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(A20) Oakraven Forest Collection

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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.

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Here we can create the Hydroponic Workbench. It takes 4:32 to manufacture on the Workbench.

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However, putting skill onto your Intellect Engineer track, also allows it to be manufactured at a faster rate.

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The Hydroponic Workbench allows players to use the full range of Hydroponic features. Back to the recipes......

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Great work on the mods! I really like all of them. Unfortunately, for some reason I am unable to unlock the recipes for everything except the chicken coops, and bee hives. I can't unlock the workstations, or the hydroponic farms. I have all the advanced engineering perks, but nothing is unlockable. I even tried using the workbench schematic and still nothing. Any ideas?

I just checked, and none of the cooking stations are unlocking as well.  I went into a creative world, and I can put them down using the creative menu. They all work fine. I just cannot unlock them via perks. Any help is greatly appreciated, and keep up the awesome work!
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.

 
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.

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

Oakraven Forge at Skill 1 Engineering.

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Oakraven Powder Mixer at Skill 2 Engineering.

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And the Oakraven Chemistry Station at Skill 1 Physician.

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Pretty.

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Great work on the mods! I really like all of them. Unfortunately, for some reason I am unable to unlock the recipes for everything except the chicken coops, and bee hives. I can't unlock the workstations, or the hydroponic farms. I have all the advanced engineering perks, but nothing is unlockable. I even tried using the workbench schematic and still nothing. Any ideas?

I just checked, and none of the cooking stations are unlocking as well.  I went into a creative world, and I can put them down using the creative menu. They all work fine. I just cannot unlock them via perks. Any help is greatly appreciated, and keep up the awesome work!
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....

 
This is insanely nice stuff. Love the farming additions. The workstations and cooking stations wouldn't happen to be SMX friendly by any chance, would they?

 
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.

 
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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!

 
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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!
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.

 
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


 
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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.

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It just requires Master Chef Skill 2 for the unlock.

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

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

Hydroponic Mixed Fruit Bowl.

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

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

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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
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.

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

Oakraven Forge at Skill 1 Engineering.

View attachment 23600

Oakraven Powder Mixer at Skill 2 Engineering.

View attachment 23601

And the Oakraven Chemistry Station at Skill 1 Physician.

View attachment 23602

Pretty.

View attachment 23599

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!

 
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

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

 
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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.

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The requirements for an Oakraven Power Workbench are balanced.

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

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

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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.

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

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

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

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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.

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20220218013608_1.jpg

 
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.

View attachment 23628

The requirements for an Oakraven Power Workbench are balanced.

View attachment 23629

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

View attachment 23630

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

View attachment 23631

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.

View attachment 23632

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

View attachment 23633

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

View attachment 23634

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

View attachment 23635

View attachment 23637

View attachment 23638

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.

View attachment 23641

View attachment 23636


This just fecking ROCKS, pun intended oh yes!

 
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.

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

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

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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?

 
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