Yes, an oversight for progression and unlocks...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.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!
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.
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... somethingIts 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!
Awesome! Thanks for letting me know @MikeyUK. Its hard to stop using SMX once you start. That vanilla UI is... somethingIts 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.
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.You are doing a great job @arramusAll 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
Thank you! This is one of the coolest mods! Keep up the great work!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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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....
not bad idea, why noone posted it on nexus?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.
Thanks you like it, yes, its me.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![]()
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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