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(A20) Oakraven Forest Collection

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  • Start date Start date
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

 
@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.

 
@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

 
Last edited by a moderator:
@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
 

 
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.

20220610093225_1.jpg

 
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.

icons.png

 
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.

 
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! 

 
Last edited by a moderator:
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.

 
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.

 
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?

 
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.

20220619094721_1.jpg

The Workstation icons also received a little attention to help them standout better and show them face on.

ForgeBigOak2.png

 
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.

 
~~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.

 
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.

20220620140643_1.jpg

20220620140926_1.jpg

20220620140928_1.jpg

 
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