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(A20) Oakraven Forest Collection


arramus

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@stallionsden

 

Can do

Working on 5 new daggers

                    5 new guns

                    5 new axes ect

I like the number 5 :) 

Will pass on to Arramus to test ( he is very busy at the moment )

Thank you for the nice words

Thanks to Arramus for the hard work testing fixing and suggestions for mods

 

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The "Black Better" generator is not craftable. It is unlocked by adv. engineering, but you forgot to add it to the progression.xml file.  I added it in and it works perfectly.  Just thought I'd let you know.


I do love all the mods though. :D  VERY good work.

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12 hours ago, Blackgryphon said:

The "Black Better" generator is not craftable. It is unlocked by adv. engineering, but you forgot to add it to the progression.xml file.  I added it in and it works perfectly.  Just thought I'd let you know.


I do love all the mods though. :D  VERY good work.

Nice spot, thank you. We shall get it added and updated.

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@swmeek

This would be controlled by the CraftingQueue. In default gaming Config/XUi/windows.xml and regular things use windowCraftingQueue

The stoves are using the default setup in Vanilla hence nothing jumped out. It is possible to create a custom version to increase the slots. Needs a few things hooking up though.

 

Something like Khaine's 12 slot crafting queue may point you in the right direction.

 

 

And something a community asked for:

 

This was for the XUi/xui.xml

 

<xui>
	<append xpath="/xui/ruleset">
	
		<window_group name="workstation_cementMixerInsane" controller="XUiC_WorkstationWindowGroup" open_backpack_on_open="true" close_compass_on_open="true">
			<window name="windowCraftingList"/>
			<window name="craftingInfoPanel"/>
			<window name="windowCraftingQueueInsane"/>
			<window name="windowOutput" />
			<window name="windowNonPagingHeader" />
		</window_group>		
		
	</append>
</xui>

 

And the hooked up changes to the crafting queue in the windows.xml of the same folder.

 

<configs>
	<append xpath="/windows">
		<!-- Extra Crafting and Queue Slot and row -->
		<window name="windowCraftingQueueInsane" width="397" height="78" panel="Left" cursor_area="true" >
			<rect depth="0" pos="19,0" width="378" controller="CraftingQueue">
				<grid name="queue" rows="2" cols="5" pos="3,3" cell_width="75" cell_height="75" repeat_content="true">
					<recipe_stack name="0"/>
				</grid>
			</rect>
		</window>
	</append>
</configs>

Your window group would be something like workstation_StoneStove as they are hooked up with hardcoding that way. And the windowCraftingQueueInsane could change to windowCraftingQueueStoneStove and hook up in both.

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6 hours ago, arramus said:

@swmeek

This would be controlled by the CraftingQueue. In default gaming Config/XUi/windows.xml and regular things use windowCraftingQueue

The stoves are using the default setup in Vanilla hence nothing jumped out. It is possible to create a custom version to increase the slots. Needs a few things hooking up though.

 

Something like Khaine's 12 slot crafting queue may point you in the right direction.

 

 

And something a community asked for:

 

This was for the XUi/xui.xml

 

<xui>
	<append xpath="/xui/ruleset">
	
		<window_group name="workstation_cementMixerInsane" controller="XUiC_WorkstationWindowGroup" open_backpack_on_open="true" close_compass_on_open="true">
			<window name="windowCraftingList"/>
			<window name="craftingInfoPanel"/>
			<window name="windowCraftingQueueInsane"/>
			<window name="windowOutput" />
			<window name="windowNonPagingHeader" />
		</window_group>		
		
	</append>
</xui>

 

And the hooked up changes to the crafting queue in the windows.xml of the same folder.

 

<configs>
	<append xpath="/windows">
		<!-- Extra Crafting and Queue Slot and row -->
		<window name="windowCraftingQueueInsane" width="397" height="78" panel="Left" cursor_area="true" >
			<rect depth="0" pos="19,0" width="378" controller="CraftingQueue">
				<grid name="queue" rows="2" cols="5" pos="3,3" cell_width="75" cell_height="75" repeat_content="true">
					<recipe_stack name="0"/>
				</grid>
			</rect>
		</window>
	</append>
</configs>

Your window group would be something like workstation_StoneStove as they are hooked up with hardcoding that way. And the windowCraftingQueueInsane could change to windowCraftingQueueStoneStove and hook up in both.

I tried figuring that out but it was smarter than me so Thanks anyways ! LOL

Edited by swmeek (see edit history)
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@oakraven

Servus Oakraven,

First I would like to say very very nice mods. i like it so much. Big thx for your great work.
 

Is there a way to make the sounds of the workstations and cooking station a bit quieter?
Possibly in the config Files or does the game not offer this?

 

Greetings Kai
 

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The Chicken Coop Mod received an update as follows:

 

- 1 new 'House Coop'.

- Resitting the Fancy Coop to sit better on the ground.

- Reduced sound range.

- Cleaned up the icons a little.

- Localised each Coop individually to help distinguish them.

 

20220610093225_1.thumb.jpg.8c76f56245928201eb71d2ccb60a5e2f.jpg

 

 

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Cleaning up a few icons here and there for two things:

 

- removing blemishes

- reducing size to a max of 160 x 160 where appropriate to match default as it is sufficient for icons. The size savings are 90%+ in some instances.

icons.png.eb9d7a7574df231fb4736669d4cf27c5.png

 

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Pushing a small update for the Workstations:

 

- The Oak Forge can be crafted on the player from Skill 1 just as per default. It was redundant to craft on the Workbench from Skill 2 for a Skill 1 asset.

- Small tagging filter update for A20.

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3 hours ago, Havoc1001 said:

Is there anyway to turn down the machines from custom work station modlet? The volume is very loud.

All of the mods are getting a revisit and deeper play test to consider the best level of volume as well as the distance the volume drops.

 

https://community.7daystodie.com/topic/27806-a20-oakraven-forest-collection/?do=findComment&comment=489377

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20 hours ago, swmeek said:

Is there a way to pick up the drawbridges after you've placed them?

I made one of the 3x8's and placed it down and naturally it placed the wrong way.

Thank you! 

These are all extensions of the default drawbridges and some classes can accept such things and some not.

It's on the list for testing though.

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41 minutes ago, Scomar said:

the reciepe "woodBranchBundled" is taged as learnable, but there is no way to unlock it. so you cant craft it but need it for an stone axe. Just need to delete tags="learnable" and all seems fine.

Hello Scomar. Can you let us know which mod this refers to please?

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The Oakforge was updated with a new model since accessing it while operational could be troublesome. The cause was the smoke causing collision/access challenges.

20220619094721_1.thumb.jpg.47156a9e60fc6ac9de27799bd53b18b0.jpg

 

The Workstation icons also received a little attention to help them standout better and show them face on.

ForgeBigOak2.png.6f589a8a1247bc18068a0588986e7ebf.png

 

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On 3/15/2022 at 10:14 PM, arramus said:

 

~~Jalapeno, Turnip, Eggplant, and Strawberry should only appear in the Pine Forest in the day time.

 

While the Pepper, Pineapple, and Tomato only appear in the desert for both day and night time.~~

Me and my Crew added your Collection to our 'Modlet Soup' Server and we have been having a darned of a time trying to find pineapples. We have scoured the desert both day & night. There has been a considerable increase of vanilla Aloe plants, but no pineapple fronds to speak of.

 

 

 

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2 hours ago, Dragoness_ said:

 

Thank you for sharing about this.

 

I shall first check the code for any abnormalities for spawning...

 

Yep, that looks good.

	             <!-- Day/Night Group Desert -->
	
	<entitygroup name="DesertPlants">
		<entity name="animalWildPepper" prob="0.1"/>
		<entity name="animalWildPineapple" prob="0.1"/>
		<entity name="animalWildTomato" prob="0.1"/>
	</entitygroup>

And check it still exists in other areas...

 

animalWildPineapple is in the entityclasses, yep.

And it automatically dies when spawning and turns into the WildPineapple plant that we see. And yes, that is in the right place.

 

Now, I'll check in game to see if I can find one.

A small update to the Storage Containers.

 

- 4 more metal boxes

- Easier to see upper/lowercase text in colours to contrast

- And a 'broken' version so that if they break once, they leave an insecure version. Good for PvP or acid attacks.

 

20220620140643_1.thumb.jpg.2f876c4f008654807241f64bc601ca6c.jpg

 

20220620140926_1.thumb.jpg.9351b61509fd0ac1a9b397a63cbedeaa.jpg

 

20220620140928_1.thumb.jpg.bbf32f36ee040de85da051eedc25acaa.jpg

 

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