• If you have a mod, tool or prefab, please use the Resources section. Click Mods at the top of the forums.

(A20) Oakraven Forest Collection

  • Thread starter Thread starter Guest
  • Start date Start date
arramus said:
This has been a bit of a thorn and should relate to only the Work Station mod.

The icon name and name linked to it in the xml files were updated very recently and the most current version should resolve this.

If an icon is called something like powdermixer but the xml looks for PowderMixer it is case sensitive and they won't pair and hook up.

On the recent update, they were checked to make sure they match.

I shall double check.

1. <property name="CustomIcon" value="oakchemistrystation"/> in xml.

Actual name of icon is oakchemistrystation

2. <property name="CustomIcon" value="forgebigoak2"/> in xml.

Actual name of icon is forgebigoak2

3. <property name="CustomIcon" value="tatarinforge"/> in xml.

Actual name of icon is tatarinforge

4. <property name="CustomIcon" value="tатаринforge"/>

This one needs updating as it should also be tatarinforge.
This was another issue with font types being an issue.

5. <property name="CustomIcon" value="stonecrusher"/> in xml.

Actual name of icon is stonecrusher

6. <property name="CustomIcon" value="cementmixerbucket"/>

Actual name of icon is cementmixerbucket

7. <property name="CustomIcon" value="ammopress"/>

Actual name of icon is cementmixerbucket ammopress

Just no.4 needs an update to change from tатаринforge to tatarinforge and I shall push that now.

Update: Pushed.

This update should have no mismatches and can be reinstalled for that version or updated manually by crosschecking letter casing and names are perfectly matching in the blocks.xml and associated icons in the ItemIconAtlas folder.
Where can we find the update??

 
Where can we find the update??
The very first post has a list of all of the mods and direct links to their storage location on Moddb. Existing content uses the same link even if it is updated because Moddb maintain the links. This particular mod remains in the Moddb list here:

 
I just wanted to let you know that I got this warning in the console and the log.

2022-10-24T22:01:04 45.182 WRN Particle Effect #@modfolder(CookingStations):Resources/Blenders.unity3d?BladeFX already exists! Skipping it!
2022-10-24T22:01:58 98.826 WRN Particle Effect #@modfolder(WorkStations):Resources/newforge.unity3d?ТатаринForgeFX already exists! Skipping it!

I don't know if one of my other mods have the same resources but, if it was just one warning I would think so but, the chance of multiple mods having the same resource I don't know. I wouldn't have seen it if I wasn't testing my own mods for errors and see it come up on the console and after that I checked the log to make sure and it was there.

 
Last edited by a moderator:
I don't know if one of my other mods have the same resources but, if it was just one warning I would think so but, the chance of multiple mods having the same resource I don't know.
No worries on this warning. It appears to be the Unity Engine being a touch oversensitive about particles being used for similar purposes on differing blocks and bringing up the duplication type message. It has been there from the beginning and when comparing all of the collection bundled together (Oakraven Forest Modpack) against the Wasteland Mod and Not Medieval Mod, there is very little difference in performance on dedicated server resources and rendering. I shall discuss this with Oakraven in more detail though to see if it is possible to change the naming conventions across identical types of blocks.

 
Pushed a new mod to the Oakraven Forest Collection

Oakraven Steampunk Lights

https://www.moddb.com/mods/oakraven-forest-collection/downloads/onofflights#downloadsform

Oakraven Steampunk Lights provide steampunk themed wall and desk lights, as well as a multitrack Jukebox which cycles to the next track when turned on and off. These lights can be turned on and off using the E (Use) key. They do not need to be powered. If you destroy a light, it will be added to your inventory to be stored or placed in a new location. The lights use a variable helper for players to select from the range. They can be made on the Workbench under the Science area.

qtzj3sL.jpg


loOq2gx.jpg


 
hello, your mods are very nice, could you add more range to the sound of the jukebox or make it editable, I want to set up a disco. 

 
hello, your mods are very nice, could you add more range to the sound of the jukebox or make it editable, I want to set up a disco. 
I sent a couple of messages to Snufkin who created a Jukebox mod for A19 which allowed players to add their own mp3s to a folder. They were then converted to mp4 and added to a playlist of about 12 tracks. There has been no response and the first contact was 2 months ago. If we can track down a copy of that A19 mod (the link to it is no longer accessible) it will show how it was constructed. The coding is a touch complex but something the Snufkin was very strong at.

 
Le envié un par de mensajes a Snufkin, quien creó un mod Jukebox para A19 que permitía a los jugadores agregar sus propios mp3 a una carpeta. Luego se convirtieron a mp4 y se agregaron a una lista de reproducción de aproximadamente 12 pistas. No ha habido respuesta y el primer contacto fue hace 2 meses. Si podemos rastrear una copia de ese mod A19 (ya no se puede acceder al enlace), mostrará cómo se construyó. La codificación es un toque complejo, pero algo en lo que Snufkin era muy fuerte.
I understand that to add more range to the sound you have to edit the unity3d, now you have to be glued to the machine to hear it well if you move away you can no longer hear it, but the file unyty3d I understand that is locked and can not be edited.

cooljuke10 is a lot of fun but you can only listen to it if you are on top of it, you can't extend the range in which you listen to the music.

 
Last edited by a moderator:
I understand that to add more range to the sound you have to edit the unity3d, now you have to be glued to the machine to hear it well if you move away you can no longer hear it, but the file unyty3d I understand that is locked and can not be edited.

cooljuke10 is a lot of fun but you can only listen to it if you are on top of it, you can't extend the range in which you listen to the music.
That's correct. The range can be set in Unity. If you read earlier posts in this thread there are quite a lot of 'complaints' about things being too loud or having too much range. I don't think Oakraven wants to respond to any more of those. This was the safest way to release it.

Oakraven reads these posts when he takes a break from development and will certainly understand what you are saying and consider a balanced option.

 
Is there an easy way to change the sound of opening the chicken coop to something like a hatch door opening sound instead ?

 
Is there an easy way to change the sound of opening the chicken coop to something like a hatch door opening sound instead ?
The xml for the loot.xml suggests:
sound_open="UseActions/Chicken6Sounds"

Changing it to something like:

"UseActions/open_chest"
"UseActions/open_cupboard"
"UseActions/open_drawer"

may give something more 'tolerable' if the 'scream' is too much.

 
Last edited:
The xml for the loot.xml suggests:
sound_open="UseActions/Chicken6Sounds"

Changing it to something like:

"UseActions/open_chest"
"UseActions/open_cupboard"
"UseActions/open_drawer"

may give something more 'tolerable' if the 'scream' is too much.
My ears thank you ! LMAO

 
I was wondering if there was any way to get a toolbelt mod to work with this mod? The 15 Slot Toolbelt mod "works" but it doesn't continue the toolbar, just puts another one on top of the existing one.

 
I was wondering if there was any way to get a toolbelt mod to work with this mod? The 15 Slot Toolbelt mod "works" but it doesn't continue the toolbar, just puts another one on top of the existing one.
This channel refers to the individual mod collection of all 15 Oakraven Forest Collection modlets. If you are using the UI mod, then it appears this would directly conflict with the 15 Slot Toolbelt mod.

If you are using the Oakraven Forest Modpack which incorporates numerous mods from this collection in addition to a number of community made mods, then that will have a change of UI and toolbelt already integrated. If you were to rename the 15 Slot Toolbelt mod by adding the letter 'Z' as the starting letter it should load after the Oakraven mods and potentially override things that were loaded before it. See if that works for you and if it is successful it will be useful to hear as it will benefit others who can appreciate the 15 Slot Toolbelt.

 
Last edited:
@CaptainRoxy (Responding to a Direct Message to ensure the issue is searchable for the future)

It is most likely the interaction between the Cooking Stations custom XUi conflicting with the SMXui custom user interface shown in the 3 screenshots sent by Direct Message. It doesn't appear to be from a bad download or outdated files.

The SMXui will load after the CookingStations mod as the game loads them in alphabetical order. If the ZMX accompanying mod is also loading, it will have a secondary load to consider. Try renaming CookingStations to ZZCookingStations so it loads after the SMX and ZMX modlet (if installed). This has resolved the issue in the past which can be found a little further up in the thread postings.

If that doesn't resolve the issue, it is likely a conflict that cannot be resolved since the CookingStations mod or SMX would require modifying.

 
@CaptainRoxy (Responding to a Direct Message to ensure the issue is searchable for the future)

It is most likely the interaction between the Cooking Stations custom XUi conflicting with the SMXui custom user interface shown in the 3 screenshots sent by Direct Message. It doesn't appear to be from a bad download or outdated files.

The SMXui will load after the CookingStations mod as the game loads them in alphabetical order. If the ZMX accompanying mod is also loading, it will have a secondary load to consider. Try renaming CookingStations to ZZCookingStations so it loads after the SMX and ZMX modlet (if installed). This has resolved the issue in the past which can be found a little further up in the thread postings.

If that doesn't resolve the issue, it is likely a conflict that cannot be resolved since the CookingStations mod or SMX would require modifying.
Ok it works now somewhat, it's still missing the icons for the Blenders and Mixers also I can't find the Blenders in the Creative Menu. Other than that it works so thanks for helping me Arramus.

 
You are doing a lot of new and interesting things, thank you for that, do you have a recycling station planned?

This would allow us to recycle certain items that we have in large quantities.
Engines that could give mechanical parts, electrical parts, electronic parts of iron.
Car batteries that could give lead and acid
Military clothes, could give military fibers, fabrics, leathers, pieces of armor etc...
After that there are many possibilities depending on the needs of the mods and the new items that are used.
Thanks to you

 
Ok it works now somewhat, it's still missing the icons for the Blenders and Mixers also I can't find the Blenders in the Creative Menu. Other than that it works so thanks for helping me Arramus.
I shall double check the mixers and blenders to ensure the icon text names match the icon names for the images.

There was a mismatch in upper case/lower case and they have been uploaded with that edited.

I can confirm they were functional in Navezgane without any other UI mods installed.

 
As for issues with not being able to craft.

This issue is caused by the SMX ui having its own custom workstation codings. I tested this about 30 posts ago or so and there are images to show it.

The discussion is practically identical to the current issues.

The Oakraven collection appends onto the TFP original codings.

This is something for the SMX community to consider although there is already a post to suggest they are not officially supporting other mods at this time.

That is understandable because of the additional work load it would entail.

If there is an SMX Discord, it is highly possible some users will support compatibility as SMX is already integrated into mod overhauls like AOO.

 
A small update for the Chicken Coops mod.

- Coop harvested chickens will provide chicken pieces in the form of breast, leg, and wing meat. These can be grilled as they are and eaten as snacks. However, the chicken breast can be added to a Chicken Stew type dish.

Harvest your raised chickens.

f8NBT5O.jpg


Cook your stew in the pot or grill the pieces for a quick snack on the grill.

d44l5nQ.jpg


m2iFkeH.jpg


 
Back
Top