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(V1) Oakraven Collection

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This mod works as intended on its own in Navezgane.

There appears to be a conflict with the current mix of mods in this play through, since the shapes option is not visible.

This requires finding where the conflict is if you wish to pursue troubleshooting.
not sure what exactly happened before, i tried to crafted it once again and it's able to change the shape now. thanks so much for your help! btw, would like to ask how can i craft the fish fillet? i just can't find the recipe in the list, do i need another station to do so? i got so many fishes but what i can make is only fish soup and fish pie, want to cook some other dishes tho lol

 
Place the fish on a surface, such as the ground, or make a chopping board with a log for context. Butcher it with a knife and receive fish fillets for your recipes. The same for the Chickens from Chicken Coops. Place them on the ground and butcher them for Raw Meat or keep as a pet.

 
Place the fish on a surface, such as the ground, or make a chopping board with a log for context. Butcher it with a knife and receive fish fillets for your recipes. The same for the Chickens from Chicken Coops. Place them on the ground and butcher them for Raw Meat or keep as a pet.
ok, noted and thanks~

 
Correct. Since they are from different mods, they are not automatically integrated.

They can be added to the Oakraven Cooking Stations recipes.xml in the same way as other recipes with:
 

<recipe name="foodHoneyBread" count="1" craft_time="60" craft_area="OaksCooker" craft_tool="toolCookingPot">
<ingredient name="foodHoneyComb" count="5"/>
<ingredient name="foodCornMeal" count="2"/>
<ingredient name="drinkJarBoiledWater" count="1"/>
<ingredient name="foodEgg" count="1"/>
</recipe>

<recipe name="foodHoneyPumpkinPie" count="1" craft_time="60" craft_area="OaksCooker" craft_tool="toolCookingPot">
<ingredient name="foodHoneyComb" count="5"/>
<ingredient name="foodCropPumpkin" count="2"/>
<ingredient name="foodEgg" count="1"/>
<ingredient name="foodCornMeal" count="1"/>
</recipe>

<recipe name="foodBlueberryBreadPudding" count="1" craft_time="60" craft_area="OaksCooker" craft_tool="toolCookingPot">
<ingredient name="foodHoneyComb" count="5"/>
<ingredient name="foodCropBlueberries" count="5"/>
<ingredient name="foodEgg" count="2"/>
<ingredient name="resourceAnimalFat" count="2"/>
<ingredient name="foodShamSandwich" count="1"/>
</recipe>

<recipe name="drinkHoneyBeer" count="1" craft_area="OaksCooker" craft_tool="toolCookingPot">
<ingredient name="drinkJarBeer" count="1"/>
<ingredient name="foodHoneyComb" count="5"/>
</recipe>




Notice how the craft_area = OaksCooker.


I ran into the same problem (with recipes from your other mods like the beehives). Seems like changing the craft area value of the cookers in blocks.xml just makes every campfire recipe available in the cooker (vanilla and mods). Also has the added benefit of allowing you to delete everything (except the CookerVariantHelper) from recipes.xml to avoid duplicate recipes. 


<property name="CraftingAreaRecipes" value="campfire"/>


Am I missing some drawback to this? Seems to work fine on my game. 

 
The OaksCooker recipes used to have a benefit over campfire recipes. For example, less resource requirement, or faster crafting time. Some overhauls specifically only use the OaksCooker for certain custom recipes to keep them unique.

Going forward though, campfire is sufficient as this V1.0 update is identical. Oakraven simply hasn't had time to tweak the recipes for gains, and there is no reason they can't revert back to campfire recipes by default. TFP has really balanced recipes well for V1.0 with reduced resources and extra crafting items over past Alphas. I'll discuss this with Oakraven during our next review of the mods.

 
The OaksCooker recipes used to have a benefit over campfire recipes. For example, less resource requirement, or faster crafting time. Some overhauls specifically only use the OaksCooker for certain custom recipes to keep them unique.

Going forward though, campfire is sufficient as this V1.0 update is identical. Oakraven simply hasn't had time to tweak the recipes for gains, and there is no reason they can't revert back to campfire recipes by default. TFP has really balanced recipes well for V1.0 with reduced resources and extra crafting items over past Alphas. I'll discuss this with Oakraven during our next review of the mods.


Makes sense. I just tried this:

<property name="CraftingAreaRecipes" value="campfire,OaksCooker"/>

Now regular campfire recipes show up just fine, and you can have OaksCooker recipes that only show on them if needed. Seems to solve all use cases. 

 
Here is a small update for the Oakraven Cooking Stations for the purpose of compatibility across Oakraven Collection mods, and food type mods in general.

1. Oakraven Cooking Stations accept regular campfire recipes. This ensures the recipes in the Bee Hives Mod and Chicken Coops Mod are compatible.
It also ensures other community mods can be crafted on Oakraven Cooking Stations.

Back when the cooking stations were released, there were no coops and hives, and Oakraven Cooking Stations used very generous recipe ingredients.
Since then, recipes have expanded in the community, the main game has changed how cooking efficiency reduces time and material requirements, and overhaul creators know very well how to customise recipes and crafting areas to match their own specifications. TFP have also allowed cooking stations to increase basic 'chemistry' features which the Oakraven Cooking Stations have no further need to expand on since they are now default.

2. Even though Oakraven Cooking Stations can be picked up inside a land claim block boundary, it is now possible to destroy them and receive back the 'helper' block. This will allow players to select an alternative Cooking Station from the 4 available.

3. The Oakraven Cooking Stations continue to have larger output areas which which creates a 'food pantry' storage area since some of them take up a fair bit of space.

 
i have my wiring skill at 100 and I don't have the option to craft the batteries from the Powerthings Mod...i am playing on the 1.1 b14 exp,...did this somehow break the progression? I can still buy them from traders,...just don't have the "craft" text in the workbench
7-Days-To-Die-9-30-2024-1-18-42-AM.png


 
Yes. Unfortunately b14 changed the levels of things, and this Mod is currently hooked up to stable and specifically the levels.

Stable hooks them up directly to levels 51,60,70,80,90,100

b16 changes that to 55,60,70,80,90,100

It is enough of a change to cause this mismatch as it has to be specific.

You can go to the progression.xml and manually change it from 51,100 to 55,100.

<configs>
<!-- Power and Solar Cell hooked into Car Battery Crafting Tier -->
<append xpath="/progression/crafting_skills/crafting_skill[@name='craftingElectrician']/display_entry[@icon='carBattery']/unlock_entry/@item">,PowerCell,solarCell</append>

<append xpath="/progression/crafting_skills/crafting_skill[@name='craftingElectrician']/effect_group/passive_effect[@name='RecipeTagUnlocked'][@level='55,100']/@tags">,PowerCell,solarCell</append>
<append xpath="/progression/crafting_skills/crafting_skill[@name='craftingElectrician']/effect_group/passive_effect[@name='CraftingTier'][@level='60,70,80,90,100']/@tags">,PowerCell,solarCell</append>
</configs>


That will address these change notes for b14.

  • Progression and save game safe adjustments to unlock values with electrical crafting magazines. Sensors section from 50 to 45. Battery Bank and powered doors section from 75 to 55. Batteries now start at 55 and end at 100
  • Moved battery unlocks to T4 and powered doors to T3. Both unlock at 55, but the battery quality unlocks continue to levels 60, 70, 80, 90, and then 100 for Q6
This will be updated once things go Stable, but this small amendment can assist for now for anyone on experimental. Thanks for posting about it, as it'll assist others who are facing the same issue.

 
Here is a small update:

1. Changed V1-OakravenPowerThings progression from 51 to 55 for Power Cell and Solar Cell to match V1.1 (b14) update.

 
Here is an update for the Can Can Bat:

1. Updated resource asset to be compliant with Burning Shaft Mod as a light source.

vUlUWh0.jpeg


 
Here is a new mod for the Oakraven Collection.

(V1) Oakraven Axes

https://www.nexusmods.com/7daystodie/mods/6302/

These axes were used in the Oakraven Forest Mod for A20. They have been updated and released as a stand alone mod for community use. They unlock with Harvesting Iron Tools in comparison to the regular Iron Axe. Just as with the Iron Axe, they can be crafted on the player.

There are 5 types:

Axe (Dragon Spike), Axe (Raptor Spike), Axe (Norse), Axe (Battle), and Axe (Golden).

Features include:
- High speed repairs
- Effective at chopping down trees or chipping away in the mine
- Can eliminate zombies
- Hooked up to Miner 69'er which also supports entity damage
- Hooked up to Mother Lode for increasing harvest amount
- Unlocks at the same Crafting Skill level as Iron Tools
- Can be crafted to Quality 6
- Only the Spike Axe is found in loot and at the traders to avoid flooding the loot and trader inventory
- Crafted on the player or workbench as with regular Iron Tools

kXmAlMS.jpeg


 
Hi There! Me and my friends have an issue with the Ammo Press and the Cement Mixer on the latest version. We have downloaded the latest files posted on Nexusmods, and we can't unlock those items. When we check the requirements, the Crafting level does not match level 40 of the XML files, it is just 2 dashes (--). Is this a known error? Any inputs?

 
I just tested both the Ammo Press and Cement Mixer together in Navezgane for Day 1 with no other mods in the Mods folder.

The result:
- Both mods appear in the Workbench recipes list.
- Both mods shows 40 unlock level.
- Both mods appear in the Crafting Skills progression area.
- Both mods unlock at Level 40 and can be crafted as intended.

The following images shows some of those results as seen in game.

5exO0X8.jpeg


P67X4Zx.jpeg


JRr8HKi.jpeg


skfVbBP.jpeg


As such this is not a known issue.

As for any additional input.

I guess these are not the only mods being used. I guess there are other mods which add something which make changes to Workstations. Oakraven mods are added in a very gentle way for V1 which connects directly to a default workstation in a very general way. If another mod makes more severe changes by removing something and readding it, or setting something in a forceful way, it can cascade to other mods and remove their intended action. Load order can also be an issue if other mods are making changes.

Consider changing the mod name for these mods by adding the letter 'Z' in front of the name to allow them to load last. For further help with balancing a collection of mods, there is a very helpful area called Discussion and Requests here.
https://community.7daystodie.com/forum/40-discussion-and-requests/

If there are no other mods in the Mods folder then please continue discussing the issue here, and sharing your log will be appropriate for that load out.

 
80% return on initial requirement keeps it at a nill balance for bundles and the main cost is time. All good there. I shall let Oakraven know it's a thing and share your thread just in case questions arise directly in this thread.

 
Here's an update to the Oakraven Collection.

(V1) Oakraven Balloons.

There are two kinds of balloon; modern and classic. They unlock at Vehicle Crafting Skill lvl 70 along with the 4x4.

They do not have parts, and cannot be found in loot or at the Traders. They use a simple recipe.

Known issue: They use the TFP blimp class which does not require fuel. However, fuel with allow animations, sound, and effects to play as is worth it.

VRICeud.jpeg


8DqcvcN.jpeg


s7GFpoa.jpeg


 
@arramus I remember a few game updates previous you had custom forges in your collection do you think you'll bring them back because I have always loved using your workbenches and that one was just a nice upgrade to the basic forge
Here is an update for the Oakraven Collection:

(V1) Oakraven Forges

These forges come in 3 varieties. The Big Oak, Copper, and Tin Forge. The Copper and Tin Forges have a smaller form factor of only 1 blocks wide, while the Big Oak Forge is 3 blocks wide. They have a unique style, and show particles when working. They also make a sound when very close to them. Download here https://www.nexusmods.com/7daystodie/mods/6557

Features include:

- Unlock with regular Forge level

- 5 seconds to Pick Up

- Slightly lower heat footprint than a regular forge to lower screamer frequency

- Regular crafting and repair requirements

- Decorative and compact or expansive depending on your needs

A few images to demonstrate:

The Tin Forge is on the left with 1 wide and 2 high. The Big Oak is in the middle at 3 wide. The Copper Forge is on the right.

ma6Adu2.jpeg


Furnace particle effects add context. We can hear a small hammering as we get closer. It requires us to be within a couple of blocks distance and will not be too overbearing.

UUmSzec.jpeg


The Tin Forge.

s2o1fqU.jpeg


And Big Oak Forge

tjRs6om.jpeg


Thank you to Oakraven for bringing back these popular workstations.

 
Since Version 1.2 I get red error messages for the mod "power things".

2024-12-15T19:08:03 56.967 ERR XML loader: Loading and parsing 'spawning.xml' failed
2024-12-15T19:08:03 56.970 EXC Duplicate id hash '' in biome 'burnt_forest'

Any idea?

 
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