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(V1) Oakraven Collection

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it downloaded this time. I am getting this error though. 2024-07-26T20:07:14 126.491 ERR XML loader: Loading and parsing 'sounds.xml' failed
2024-07-26T20:07:14 126.494 EXC An item with the same key has already been added. Key: truck_horn. I am using Bdub’s Vehicles, Brabus XLP 800 6X6 and Hennessey VelociRaptoR 6x6. I was also wondering if there are plans to update the forge from a20 to 1.0

 
Thank you for sharing. Yes, truck_horn is incredibly generic and possibly the same asset.... It is easy enough to change the name for this Oakraven mod and I'll discuss it with Oakraven. Oakraven is just assisting with a few more Wild West Mod updates, since many of his assets are used in there, and then he will be able to start looking at things like the Forge Mods. They are certainly long over due.

 
Here is a small update:

- The War Pig is using a Truck sound. This same naming is used in Bdubyah's Vehicles. Since War Pig is a newcomer, bdubs vehicles take precedence. Any reference to Truck sound has been changed to WarPigTruck instead. This is a very unique name to use and there should be no conflicts in the future. This was tested with War Pig and Bdubyah's Vehicles and it all checks out fine. The Nexus download was also tested as the first upload had another of those incomplete file issues. This current upload is just fine.

 
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.

 
@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

 
The forges were superb and offered a lot of variety with the classic type which was the original, along with the industrial types. I shall ask Oakraven about his intention for the forges.

 
Greetings!

I'm experiencing a bit of weirdness with the Briston's Pistons in 1.0.

Back in A19, I think, Steel Knuckles were briefly bugged in that the primary attack would not reliably collide with anything.  I don't know what the root cause was in that instance, but something similar appears to be happening here with the Pistons -- power attacks are 100% reliable, but the normal attack hits very infrequently, with inconsistent hit-or-miss results even if both attacker and object are stationary in close proximity.  Too, the destruction/harvest overlay (down arrow and durability display) doesn't show when hovering over a damaged target.

I've fiddled with the config a bit, and as far as I can tell, this only affects the knucklesLeftRightBlade.unity3d?KnuckleBladesLeft asset loaded in the onSelfEquipStart trigger.  Replacing it with, say, the left steel knuckles prefab resolves the issue completely (so left and right hands wield the spiked knuckle and piston blade models, respectively).  Similarly, slotting KnuckleBladesLeft into a copy of vanilla steel knuckles produces the same failure mode as the current Pistons.

At any rate, another round of thanks for maintaining these -- this collection is quality stuff!

 
Thanks for reporting. It looks like these melee weapons will require a revisit in Unity for better compliance with how 1.0 requires things to be done. I shall share the feedback with Oakraven.

 
...but the normal attack hits very infrequently, with inconsistent hit-or-miss results even if both attacker and object are stationary in close proximity.
This could be verified and Briston's Pistons have been updated. It required a revisit to the Unity application to update how the sphere colliders are handled for V1.0. This makes the primary attack compliant with how things are now being done. I could confirm consistency for normal/primary attack for both melee and harvesting.

 
On your OakRaven Fish Oven How do you make the Fish Filets to make Fish Tacos. I can not find recipie anywhere to make this. 

 
Place a fish on the ground and butcher it to see what kind of meat it returns.

 
The War Pig makes a pleasant engine squeal and is supposed to have noise when driving.

It was updated a few weeks ago to address an issue where it shared the same sound name as another vehicle mod.

Since the other vehicle mod has been around for a long time, the sound name for the War Pig was given a very unique name related to its title.

Please download it again, and I think that will resolve the issue. I just tested it from the same download and could confirm it is working appropriately.

https://www.nexusmods.com/7daystodie/mods/5517

 
The War Pig makes a pleasant engine squeal and is supposed to have noise when driving.

It was updated a few weeks ago to address an issue where it shared the same sound name as another vehicle mod.

Since the other vehicle mod has been around for a long time, the sound name for the War Pig was given a very unique name related to its title.

Please download it again, and I think that will resolve the issue. I just tested it from the same download and could confirm it is working appropriately.

https://www.nexusmods.com/7daystodie/mods/5517
Had an old version, thank you!

 
The forges were superb and offered a lot of variety with the classic type which was the original, along with the industrial types. I shall ask Oakraven about his intention for the forges.
Thank you I just got home from vacation and saw this but thats good to hear

 
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I love your mods, but i wanted to suggest adding a recipe for the caught chick.

    <recipe name="foodRawMeat" count="1" craft_area="campfire" craft_tool="toolCookingGrill">
        <ingredient name="CaughtChick" count="2"/>
    </recipe>

i made the adjustment for my game, but i also locked the Chicken coop behind Living off the Land, so most people may not really need this... but i am also trying to put together a modpack using a bunch of mods that i use and would also like to go ahead ask for permission to use your mod in that pack - with my adjustments added.. mostly to balance it with the other mods i made and use.

thanks for your contribution to the modding community.

 
Thank you for the suggestion. Preppocalypse, Outback Roadies, and the Wild West Mod all have a recipe for Chick Sticks. They use a recipe similar to:

<recipe name="foodChickSticks" count="1" craft_time="18" craft_area="campfire" craft_tool="toolCookingGrill" tags="perkMasterChef">
<ingredient name="CaughtChick" count="3"/>
<ingredient name="foodAcornFlour" count="1"/>
<ingredient name="foodEgg" count="1"/>
<ingredient name="resourceWood" count="1"/>
</recipe>




Overhauls that are integrating things like the Chicken Coops are doing all manner of things with them. The base mod will remain as it currently is based on past feedback. Adding them to a Blender smoothie recipe didn't quite do it for players in A20.

Here are Oakraven's requirements:

- Adding Oakraven content to a Mod Pack is not permitted.

- Adding a post loading Mod to modify Oakraven Mods is permitted and encouraged.

- Adding Oakraven content to an overhaul that fully integrates it is permitted and is seen in AOO, Wild West, Preppo, Outback Roadies, and a few others here and there.

Overhauls that requested to integrate something like Chicken Coops Mod were all given permission since there will be no conflicts with naming.

For Mod Packs, it is requested to add a post loading mod so the base remains true to the original and downloaded separately. There have been issues in the past where errors were posted here for Mod Packs that were making changes directly to the base, and repackaging/re-releasing it. Permission for that is not given as it causes issues down the line.

Oakraven moved content over to Nexus for a few reasons:

- The Ammo Press was redistributed on Nexus in A21 without permission. Putting in a claim took time as it required investigation. Having a presence takes less than 24 hours to resolve things.

- It offers a Mod Pack building feature where a base Mod with post loading changes can be shared, with dependencies being downloaded directly from their source.

The above may seem a bit draconian, but Oakraven, and others in the Guppy's Modding Discord have seen a flurry of Mod Pack issues over the past year and the fallout tends to come right back to their channels and threads for things they know nothing about. One example being well known streamers who bundle things into Mod Packs with multiple changes that are then shared very publicly. It can take months to clean up issues that the Modder had no hand in creating.

 
Really like these 3 mods beehives/chickencoops/fishfarm, but I feel like they can be made better, so I polish them a little for my own use hehe.
The 'Preppocalypse' seems to have them polish but I was thinking if you guys have any plan to merge only these 3 mods?
I can help with the desc/recipe/balancing parts if that's okay. 😄
Also may I ask.. was it possible for chickencoops mods to work without changing birdnest? (just like the honeycomb tree logs to be coexist with vanilla birdnest)

Edit: Is there any discord for your mods for convenient chat? your mods on nexus doesn't allow posts.

 
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