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(A21) Oakraven Collection

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The Oakraven Drill is placed on ground such as soil, desert, etc. It can't be placed on player made blocks, concrete, asphalt, etc. Are you placing it on 'ground' rather than 'refined' surfaces? If yes, are you using any other mods which are conflicting? I tested the Oakraven Drill and it is working appropriately in A21.1 stable and A21.2 exp in SP and on dedicated servers.

 
The Oakraven Drill is placed on ground such as soil, desert, etc. It can't be placed on player made blocks, concrete, asphalt, etc. Are you placing it on 'ground' rather than 'refined' surfaces? If yes, are you using any other mods which are conflicting? I tested the Oakraven Drill and it is working appropriately in A21.1 stable and A21.2 exp in SP and on dedicated servers.
I'm trying to place it on regular grass ground, I am using the Wasteland mod alongside it. I can spawn in and place the rock drill drilling and collection stage versions, but the one I crafted is a no go.

 
The Wasteland Mod uses a pretty sophisticated farming system which is dependent on 0-Score.

The Rock Drills also use the farming system since the Rock Drills are working in a similar manner to plants for timing and so on.
Their code extends the plant growing system. 0-Score, and by association The Wasteland Mod, connect to this system and make changes to it.

All I can suggest for Wasteland is to attach them to the same water system that the Wasteland is using to hook up Farm Plots.

It may allow them to be placed and activated. I cannot offer any other recommendations than that because the Oakraven Collection is designed for default gameplay.
Mod and Overhaul creators are using these mods in their own creations and can make them compatible, but that is not something we can do.

 
The Wasteland Mod uses a pretty sophisticated farming system which is dependent on 0-Score.

The Rock Drills also use the farming system since the Rock Drills are working in a similar manner to plants for timing and so on.
Their code extends the plant growing system. 0-Score, and by association The Wasteland Mod, connect to this system and make changes to it.

All I can suggest for Wasteland is to attach them to the same water system that the Wasteland is using to hook up Farm Plots.

It may allow them to be placed and activated. I cannot offer any other recommendations than that because the Oakraven Collection is designed for default gameplay.
Mod and Overhaul creators are using these mods in their own creations and can make them compatible, but that is not something we can do.
I'll try that next, some of the other mods you made work fine, just this one has been giving me trouble

 
Hi all,

I have been using Oakraven's collection for a while and love it all.

Just installed the PowerThings mod but have a question. Do I need to connect the solar array to a battery to store the power as I mainly have the lights come on at night time?

Any help appreciated since solar power is a massive new thing to me.

 
Here is the hierarchy of order for ensuring the items that require power are using the solar in the day and backup battery by night:

Oakraven Solar Power Array or Turret Solar Power Array

connects to:

Oakraven Battery Bank Classic or Instrustrial

connects to:

Items that require power.

Since the power cells are not being used in the day, because the solar cells are producing power, they will be recharged for the night when the solar cells become idle. This cycle will self sustain as long as the batteries are not drawing too much power for the whole period of night.
 

 
Here is the hierarchy of order for ensuring the items that require power are using the solar in the day and backup battery by night:

Oakraven Solar Power Array or Turret Solar Power Array

connects to:

Oakraven Battery Bank Classic or Instrustrial

connects to:

Items that require power.

Since the power cells are not being used in the day, because the solar cells are producing power, they will be recharged for the night when the solar cells become idle. This cycle will self sustain as long as the batteries are not drawing too much power for the whole period of night.
 
Excellent, thank you for clearing that up for me. Absolutely loving all of the collection, all installed on my friends server and working with no issues.

We are looking forward to more releases, so how about a revamped farming one with animals etc? 😜

 
Here is a small update for the Cooking Station Mod for the Stoves/Cookers.

1. Stoves have 3 states for 'idle', 'burning but not cooking', and 'burning and cooking'.

This image shows the burning but not cooking. Each Cooking Station will show flames or an illuminated bob area.

GuhYL0U.jpg


During the cooking process, steam will appear along with the flames or illuminated hob. As soon as the cooking process is complete, the steam will stop and let players know it is time to turn off the Cooking Station (or not depending on if it's used for ambient lighting).

siruR2g.jpg


 
Hey arramus, facing an issue and wondering if you have any advice. I started a brand new server file with the Oakraven collection installed, both on server and client sides. All of my server players installed the mods locally as they should prior to coming into the game for the first time. The weird thing we are having is that everything is working perfectly for one person but for everyone else we are getting the blue boxes for nests, and no image of the items even if we have them picked up (e.g. I can add a chick or a queen bee to my inventory from a chest but see no image of it). I could understand if it was not working for everyone, except we have one user it is working for. Any recommendations for what we could try to fix it other than re-starting our world (and thus losing our progression)? thanks

 
The blue boxes and lack of icons are generally symptomatic signs that not all of the files are installed appropriately. For example, a folder may be double nested during the unzip process. Each mod has a ModInfo file. It is needed for the game to recognise a mod is attempting to load. It is placed in the very first top layer folder. If it sinks to a lower layer it will not allow the mod to appropriately load. Sharing or comparing a player log who that has been fully successful and not fully successful will contrast the differences. The Chicken Coop Mod is used in the Wild West Mod and Preppocalypse Mod and I can confirm both are working as intended, as is the stand alone Mod. As such, it appears to be an installation issue. Since one player suggests everything is working perfectly, it sounds like the server is set up as it should be, and this is potentially a client side issue.

 
Thank you arramus! That advice helped us resolve it - for the users that it was not working, we had the file one layer nested. After removing the nested layer it works successfully. We have been able to fix it without having to restart. Much appreciated. I am now enjoying all my ovens, chickens, and fishies.

 
I am getting an error with the new cooking stations upon creating a new game.

ERR [XUI] Failed initializing window group workstation_OaksCooker

EXC Object reference not set to an instance of an object

Also first time I interact with an Oakraven stove it locks up my E use button. I cannot use it on other workstations

I get the same error for the other 3 cooking stations also.

I deleted the SMX compatibility mod and no longer got the error but the oakraven station does not have the custom recipes. and am able to interact with other stations after interacting with the oakraven cooking station

 
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Oakraven Collection Mods are not made to be compatible with SMX or custom recipes. However:

1. The very first post has a link to a compatibility modlet made by a community member which will integrate the Stoves into how SMX handles them.

2. It is possible to add custom recipes to the Stoves and it has been discussed in some of the posts in this thread by community members who kindly shared their workarounds.

The Oakraven Collection Mods were released to work with basic 7D2D features. They have been integrated into certain overhauls and expanded to match their recipes, progression, and custom features. It is not possible for the creator of these mods to ensure they are compatible with other mods and overhauls because updating and maintaining compatibility would require constant collaboration patching. The time required would make that a project in itself.

 
I'm working on an Overhaul and want to include a few Oak Raven goodies. I'm having an issue with bee log spawns causing "invalid Layer index -1" warnings. I noticed they are very rare to spawn. For the moment I disable the Bee Log spawns "0" to stop the error so I can still use the hives. I fairly new to unity so I haven't looked into it other than narrowing down the error and putting a band-aid on it.  Any chance you could take a gander at this? I ran the mod stand alone for testing and still got the errors so no conflicts. Thanks. So happy you shared these Modlets! PS:srry for being long winded just wanted to be thorough.

 
Any chance that you'll update the torches and workbenches mod you had for A21?
The intention is certainly to update each mod, with those being used in overhauls first (the electrics for AOO, hives/coops for Wild West Mod, etc) and then the whole collection where appropriate.

 
I'm working on an Overhaul and want to include a few Oak Raven goodies. I'm having an issue with bee log spawns causing "invalid Layer index -1" warnings. I noticed they are very rare to spawn. For the moment I disable the Bee Log spawns "0" to stop the error so I can still use the hives. I fairly new to unity so I haven't looked into it other than narrowing down the error and putting a band-aid on it.  Any chance you could take a gander at this? I ran the mod stand alone for testing and still got the errors so no conflicts. Thanks. So happy you shared these Modlets! PS:srry for being long winded just wanted to be thorough.
The logs spawn in just the Forest biome and the invalid layer warnings is caused by a snake turning into a log block on an unacceptable surface since it is looking for ground and not asphalt road, etc. It happens with a few Vanilla game blocks as well and can be seen when travelling over a town in Q when debugging and generally references 'childs'. It is a Unity reporting feature that remains in the main game. Removing the log feature entirely and using trees or stumps to drop Queen Bees instead has been a workaround for some overhauls who prefer not to see these warnings. As soon as the overhaul is in a release condition, feel free to request permission to use whichever collection mods are being considered as per the opening post and I'll let Oakraven know. This ensures any use of the paid for content is kept up to date with the original modeller where applicable. They have a pretty open license, but like to be kept in the loop.

 
The logs spawn in just the Forest biome and the invalid layer warnings is caused by a snake turning into a log block on an unacceptable surface since it is looking for ground and not asphalt road, etc. It happens with a few Vanilla game blocks as well and can be seen when travelling over a town in Q when debugging and generally references 'childs'. It is a Unity reporting feature that remains in the main game. Removing the log feature entirely and using trees or stumps to drop Queen Bees instead has been a workaround for some overhauls who prefer not to see these warnings. As soon as the overhaul is in a release condition, feel free to request permission to use whichever collection mods are being considered as per the opening post and I'll let Oakraven know. This ensures any use of the paid for content is kept up to date with the original modeller where applicable. They have a pretty open license, but like to be kept in the loop.
Right on, I hope to incorporate the collection  when I get all the details ironed out. I'll  take a look for their license agreement to be safe on what I can do. I am assuming no monetary gain and credit on content via description and maybe load screen. The monobike for sure is a must.

 
Greymyst said:
We are looking forward to more releases, so how about a revamped farming one with animals etc? 😜
Oakraven tries to fill gaps and bring new innovations for the community and we were kind of hoping this one would be released and it just has.




 
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