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(A20) Oakraven Forest Collection


arramus

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On 2/14/2022 at 10:09 PM, KailJ said:

 

EDIT:

I just tested things and it appears to work great! The models used are also wonderful. The only draw back for me is that the production items (bee hives, and crop plots) create items to quickly. Is there a way to slow the production down? Great mod none-the-less.

 

For @ate0ate above re: SMX.

Edited by MikeyUK (see edit history)
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Awesome! Thanks for letting me know @MikeyUK. Its hard to stop using SMX once you start. That vanilla UI is... something:) Its nice when mods support SMX but I can completely understand why many don't. I'm gonna give these mods a try now, they look great.

 

Edit: FYI @arramusthe link to chicken coops in the OP goes to the cooking stations mods instead. I found the chicken coops okay on Moddb myself, but just wanted to mention that. Thanks!

Edited by ate0ate (see edit history)
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17 minutes ago, ate0ate said:

Awesome! Thanks for letting me know @MikeyUK. Its hard to stop using SMX once you start. That vanilla UI is... something:) Its nice when mods support SMX but I can completely understand why many don't. I'm gonna give these mods a try now, they look great.

 

Edit: FYI @arramusthe link to chicken coops in the OP goes to the cooking stations mods instead. I found the chicken coops okay on Moddb myself, but just wanted to mention that. Thanks!

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.

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27 minutes ago, ate0ate said:

Awesome! Thanks for letting me know @MikeyUK. Its hard to stop using SMX once you start. That vanilla UI is... something:) Its nice when mods support SMX but I can completely understand why many don't. I'm gonna give these mods a try now, they look great.

 

I don't like some aspects of it tbh, way too black and some of the icon positions make little sense.   I have tried it so many times and I actually LOVE the actual ingame SMX UI but the crafting/inventory UI seems unintuitive.  I think the reason is possibly because I tried it after playing Undead Legacy which blows it completely out of the water in terms of usability, look and general polish.

 

I have no love for the vanilla UI either which is why I tend to mod it to hell and back and I dearly wish I liked SMX and not just parts of it.  

 

Comparison I quickly knocked up, doesn't do UL justice (from a random Youtube vid lol) but still.  

 

cb3kZA4.png

 

Edited by MikeyUK (see edit history)
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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.

20220217171404_1.thumb.jpg.ceb29c76e2f90842b184c28baf5cd2f5.jpg

 

20220217171340_1.thumb.jpg.d76c1366c507dd982a473edeb542a89c.jpg

 

It just requires Master Chef Skill 2 for the unlock.

20220217171321_1.thumb.jpg.92a05152837113708260f5c57b1dcd01.jpg

 

Making the recipes is no bother. It is trying to make reasonable custom icons that takes a little more care and attention.

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And one further recipe to complement the Hydroponic Fruit (Pineapple and Strawberry).

 

Hydroponic Mixed Fruit Bowl.

20220217181425_1.thumb.jpg.ee7b8fde38b641420f15dc4d03120166.jpg

 

A simple recipe which adds regular blueberries to the mix. The combination provides that fructose speed boost. ^^

20220217181451_1.thumb.jpg.f3928709828438f4774ec63045833e8d.jpg

 

As with the Mixed Soup, a Skill 2 requirement for Master Chef.

20220217181542_1.thumb.jpg.831ae16b501df64d9bb2116f7a155857.jpg

 

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You are doing a great job @arramus :D All these new additions look very cool.

 

I know this is a little random but I saw the wood log in your inventory and it reminded of a mod released the other day, seems like a nice fit with your mod (the mechanics maybe, not the look/feel though they do use a vanilla model).

https://www.nexusmods.com/7daystodie/mods/2022

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32 minutes ago, MikeyUK said:

You are doing a great job @arramus :D All these new additions look very cool.

 

I know this is a little random but I saw the wood log in your inventory and it reminded of a mod released the other day, seems like a nice fit with your mod (the mechanics maybe, not the look/feel though they do use a vanilla model).

https://www.nexusmods.com/7daystodie/mods/2022

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.

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I *think* the author is @Cronosus.  I think its a really cool and clever mod too, I did not understand how he's done the complex XML at all 🤣

 

Another mod which has huge potential I've not seen used much is Add Five Recipe Ingredients by @doughphunghus, from his thread I do note he is not overly happy with the layout but I think it has huge potential with food mods like yours and vehicle mods like @Ragsy 2145's.

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7 hours ago, arramus said:

The Work Stations have been added to Progression based on their default types.

 

Oakraven Forge at Skill 1 Engineering.

20220217144705_1.thumb.jpg.d1afe441dc16a02f1627ac4e0c9f12d4.jpg

 

Oakraven Powder Mixer at Skill 2 Engineering.

20220217144709_1.thumb.jpg.4c43ec02f22844c9eafb26cab017abb3.jpg

 

And the Oakraven Chemistry Station at Skill 1 Physician.

20220217144700_1.thumb.jpg.b7670955e67fbdce70fcc91a59c594da.jpg

 

Pretty.

20220217145208_1.thumb.jpg.c5427999a3e8813094a486bde4b9d82d.jpg

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....

Thank you! This is one of the coolest mods! Keep up the great work!

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7 hours ago, arramus said:

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.

not bad idea, why noone posted it on nexus? :D
and tree syrup? theres honey but not treesap.. hmmm

 

6 hours ago, MikeyUK said:

I *think* the author is @Cronosus.  I think its a really cool and clever mod too, I did not understand how he's done the complex XML at all 🤣

Thanks you like it, yes, its me.

maybe i should create topics for my mods here. :D

Edited by Cronosus (see edit history)
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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.

20220218012657_1.thumb.jpg.2870e3608e6770f6b4f65cd2be6faf6f.jpg

 

The requirements for an Oakraven Power Workbench are balanced.

20220218012707_1.thumb.jpg.c4d563b60298f32af242b6620195cdd0.jpg

 

At Skill 2, only the Power Cell and Solar Cell are unlocked (with their level 3)

20220218012833_1.thumb.jpg.2b7ff1035ce528ff0d27959651ff0e72.jpg

 

Skill 3 allows the Oakraven Generator 1 & 2 to be manufactured.

20220218012902_1.thumb.jpg.cb51b07501aa9dfe99734ec83facd0f1.jpg

 

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.

20220218012912_1.thumb.jpg.493805a16345f1dba048e445ea544a68.jpg

 

At Skill 4, all Oakraven Power items are unlocked. Power and Solar Cells are increasing in level to Level 5.

20220218013013_1.thumb.jpg.d02f71c2b3e001458e3b025a16b03a1d.jpg

 

At Skill 5, we can access Level 6 Power and Solar Cells for maximum output.

20220218013108_1.thumb.jpg.c2170d42fcf14ced0deedd25e89e43d6.jpg

 

Head to the Burnt Forest/Wasteland to find crystals that are needed to produce your Cells.

20220218013551_1.thumb.jpg.4a8d2c5c73f3328fc87c9d9dcfd7c0c5.jpg

 

20220218013924_1.thumb.jpg.0092a58676f65055898bf35fc27c2093.jpg

 

20220218013941_1.thumb.jpg.658a8fab017b8675e4d53810565b92de.jpg

 

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.

20220218021135_1.thumb.jpg.333715eae618ab5b13be4d142bda4d98.jpg

 

 

 

20220218013608_1.jpg

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18 minutes ago, arramus said:

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.

20220218012657_1.thumb.jpg.2870e3608e6770f6b4f65cd2be6faf6f.jpg

 

The requirements for an Oakraven Power Workbench are balanced.

20220218012707_1.thumb.jpg.c4d563b60298f32af242b6620195cdd0.jpg

 

At Skill 2, only the Power Cell and Solar Cell are unlocked (with their level 3)

20220218012833_1.thumb.jpg.2b7ff1035ce528ff0d27959651ff0e72.jpg

 

Skill 3 allows the Oakraven Generator 1 & 2 to be manufactured.

20220218012902_1.thumb.jpg.cb51b07501aa9dfe99734ec83facd0f1.jpg

 

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.

20220218012912_1.thumb.jpg.493805a16345f1dba048e445ea544a68.jpg

 

At Skill 4, all Oakraven Power items are unlocked. Power and Solar Cells are increasing in level to Level 5.

20220218013013_1.thumb.jpg.d02f71c2b3e001458e3b025a16b03a1d.jpg

 

At Skill 5, we can access Level 6 Power and Solar Cells for maximum output.

20220218013108_1.thumb.jpg.c2170d42fcf14ced0deedd25e89e43d6.jpg

 

Head to the Burnt Forest/Wasteland to find crystals that are needed to produce your Cells.

20220218013551_1.thumb.jpg.4a8d2c5c73f3328fc87c9d9dcfd7c0c5.jpg

 

20220218013924_1.thumb.jpg.0092a58676f65055898bf35fc27c2093.jpg

 

20220218013941_1.thumb.jpg.658a8fab017b8675e4d53810565b92de.jpg

 

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.

20220218021135_1.thumb.jpg.333715eae618ab5b13be4d142bda4d98.jpg

 

 

 

20220218013608_1.jpg

 

This just fecking ROCKS, pun intended oh yes!

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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.

20220218151224_1.thumb.jpg.767fdea2ef573be300cc5cb2321f420e.jpg

 

And a more substantial Salmon Bake to give the turnip and tomato further extension.

20220218151220_1.thumb.jpg.eab1562cb60646880331a890b2ba17f0.jpg

 

The Hydroponic Salmon Bake is the first Skill 3 unlock item, and matches the canned goods theme.

20220218151146_1.thumb.jpg.f1cf513ad57f56e604dcfe21bc7bdec0.jpg

 

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2 hours ago, mbaker327 said:

Amazing mods, great work! Quick question though, as the Hydroponic Workbench doesn't have an Output box, how do I retrieve the Compost for further crafting?

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.

20220219011727_1.thumb.jpg.2026d3dd35bfb35ca623347e54c22ed8.jpg

 

20220219011759_1.thumb.jpg.5ab01147dcd5958199765941ceadac12.jpg

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

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2 hours ago, Khayotik said:

I'm seeing an issue of "Invalid layer index "1" and then a plant or log of some type is killed. is there any insight to this as to what i may do to fix or?

 

The bee log, for example, is actually an entity. The "Invalid layer index "1" should refer to the animation state as it's doing something unorthodox that Unity is not expecting. The issue should appear as a yellow warning and can be seen as a gentle notification rather than a critical issue. This warning can also appear with UMA based entities and I've seen it appear with default entities such as the chicken and snake at times. The bee log is being killed and then respawning in a new location.

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the output on the forge is not working for me. I am using smx. I can smelt items into the forge but when I try to create something I am getting a error and nothing is being made. i have maxed out the advanced engineering perk and the forge is still showing that it is locked also

Edited by Rave_gaming_jj (see edit history)
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11 hours ago, Rave_gaming_jj said:

the output on the forge is not working for me. I am using smx. I can smelt items into the forge but when I try to create something I am getting a error and nothing is being made. i have maxed out the advanced engineering perk and the forge is still showing that it is locked also

Sorry to hear that. The first thing I do is just double check there are no issues with the mod just in case.

20220222105514_1.thumb.jpg.385098eb8b15f55bde5f9bd51b641ef4.jpg

 

Unlocking

20220222105547_1.thumb.jpg.1f8a950c8cb8e4ece6dbc519145ab163.jpg

 

Checking windows.

20220222105558_1.thumb.jpg.4074ab3d061a3e6c846a0d0e1a5c8b2c.jpg

 

Forging.

20220222105711_1.thumb.jpg.16662b736501c5b7216dbb4a05f17d27.jpg

 

In the past, I would have recommended to change the name of the mod so it loads after the SMX. This is because it can sometimes allow windows and themes to be used with minimal SMX changes.

 

However, in this case, the mod is already called WorkStations and loads after, as long as SMX doesn't have some other letters which force it to load out later.

Apart from trying to load WorkStations before SMX just on the chance that SMX will give it some new window and output features, it is a little challenging as SMX is like an overhaul UI and very sophisticated. Especially with the new scrolling menus feature. It's a case of removing mods to find if SMX is contributing to the output and locked icon issue or if it is caused by another combination as it is unusual the Progression is not unlocking the forge as well. Very much trial and error at this stage.

 

 

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Hey, I'm running on linux and I keep getting purple textures in Oakraven. Great mod, btw. I'm doing my darn best to try to track down this reoccurring issue with purple textures that happens only on linux and not on windows. Anybody got any info or leads? I heard one from Dough that it's how a mod is compiled in Unity but I don't know squat about Unity so I'm open to suggestions.

oakraven-purple-textures.jpg

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4 hours ago, wokkawokka said:

Hey, I'm running on linux and I keep getting purple textures in Oakraven. Great mod, btw. I'm doing my darn best to try to track down this reoccurring issue with purple textures that happens only on linux and not on windows. Anybody got any info or leads? I heard one from Dough that it's how a mod is compiled in Unity but I don't know squat about Unity so I'm open to suggestions.

oakraven-purple-textures.jpg

Interesting... @oakraven will certainly give this some time to consider and tinker with. Linux can be incredibly strict about compliance and it may be something as simple as an upper case letter which should be lower case. Or it could be something else.

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22 minutes ago, arramus said:

Interesting... @oakraven will certainly give this some time to consider and tinker with. Linux can be incredibly strict about compliance and it may be something as simple as an upper case letter which should be lower case. Or it could be something else.

 

From another thread.

 

On 2/15/2022 at 9:38 PM, doughphunghus said:

Usually I see that pink color when a shader/asset/resource was not compiled (by the modder) "for all platforms" and was compiled for Windows only. I've seen it with multiple mods, and Tactical Action when I first tried it a long time ago when it had the ?sunflowers? and other plants in it, before all the non-gun content was removed). I'm not 100% sure how this is done in Unity, except the latest/newest (since maybe 2020/21?) "Export asset bundle" Unity Script by xyth should export assets for all platforms. Its in his Unity tutorial project.

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7 hours ago, MikeyUK said:

 

From another thread.

 

It’s a little old (10 months ago) for a20 specifically  and I’m not sure if it’s xyths most updated version, but the export asset bundle script for all platforms appears to be here: https://github.com/7D2D/Templates-and-Utilities


from the readme/docs there:
MultiPlatformExportAssetBundles.zip : Place a copy of this file (MultiPlatformExportAssetBundles.cs) into your Unity project's asset folder to enable exporting .unity3d bundles that will work correctly on Windows, Linux and Mac OS”


 

Xyth put out some YouTube videos showing how to use it to export assets from unity. Basically (with the script in your unity assets folder) you just right click on “it” (I guess the top level asset object? The entire project? I guess it depends on what you’re exporting and how you want to have it bundled into the final unity3d file) and a pop up menu appears and there’s an option for “export multi platform bundle” or something similar. Without the script you don’t get this option in the pop up list. 
 

apparently there was an older script he had that was not “multi platform” that a bunch of people were using (as it was the original script?) and people likely haven’t updated that script in their unity projects (my guess) to the newest version. 
 

additionally; I believe when you’re not on windows, and as the game loads if you hit F1 and bring up the console, if you see any red errors about shaders, that’s mods that have not used the newer script. Of course, the error does not mention a file or mod name to help track down what is causing the error. Additionally: I’ve had mods with missing shaders on Ubuntu that don’t always make pink textures, sometimes the textures just don’t exist and the object is “all grey”, but still very playable (like an all grey axe… looks weird, but not visually jarring) The pink textures are very annoying, especially when it’s an effect like fire/sparks/movement.

Edited by doughphunghus (see edit history)
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