.670 INF Pack 11249 us
2023-05-04T21:25:16 7.724 INF Pack 19764 us
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2023-05-04T21:25:16 8.000 INF Pack 89124 us
2023-05-04T21:25:16 8.009 INF Pack 2222 us
2023-05-04T21:25:16 8.011 INF [MODS] Loading localization from mod: 0-SCore
2023-05-04T21:25:16 8.012 INF [MODS] Loading localization from mod: 0-XNPCCore
2023-05-04T21:25:16 8.013 INF [MODS] Loading localization from mod: 1-OakModpack
2023-05-04T21:25:16 8.015 INF [MODS] Loading localization from mod: Bdubs Vehicles
2023-05-04T21:25:16 8.016 INF [MODS] Loading localization from mod: Doughs - Food - Sous Chef Of The Apocalypse
2023-05-04T21:25:16 8.017 INF [MODS] Loading localization from mod: Immersive Days
2023-05-04T21:25:16 8.018 INF [MODS] Loading localization from mod: ImprovedHordes
2023-05-04T21:25:16 8.019 INF [MODS] Loading localization from mod: Weapon_firearm3006IZY
2023-05-04T21:25:16 8.019 INF [MODS] Loading localization from mod: Weapon_firearmIZY45acp
2023-05-04T21:25:16 8.019 INF [MODS] Loading localization from mod: Weapon_firearmIZY556
2023-05-04T21:25:16 8.020 INF [MODS] Loading localization from mod: Weapon_firearmIZYVEP
2023-05-04T21:25:16 8.020 INF [MODS] Loading localization from mod: Weapon_testC96
2023-05-04T21:25:16 8.021 INF [MODS] Loading localization from mod: SS_Terrain
2023-05-04T21:25:16 8.021 INF [MODS] Loading localization from mod: Tactical Weapons
2023-05-04T21:25:16 8.024 INF [MODS] Loading localization from mod: War3zuk HD Katanas
2023-05-04T21:25:16 8.046 INF Loading permissions file at 'C:\Users\Erik\AppData\Roaming/7DaysToDie/Saves/serveradmin.xml'
2023-05-04T21:25:16 8.061 INF Loading permissions file done.
2023-05-04T21:25:16 8.148 INF GameSense server not found (no props file), disabling
2023-05-04T21:25:16 8.148 INF Awake done in 4530 ms
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/7 Days To Die/7DaysToDie_Data/Mono/libc
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/7 Days To Die/7DaysToDie_Data/Mono/libc.dll
Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/7 Days To Die/7DaysToDie_Data/Mono/libc

Unloading 768 unused Assets to reduce memory usage. Loaded Objects now: 5997.
Total: 34.737200 ms (FindLiveObjects: 0.209700 ms CreateObjectMapping: 0.214900 ms MarkObjects: 33.710300 ms  DeleteObjects: 0.602000 ms)

2023-05-04T21:25:16 8.283 INF [XUi] Instantiating XUi from default prefab.
2023-05-04T21:25:16 8.288 INF [XUi] XUi instantiation completed in 4 ms
2023-05-04T21:25:17 8.472 INF [XUi] Loading XUi asynchronously
2023-05-04T21:25:17 8.494 INF Updated culture for display texts
2023-05-04T21:25:17 8.687 INF background name :
2023-05-04T21:25:17 8.687 INF logo name: 
2023-05-04T21:25:17 8.794 INF Reloading serveradmin.xml
2023-05-04T21:25:17 8.794 INF Loading permissions file at 'C:\Users\Erik\AppData\Roaming/7DaysToDie/Saves/serveradmin.xml'
2023-05-04T21:25:17 8.795 INF Loading permissions file done.
2023-05-04T21:25:17 9.355 INF background name :OAK01
2023-05-04T21:25:17 9.362 INF background name :OAK02
2023-05-04T21:25:17 9.363 INF background name :OAK03
2023-05-04T21:25:17 9.364 INF background name :OAK04
2023-05-04T21:25:17 9.365 INF background name :OAK05
2023-05-04T21:25:17 9.365 INF background name :OAK06
2023-05-04T21:25:17 9.366 INF background name :OAK07
2023-05-04T21:25:17 9.368 INF [XUi] Parsing all window groups completed in 671 ms total.
2023-05-04T21:25:19 10.636 INF [XUi] Initialized all window groups completed in 630 ms total.
2023-05-04T21:25:19 10.749 INF LoadTextureArraysForQuality quality -1 to 2, reload False
2023-05-04T21:25:19 10.925 WRN XML patch for "rwgmixer.xml" from mod "ImprovedRWG" did not apply: <set xpath="/rwgmixer/district[@name='downtown']/property[@name='district_spawn_weight']/@value"  (line 65 at pos 3)
2023-05-04T21:25:19 10.933 INF Loaded (local): rwgmixer
2023-05-04T21:25:19 11.001 INF Loaded (local): archetypes
2023-05-04T21:25:19 11.029 INF Loaded (local): color_mappings
2023-05-04T21:25:19 11.057 INF Loaded (local): loadingscreen
2023-05-04T21:25:19 11.065 INF WorldStaticData.Init() needed 1.000s
2023-05-04T21:25:19 11.076 INF [Steamworks.NET] Login ok.
2023-05-04T21:25:19 11.077 INF [EOS] Login
2023-05-04T21:25:20 11.440 INF AchievementManager: Received stats and achievements from Steam
2023-05-04T21:25:21 12.783 INF [EOS] Login succeeded, PUID: 0002c63aa03346ae94878038d6bd46d9
2023-05-04T21:25:21 12.784 INF [EOS] Getting native user for 0002c63aa03346ae94878038d6bd46d9
2023-05-04T21:25:21 12.787 INF [EOS] CopyIdToken result: Success
2023-05-04T21:25:21 13.308 INF Loading background: menuBackgroundOAK04
2023-05-04T21:25:21 13.308 INF Loading logo: mainMenuLogo
Clearing SphereCache...

2023-05-04T21:25:22 13.824 INF [EOS] TransferProgress: News.xml, 2733 / 2733
2023-05-04T21:25:22 14.035 INF [EOS] Read (News.xml) completed: Success
2023-05-04T21:25:24 16.256 INF NET: Starting server protocols
2023-05-04T21:25:24 16.291 INF NET: LiteNetLib server started
2023-05-04T21:25:24 16.292 INF Started thread SteamNetworkingServer
2023-05-04T21:25:24 16.292 INF [Steamworks.NET] NET: Server started
2023-05-04T21:25:24 16.292 INF [EOS-P2PS] Server started
2023-05-04T21:25:24 16.293 INF StartGame
2023-05-04T21:25:24 16.294 INF NetPackageManager Init
2023-05-04T21:25:24 16.337 INF [XUi] Instantiating XUi from default prefab.
2023-05-04T21:25:24 16.345 INF [XUi] XUi instantiation completed in 8 ms
2023-05-04T21:25:24 16.361 INF Persistent GamePrefs saved
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GameStat.LoadScene = 
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GameStat.ShowWindow = 
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GameStat.UNUSED_ShowZombieCounter = 
GameStat.XPMultiplier = 100
GameStat.ZombieHordeMeter = False
2023-05-04T21:25:24 16.386 INF StartAsServer
2023-05-04T21:25:27 18.964 INF Load new terrain textures complete.  Elapsed time: 00:00:02.4102107
2023-05-04T21:25:27 19.004 INF Loaded (local): materials
2023-05-04T21:25:27 19.203 INF Loaded (local): physicsbodies
2023-05-04T21:25:27 19.321 INF Loaded (local): painting
2023-05-04T21:25:28 19.547 INF Loaded (local): shapes
 

 

 

I think there is the error but I cant post longer messages here

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This log does not show any errors beyond ImprovedRWG warning.

However, it does not show any gameplay information and it is not possible to understand the gameplay messages.

If you decide to upload the log to a third party location, consider https://pastebin.com/

This is the 'approved' website for submitting bugs to TFP.

And please post in the Modpack thread shared above.

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  • 2 weeks later...

Hey, I installed some of the mods from the Forest Collection and ran into issues with the beehives and hydroculture plants.

 

I read the entire thread and seen a couple of players sharing these issues.

 

I went through the xml data and I might have found the cause for at least the bee logs not spawning. It seems like the snake/beelog entity is not set as part of the WildGameForest entitygroup spawntable. So since it's not possible for snakes to spawn in the forest, there cant be any bee logs either.

 

Am I right, or did I miss any other xml file that should take care of that? I'm fairly new to this, starting to use mods and edit the xml for only two weeks now - so I might be completely wrong here.

 

For the Hydroculture plants, I just cranked up their spawnrate, cause I couldn't find another solution, lets see if this helps.

 

Best regards,

Jay

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1 hour ago, Jay7 said:

Hey, I installed some of the mods from the Forest Collection and ran into issues with the beehives and hydroculture plants.

 

I read the entire thread and seen a couple of players sharing these issues.

 

I went through the xml data and I might have found the cause for at least the bee logs not spawning. It seems like the snake/beelog entity is not set as part of the WildGameForest entitygroup spawntable. So since it's not possible for snakes to spawn in the forest, there cant be any bee logs either.

 

Am I right, or did I miss any other xml file that should take care of that? I'm fairly new to this, starting to use mods and edit the xml for only two weeks now - so I might be completely wrong here.

 

For the Hydroculture plants, I just cranked up their spawnrate, cause I couldn't find another solution, lets see if this helps.

 

Best regards,

Jay

It's decent you took a look through the xml to consider how it's all working out.

 

The Bee Logs have their very own spawning group and entitygroups group as follows:


spawning.xml - This tells the Forest to spawn the BeeLog entitygroup in both the Day and Night at the given count and respawn delay.

<append xpath="/spawning/biome[@name='pine_forest']">
        <spawn maxcount="1" respawndelay="3" time="Day" entitygroup="BeeLog" />
        <spawn maxcount="1" respawndelay="3" time="Night" entitygroup="BeeLog" />

</append>

 

entitygroups.xml - This is the group that the spawning.xml will trigger to appear in the Forest.

    <entitygroup name="BeeLog">
        <entity name="animalBeeStump" prob="0.1"/>
        <entity name="animalBeeStump2" prob="0.1"/>
        <entity name="animalBeeStump3" prob="0.1"/>
    </entitygroup>

 

The entityclasses.xml shows how the Bee Log starts as an animal, gets killed by a buff, and then drops as a gore block to become the harvestable log. I can confirm it works as intended. There are occasions where it doesn't work where there is a conflict with another mod or overhaul.

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Hey, thanks for the quick reply.

 

What you posted makes sense, I further looked through the files after posting my comment and figured that's how it would work. 

 

I checked all my mods, the only mod that may conflict with the mod should be the server-side mod "Dangerous Cities" which increases city spawns of zombies while decreasing wilderness spawns and the same but vice versa with animals. I looked through the xml, but the only thing the file does is changing the max spawn and spawn delay values. I don't see how this would affect your mods especially since it should increase their spawn instead of decreasing it. I even further increased the max spawn, but no success.

 

I uploaded a screenshot of my Mods folder here https://imgur.com/a/mxFPqZF (idk if I'm allowed to post links, but it didnt let me upload the regular way)

Is there any known conflict between given mods and yours? And if not, just by looking at the names, where would you assume the conflict might be?

 

Best regards,

Jay

Edited by Jay7
Uploaded the wrong picture twice - cut out the server-side mods, since they can be seen in the picture (see edit history)
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7 Days has a regional respawn delay feature on top of the regular spawning rates and respawn time which reduces respawning in areas players have visited and can make them appear barren in areas that are repeatedly revisited over a short period of time. I believe Wasteland at night is the exception. This typically happens on Worlds which are quite advanced in SP. It tends to happen faster in community servers because of the player traffic. If you have never seen a Bee Log at all in a single playthrough, then that is an issue.

 

Can you confirm things like:

- any sightings at all

- gradual degradation over time for visited regions

- day number

- max allowed entities is default for sufficient spawning

 

I have been unable to confirm they are not appearing beyond the regional reduction dynamics that are associated with visited regions and a part of how the game developers intend things.

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Thanks again for the reply. 

 

1. There has been not a single sighting of the bee logs or the other plants, I even flew around in god mode and let other players help me search, no result. 

 

2.  I don't feel like there is a natural degredation but I never had that feeling, even in Vanilla. Ofc looted buildings stay looted, there are wholes in the ground from ore digging and patches of barren land where ressources have been gathered. If you were talking about less animals spawning after hunting some of them down, this works but new animals will still spawn (just less frequently)


3. The server is currently on day 50

 

4. These are the lines from the Dangerous Cities mod that should affect the animal spawning:

Forest:         

<spawn maxcount="1" respawndelay="1" time="Any" entitygroup="WildGameForest" spawnDeadChance="0" notags="commercial,industrial,downtown,countryresidential,countrytown,residential"/>
<spawn maxcount="1" respawndelay="1.1" time="Night" entitygroup="EnemyAnimalsForest" spawnDeadChance="0" notags="commercial,industrial,downtown,countryresidential,countrytown,residential"/>

 

Desert:

 

<spawn maxcount="1" respawndelay="1" time="Any" entitygroup="WildGameForest" spawnDeadChance="0" notags="commercial,industrial,downtown,countryresidential,countrytown,residential"/>
<spawn maxcount="1" respawndelay="1.1" time="Night" entitygroup="EnemyAnimalsDesert" spawnDeadChance="0" notags="commercial,industrial,downtown,countryresidential,countrytown,residential"/>

 

The only change compared to the original spawning.xml is a lower respawndelay at night in the Desert (from 3,5 to 1,1) and the addition of the notags.

 

On my server I changed both spawn maxcount values of the forest and the desert to 3 to see if that would do the trick. Way more animals were spawning but not a single bee log / modded plant.

 

Best regards,

Jay

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1 hour ago, Jay7 said:

Thanks again for the reply. 

 

1. There has been not a single sighting of the bee logs or the other plants, I even flew around in god mode and let other players help me search, no result. 

 

2.  I don't feel like there is a natural degredation but I never had that feeling, even in Vanilla. Ofc looted buildings stay looted, there are wholes in the ground from ore digging and patches of barren land where ressources have been gathered. If you were talking about less animals spawning after hunting some of them down, this works but new animals will still spawn (just less frequently)


3. The server is currently on day 50

 

4. These are the lines from the Dangerous Cities mod that should affect the animal spawning:

Forest:         

<spawn maxcount="1" respawndelay="1" time="Any" entitygroup="WildGameForest" spawnDeadChance="0" notags="commercial,industrial,downtown,countryresidential,countrytown,residential"/>
<spawn maxcount="1" respawndelay="1.1" time="Night" entitygroup="EnemyAnimalsForest" spawnDeadChance="0" notags="commercial,industrial,downtown,countryresidential,countrytown,residential"/>

 

Desert:

 

<spawn maxcount="1" respawndelay="1" time="Any" entitygroup="WildGameForest" spawnDeadChance="0" notags="commercial,industrial,downtown,countryresidential,countrytown,residential"/>
<spawn maxcount="1" respawndelay="1.1" time="Night" entitygroup="EnemyAnimalsDesert" spawnDeadChance="0" notags="commercial,industrial,downtown,countryresidential,countrytown,residential"/>

 

The only change compared to the original spawning.xml is a lower respawndelay at night in the Desert (from 3,5 to 1,1) and the addition of the notags.

 

On my server I changed both spawn maxcount values of the forest and the desert to 3 to see if that would do the trick. Way more animals were spawning but not a single bee log / modded plant.

 

Best regards,

Jay

Step 1. Stop the Server.

Step 2. Rename the BeeHives mod to ZBeeHives.

Step 3. Rename HydroponicUndergroundFarming mod to ZHydroponicUndergroundFarming.

 

Step 4. Restart the Server.

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On 5/23/2023 at 3:50 PM, arramus said:

Step 1. Stop the Server.

Step 2. Rename the BeeHives mod to ZBeeHives.

Step 3. Rename HydroponicUndergroundFarming mod to ZHydroponicUndergroundFarming.

 

Step 4. Restart the Server.

It's ridiculous how easy that fix was - it worked, thanks a lot!

 

Has there been something obvious I've been missing, because I tried so hard to fix it, it's kinda embarassing that it got fixed by adding one "Z" 

 

Best regards,

Jay

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