stallionsden Posted May 31, 2022 Share Posted May 31, 2022 (edited) Hi Oakraven First I would like to say wow your collection of work is absolutely amazing. Secondly I was wondering if you were able to do weapons and rigging them etc to work in game. Much appreciated for your work. Stallionsden Edited May 31, 2022 by stallionsden (see edit history) 1 Link to comment Share on other sites More sharing options...
oakraven Posted May 31, 2022 Share Posted May 31, 2022 @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 1 Link to comment Share on other sites More sharing options...
Blackgryphon Posted June 4, 2022 Share Posted June 4, 2022 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. VERY good work. 2 Link to comment Share on other sites More sharing options...
arramus Posted June 5, 2022 Author Share Posted June 5, 2022 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. VERY good work. Nice spot, thank you. We shall get it added and updated. 1 Link to comment Share on other sites More sharing options...
arramus Posted June 5, 2022 Author Share Posted June 5, 2022 The Black Betty Power Generator has been added to Progression for Engineering Skill 3 to match the other 2 generators available. It has been pushed to Moddb here. https://www.moddb.com/mods/oakraven-forest-collection/downloads/power-things 2 Link to comment Share on other sites More sharing options...
swmeek Posted June 6, 2022 Share Posted June 6, 2022 Is there a way I can add more input slots to the oakraven {stone} stove ? I looked through some of the xml files but nothing jumped out at me . Thank you Link to comment Share on other sites More sharing options...
arramus Posted June 6, 2022 Author Share Posted June 6, 2022 @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. 1 Link to comment Share on other sites More sharing options...
swmeek Posted June 6, 2022 Share Posted June 6, 2022 (edited) 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 June 7, 2022 by swmeek (see edit history) Link to comment Share on other sites More sharing options...
RedMunich Posted June 8, 2022 Share Posted June 8, 2022 @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 Link to comment Share on other sites More sharing options...
oakraven Posted June 8, 2022 Share Posted June 8, 2022 @RedMunich Thank you for the nice words, Me and @arramus will be going to look at all the mods to fix update add new content etc. I will have a look at the sounds and lower them as needed 1 Link to comment Share on other sites More sharing options...
arramus Posted June 10, 2022 Author Share Posted June 10, 2022 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. 1 Link to comment Share on other sites More sharing options...
arramus Posted June 10, 2022 Author Share Posted June 10, 2022 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. Link to comment Share on other sites More sharing options...
arramus Posted June 10, 2022 Author Share Posted June 10, 2022 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. 1 Link to comment Share on other sites More sharing options...
arramus Posted June 10, 2022 Author Share Posted June 10, 2022 Pushed a small update for the Sign Cupboards: - Cleaned up icons. Link to comment Share on other sites More sharing options...
swmeek Posted June 13, 2022 Share Posted June 13, 2022 (edited) 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! Edited June 13, 2022 by swmeek (see edit history) Link to comment Share on other sites More sharing options...
Havoc1001 Posted June 14, 2022 Share Posted June 14, 2022 Is there anyway to turn down the machines from custom work station modlet? The volume is very loud. Link to comment Share on other sites More sharing options...
arramus Posted June 14, 2022 Author Share Posted June 14, 2022 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 Link to comment Share on other sites More sharing options...
arramus Posted June 14, 2022 Author Share Posted June 14, 2022 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. 1 Link to comment Share on other sites More sharing options...
Scomar Posted June 16, 2022 Share Posted June 16, 2022 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. Link to comment Share on other sites More sharing options...
arramus Posted June 16, 2022 Author Share Posted June 16, 2022 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? Link to comment Share on other sites More sharing options...
Scomar Posted June 16, 2022 Share Posted June 16, 2022 35 minutes ago, arramus said: Hello Scomar. Can you let us know which mod this refers to please? oh sorry i mixed up the topics, had your mods ingame and a few other, this was another mod, its all fine here 1 Link to comment Share on other sites More sharing options...
arramus Posted June 19, 2022 Author Share Posted June 19, 2022 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. The Workstation icons also received a little attention to help them standout better and show them face on. 1 Link to comment Share on other sites More sharing options...
arramus Posted June 19, 2022 Author Share Posted June 19, 2022 There was also a small Localisation update for the Hydroponic Farming Mod. The Muffin text and Baked Salmon text were switched up. The Oak Forge volume has also been softened. 1 Link to comment Share on other sites More sharing options...
Dragoness_ Posted June 20, 2022 Share Posted June 20, 2022 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. Link to comment Share on other sites More sharing options...
arramus Posted June 20, 2022 Author Share Posted June 20, 2022 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. 1 Link to comment Share on other sites More sharing options...
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