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(A20) Oakraven Forest Collection

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This is what I see from the latest updated unity file you enclosed.
We're attempting to use a Virtual installation of Linux based 7D2D to understand what shaders are being used and to see if we can get in game. Radeon drivers, to match the test GPU bricked one version of Ubuntu and we'll try again. lol

On default drivers we could at least see Vulkan Shaders (which appear to be experimental) may well be the selected choice. If no joy comes from a second attempt, we hope you'll be able to continue to share feedback until we find an overall appropriate selection.

VulkanShaders.png

 
We're attempting to use a Virtual installation of Linux based 7D2D to understand what shaders are being used and to see if we can get in game. Radeon drivers, to match the test GPU bricked one version of Ubuntu and we'll try again. lol

On default drivers we could at least see Vulkan Shaders (which appear to be experimental) may well be the selected choice. If no joy comes from a second attempt, we hope you'll be able to continue to share feedback until we find an overall appropriate selection.

View attachment 23832
Dude, I'm impressed you guys were even willing to look at it. If you need something tested on my side, I run Linux Mint (I know, pedestrian, pls no bully), NVIDIA GTX 1660 Ti (again, pls no bully), 16 GB RAM, game on ultra settings. I'm willing to mess around with whatever you guys need me to mess around with if you want me to try different configs or whatever. I will be a linux guinea pig.

 
Hi,

I am using the chicken mod. I tried to modify the sound.xml file to lower the range and volume of the chickens, but it doesn't do anything. Could it be because you compiled the sound with the assets? I would like to turn down the chicken sound since I can hear it from like 20 blocks away. I even tried to remove the sound.xml file and the chicken sound persist.

 
Hi,

I am using the chicken mod. I tried to modify the sound.xml file to lower the range and volume of the chickens, but it doesn't do anything. Could it be because you compiled the sound with the assets? I would like to turn down the chicken sound since I can hear it from like 20 blocks away. I even tried to remove the sound.xml file and the chicken sound persist.
I shall discuss this with oakraven and spend more time looking at optimal range and also compare sound range with the default chicken.

Here is a small update to the Oakraven Forest Collection

Extendable Drawbridge Walkways

The Drawbridges Mod allows players to add 4 varieties of Walkway in a 1 x 4 (1 block wide and extends additional 4 blocks from base block) and 3 x 4 format (3 blocks wide and extends additional 4 blocks from base block).

These can be used for various purposes, such as crossing rivers, defensive trenches, and mining operations, among others.

They use a simple extend/retract feature and are activated in the same manner as doors.

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They can also be staggered in a chain.

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It is possible to create alternative sizes and feel free to share suggestions.

 
Hi Arramus and Oakraven

I think I'll keep the metal bridge (the other wooden bridge is also great, the size is adequate in both).
Regards

 
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I shall discuss this with oakraven and spend more time looking at optimal range and also compare sound range with the default chicken.

Here is a small update to the Oakraven Forest Collection

Extendable Drawbridge Walkways

The Drawbridges Mod allows players to add 4 varieties of Walkway in a 1 x 4 (1 block wide and extends additional 4 blocks from base block) and 3 x 4 format (3 blocks wide and extends additional 4 blocks from base block).

These can be used for various purposes, such as crossing rivers, defensive trenches, and mining operations, among others.

They use a simple extend/retract feature and are activated in the same manner as doors.

View attachment 23899

View attachment 23900

They can also be staggered in a chain.

View attachment 23901

View attachment 23902

It is possible to create alternative sizes and feel free to share suggestions.
Ok thanks! I hope you can make it work with the sound.xml file so we can adjust the sound ourselves. It'll be nice to be able to have the option to change the sound ourselves.

 
A small update to the Drawbridge Walkways.

A variety of no rail illuminated versions.

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The full collection.

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Looks like all plants growing in the hydroponic bays are full frown in 2 minutes.
Thank you. In addition to the plants, all of the mushrooms and other things need their time changing as well.

We shall add a new update pretty soon. The fire fly jar also needs a recipe. ^^

 
Looks like all plants growing in the hydroponic bays are full frown in 2 minutes.
A small update for the Hydroponic Farming Mod has been added to Moddb with the link in the first post.

- Plant growth time has been revised. They were still showing development stage growth time where they could be tested quickly and have now been given a more appropriate growth time.

- Custom mushrooms have been given a 2% infection clear buff. They can only be found in the Pine Forest at night.

- The Firefly Stump can also only be found at night in the Pine Forest.

- There is a 30% chance of finding a Firefly Bug when chopping the Firefly Stump.

- The Firefly Bug can be eaten and give a 3% infection clear buff OR used in a recipe to make a Firefly Light.

A few images.

The Firefly stump releases a decorative illumination with changing colour and animated Fireflies.

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You may find a Firefly Bug.

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And make your Firefly Jar.

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There are 5 kinds of custom mushroom out there as well.

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Yum.

20220309214335_1.jpg

 
The Water Wells mod has been added to the collection and the link is in the first post.

This mod allows players to craft their own Water Wells and Water Standpipe. These are functional water sources and allow players to fill up their glass jars and water buckets.

A few images to demonstrate. Four types of Well with unique features.

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And a Standpipe.

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Each water source will allow you to fill up your jars and buckets.

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A visitor has set up home.

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This mod adds to the Oakraven Forest Collection and further expands on the homestead features.

 
Love this mod, the only thing I'm confused by is the size of the chicken coops. I'm not sure if they're intended to be so tiny or did something get "lost in translation" while importing the model into the game? As it is they'd have to be at least twice as big to match the size of the actual game chickens. If it's intended, would it be possible to make a scaled up version? Thanks!

 
Love this mod, the only thing I'm confused by is the size of the chicken coops. I'm not sure if they're intended to be so tiny or did something get "lost in translation" while importing the model into the game? As it is they'd have to be at least twice as big to match the size of the actual game chickens. If it's intended, would it be possible to make a scaled up version? Thanks!
The type of chicken that is 'grown' from these Coops is a smaller type when compared with the actual game chickens. There is a chance that players will be able to receive this smaller sized version once the Coops have come to maturity. These smaller types were actually even smaller on the initial release and I suggested a slightly bigger version that could just get into the door ways of the smaller sized Coops and look a little closer in size to the game versions. This size was a compromise to keep them bigger than quails but small enough to give context to the Coop sizes.

20220310160814_1.jpg

 
The type of chicken that is 'grown' from these Coops is a smaller type when compared with the actual game chickens.


I see, I was actually thinking of scaling the entire thing with the coop, since they seem small in comparison to the rest of the gameworld. Also, now that I've played with it a bit more, I have to say I like the beekeeping "minigame" with the log spawns - as it is it's just fun enough to set up the beehives without it being too annoying and complex.

 
Here is a new Mod that provides players with Custom Storage that allows writing.

There are currently 10 choices and they are all governed by a Variant Helper which allows the 'master' version to be changed into a choice of 10.

Crates, cases, boxes, containers, shelves, and similar storage types.

20220311202334_1.jpg

They allow for a large inventory and use the regular Writeable Storage Crate size.

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One recipe for the Oakraven Storage Types allows a choice of 10 types. These can be made on the player just as with regular Crates and Containers.

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installed the storage mod this morning, works as intended well done, would love to see a larger version ie more slots, but happy to have storage i can rename, so my old brain know's what is in it lol. so kudos

 
installed the storage mod this morning, works as intended well done, would love to see a larger version ie more slots, but happy to have storage i can rename, so my old brain know's what is in it lol. so kudos
Within this mod is a Config folder and within that is blocks.xml. It is possible to change the type of storage area that has been alloted for the storage containers to increase the slot size.

At the moment, each type uses:
<property name="LootList" value="storageCrate"/>
storageCrate is the same size given to the non writeable and writeable storage crates at a size of 8 x 9 (72 slots). This is the maximum size for this type of storage.

20220313130216_1.jpg

The largest storage container in the game is for the 4x4 vehicle.

If you were to change <property name="LootList" value="storageCrate"/> to <property name="LootList" value="vehicle4x4Truck"/> for all entries in the blocks.xml then all of the crates would be given the larger size of 9 x 9 and at least increase the size from 72 to 81 slots. An extra 9 slots is pretty decent. 

20220313130225_1.jpg

Maybe you've come across the larger stacking mods where things can be bundled into larger amounts for storage, e.g. from 6000 wood to 32000 wood.

One I particularly like is Reasonable Stack Size. All of the mods of this type are great, but this one doesn't add a blanket increase and considers each item carefully. This really helps to keeps things more efficiently stacked and reduce need for space.

If these solutions are still not enough, the next step up from that would be to make a customised storage crate size. In the past, this could cause problems because different mods would sometimes share the same ID number. However, in A20, a fall back was added where it is given both a name and a number and this should stop any compatibility issues.

From the developers comments in the code, it is possible to make 16 rows across. For the sake of the HUD, maybe 12 across and 10 down for that 120 slots would keep it looking decent. The easiest option is potentially a stack size mod like the Reasonable Stack Size or ones that give a blanket 10K, 20K, 32K type stack.

 
Good day!

I have installed most of these mods without any issues.  However, I've been having difficulty with the Hydroponic Underground Farming Mod since the workstation table was fixed (I think around 2 or 3 updates ago?).  I keep getting the following:

"EXC NullReferenceException: Object reference not set to an instance of an object"

It just keeps repeating until I force-quit the program.  If I delete the mod, it works fine.  If I reinstall the older version, not only is the error gone but my previously harvested crops remain in my inventory.

I deleted all other saved games and have verified the integrity but to no avail.

I'm hoping someone can help me with this problem because I'd really like to be able to use this mod.  Thank you.  😃

 
Hello, im wondering if there is anyway to stop this from happening so much on my end? its causing me stutter issues and not many plants spawning in i feel like, just curious.

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