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(A20) Oakraven Forest Collection

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Hello! When i want to use the Oakraven stone oven in the console stands this message:

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

so it goes on, its burning, but as soon i choose a receipe and want to cook it, this message appears and its not cooking. What can be the issue?

Edit: ok find out its the "ZMXuiCP" Mod in the Mod folder that blocks the Oakraven Stuff. Any possible to make this work together? Oakraven Forge Wide 3 is working normally for example

 
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Hello! When i want to use the Oakraven stone oven in the console stands this message:

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

so it goes on, its burning, but as soon i choose a receipe and want to cook it, this message appears and its not cooking. What can be the issue?

Edit: ok find out its the "ZMXuiCP" Mod in the Mod folder that blocks the Oakraven Stuff. Any possible to make this work together? Oakraven Forge Wide 3 is working normally for example
Rename a Forest Collection mod with ZZ at the front in order to let it load after ZMXuiCP to see if that allows the Cooking Stations to function appropriately. If that fails, this is something for the UI team to consider although they have already stated other mods are not supported.

 
Rename a Forest Collection mod with ZZ at the front in order to let it load after ZMXuiCP to see if that allows the Cooking Stations to function appropriately. If that fails, this is something for the UI team to consider although they have already stated other mods are not supported.
Renaming it to ZZCookingStations works, thank u! Was just wondered cause the forge for example works fine, was so far only the CookingStation where this error was 

 
Can someone explain to me how the beehive mod works? , And how do I find this stump and how do I get it to generate more in my world?, Thanks! 

 
This video, and the only question in the comments, should answer some of the questions.

Generating more depends on what other mods are being used and the interplay between them as these logs do actually appear a lot.



 
Gotcha I saw the video , the issue I have is no logs have spawned even when I turned up the spawns in the xml. I upped the max amount of entities in the my world and still nothing spawned. Do the spawns only generate on map building ? 

 
The spawns only occur on pine forest ground type areas. They do not spawn on gravel/roads.

 
The spawns only occur on pine forest ground type areas. They do not spawn on gravel/roads.
I understand. I saw someone mention that there should be a snake that turns into a stump or will it generate automatically as the stump? I plan on restarting a world just with the bee mod with a small map and entire pine forest wilderness and see if anything spawns. 

 
I understand. I saw someone mention that there should be a snake that turns into a stump or will it generate automatically as the stump? I plan on restarting a world just with the bee mod with a small map and entire pine forest wilderness and see if anything spawns. 
The bee logs could be placed as decorative 'POIs' like the tree stump. However, once they are harvested they are gone for good. The creator decided to make things more dynamic and sustainable. The bee log spawns like an entity at any time and can repeatedly spawn. Here is how it works:

1. The Bee Log spawns as a snake. It only spawns in the Pine Forest on the ground. If it spawns on gravel it will simply disappear.

2. The snake instantly dies and turns into the Bee Log as its 'death gore block'. These Bee Log snakes can continue to spawn anywhere in the Pine Forest. This ensures players have a chance to find a new Bee Log in a new place as the game progresses.

As the snake is an entity, if a player is using mods which increase the spawning for other entities, it can decrease the amount of Bee Log snakes spawning. In some cases it has been zero. Changing the probability of these Bee Log snakes to a higher number can increase their amount. It is a delicate process though. The default spawning is actually quite high.

 
I have recently added the Oakraven Forest collection to my game and started a new playthrough along with the SMXui by Sirillion that I have been using for a while now and I was wondering if there where any plans to create a compatibility patch  or if you know of someone making one, so that the UI for SMX would work with the various crafting stations added but the Oakraven series of mods. I love the designs of the new crafting stations but I am running into issues with the inputs for fuel, tools, and items to be smelted being miss aligned and scattered all over the place as well as the outputs being misaligned or missing all together. I figured I would ask here first before asking on the discord.

 
I have recently added the Oakraven Forest collection to my game and started a new playthrough along with the SMXui by Sirillion that I have been using for a while now and I was wondering if there where any plans to create a compatibility patch  or if you know of someone making one, so that the UI for SMX would work with the various crafting stations added but the Oakraven series of mods. I love the designs of the new crafting stations but I am running into issues with the inputs for fuel, tools, and items to be smelted being miss aligned and scattered all over the place as well as the outputs being misaligned or missing all together. I figured I would ask here first before asking on the discord.
Hello kinsem. There is no plan to release a compatibility patch because SMXui prefers not to support patches at this time.
Renaming Oakraven Mods with ZZ at the front has helped some users to allow Oakraven content to load after SMX and ZMXuiCP since it will allow them to load last.

 
Hello kinsem. There is no plan to release a compatibility patch because SMXui prefers not to support patches at this time.
Renaming Oakraven Mods with ZZ at the front has helped some users to allow Oakraven content to load after SMX and ZMXuiCP since it will allow them to load last.
Thank you for letting me know, do I add the ZZ to the mod name in the Manifest or just the mod folder?

 
Renaming it to ZZCookingStations works, thank u! Was just wondered cause the forge for example works fine, was so far only the CookingStation where this error was 
@kinsem Nepharyel suggested simply renaming the folder with ZZ in front was sufficient.

 
Hi Arramus : ) i love your mod, they are awesome!

I saw in previous thread about the mods only supporting the vanilla 7DTD, however it has been a few months since.

I installed the mods alongside ApocalypseNow and they seems to be working. I can catch chicken and build coop. The issue is the coop would get locked and cant be operated without being lockpicked.

I am guessing this is because the mods is not supported to run with ApocalypseNow ?

 
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Hi Arramus : ) i love your mod, they are awesome!

I saw in previous thread about the mods only supporting the vanilla 7DTD, however it has been a few months since.

I installed the mods alongside ApocalypseNow and they seems to be working. I can catch chicken and build coop. The issue is the coop would get locked and cant be operated without being lockpicked.

I am guessing this is because the mods is not supported to run with ApocalypseNow ?
Oakraven's mods are very awesome, and being used in a number of overhauls.
They are being used in Age of Oblivion, Not Medieval Mod, and the Wild West Mod that I know of.
They are also being used in the Oakraven Forest Modpack which contains much of the Collection as well as a lot more.

This Collection was not made to support any other mod or overhaul.
Some creators have made them support their mod or overhaul and they are given permission to do that.
They cannot be made to support Apocalypse Now without the permission and support of the Apocalypse Now creators.

 
Got question, 

I'm getting I think an incompatibility with Apocalypse Now mod for Advanced Engineering progression, since ApocNow changes the vanilla skill trees a bit. As a result, Oakraven's modlets which unlock crafting stations through Advanced Engineering don't unlock even if I max out the Advanced Engineering skill. 

I'm trying to fix it but not familiar how 7Days XML works, are the values that need to be fixed in the progression.xml files?

The perk name in ApocNow seems ot be the same (it's still "perkAdvancedEngineering" from what I can tell) and that's the same thing used in the Oakraven modlet progression.xml. 

Do I need to modify something in this file to edit the progression unlock?

<xml>    

    <append xpath="/progression/perks/perk[@name='perkAdvancedEngineering']">
        <effect_group>
            <passive_effect name="CraftingTier" operation="base_set" level="1,2,3,4,5" value="2,3,4,5,6" tags="PowerCell"/>
            <passive_effect name="RecipeTagUnlocked" operation="base_set" level="1,5" value="1" tags="PowerCell"/>
            <passive_effect name="CraftingTier" operation="base_set" level="1,2,3,4,5" value="2,3,4,5,6" tags="solarCell"/>
            <passive_effect name="RecipeTagUnlocked" operation="base_set" level="1,5" value="1" tags="solarCell"/>
            <passive_effect name="RecipeTagUnlocked" operation="base_set" level="2,5" value="1" tags="WorkbenchPowerCell"/>
            <passive_effect name="RecipeTagUnlocked" operation="base_set" level="3,5" value="1" tags="OakGenerator,OakGenerator2,OakBlackBetty"/>
            <passive_effect name="RecipeTagUnlocked" operation="base_set" level="4,5" value="1" tags="Oakbatterybank,Oakbatterybank2,ArramusSolarPower,ArramusTurretPower"/>            
        </effect_group>        
    </append>

</xml>




Or am I barking up the wrong tree?  Alternately, I'm okay with removing the progression requirement altogether and just have it unlocked, since I have already earned the perk in my game.

*** EDIT ***

Nevermind figured it out. 7 Days just wants the crafting tiers to match up. Vanilla crafting tiers only go up to 5, ApocNow goes up to 10. Just need to change the level from 5 to 10, etc. 

Have fixed it all thanks!

 
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Here is a new Mod for the Oakraven Forest Collection.

https://www.moddb.com/mods/oakraven-forest-collection/downloads/fishtraps

The concept was fully tested in the Wild West Mod and it has made a nice addition.

It is ready for everyone to enjoy in a more general format.

A few pikkies.

Fish Traps are crafted on the Workbench. They need to be unlocked with 'Living off the Land' Skill 1.

XvnM1jX.jpg


They can only be placed when the player is in the water.
Thank you to MeanCloud Fishing, which in turn credits ACP Fishing, for inspiration on this feature.

Nt6u3wV.jpg


Make some Bait (Workbench or Player) with Hooks (Forge), Rope (Workbench or Player), and Meat.

Bait the Fish Trap. Use secondary action, usually right mouse button to do that while holding Bait.

0vFv1Jo.jpg


lgw3ybX.jpg


After about 60 minutes for 1 default game day, the Fish Trap is ready to be checked.

You can find a Catfish, but there are also other things which are carried in the water current.

JFZJ39H.jpg


Finding a Catfish, which is rarer than most other items.

zO5lO6H.jpg


Which in turn can be made into Fried Catfish after unlocked Master Chef Skill 1.

zO5lO6H.jpg


The Fried Catfish recipe provides two portions since Catfish are typically pretty large.

hy5VcXh.jpg


To see this in action in an overhaul, the Wild West Mod is a great example.

https://community.7daystodie.com/topic/31237-wild-west-mod-7-days-in-the-wild-west/

 
I know it's been some time since you worked drawbridges (they are great). Would it be possible to obtain the same 8X3 and 8X1 with railings?
I shall link to @oakraven so the image can be seen and put in a request. With A21 looming, there will potentially be a fair amount that needs updating including the ramps since the game engine also gets an update as well.

 
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