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arramus

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Posts posted by arramus

  1. Here is an update for the Oakraven Collection Modpack.

     

    1. Expanded Oakraven Forge features.

    The Oakraven Forge takes up 3 blocks and it is not practical to stack on top of each other.

    As such, it has been given 3 Input Slots, 5 Crafting Slots, and 6 Output Slots. The extra Output Slot compared to the Crafting Slots allows players to place their wood/coal for storage. 3 types of layout were tested with Input and Output being in one border, Input and Output with more modular features, and this version below which was the most user friendly and practical.

     

    The 3 Input Slots line up nicely with the craft-able resources text. The 6 Slot Output area is nicely lined up with its own custom logo (default Collection version with default backpack slots), and gives realistic crafting slots to match.

    20220806085511_1.thumb.jpg.946d352c8115c31e1973548adab42c73.jpg

     

    2. POI update.

    One of the CP 48 POIs needed a Quest Marker added to the Fabbers tiling system. These things happen from time to time when there are over 1000 POIs to govern and we submitted a bug report to the CP team. As soon as it is updated in the CP we shall download the new Fabbers pack. For now, our own update will allow this POI to be questable. Without the Quest Rally Marker there is no way to initiate the Quest and it has to be removed.

     

    It is possible to update the POI in an existing World. By going into Debug Mode 'dm' in F1 for players with Admin rights, we can stand over the POI and type 'chunkreset f' in the console and it will reset the area around you. This will replace the POI with the new version with the Quest Rally Marker.

     

    20220806155150_1.thumb.jpg.23a79ebd656a3f3402939e199b0713c5.jpg

     

    3. Hermit Helper XP'lixir

    There are a number of resources in Oakraven Forest Modpack that will have a limited life once the essentials are in place.

    For example, once you have collected enough Queen Bees, Fireflies, and Chicks (unless you are making a Chick Chop smoothie) to populate the Hives, make Firefly lights (or snack on them), and populate Coops, they become redundant.

     

    The Hermit Helper XP'lixir is a 'magical forest syrup' that provides players with a +10% XP boost in the same way Lernin' Elixir offers a +20% XP boost.

     

    A few images to demonstrate.

    Unlock Master Chef to Skill 3. In addition to unlocking the default canned dishes such as Chili dogs and Fish Tacos, you will have access to Hermit Helper XP'lixer.

    20220806195802_1.thumb.jpg.1623c93d84d99fa8852e80a78d33991e.jpg

     

    This elixir is made on the Blender and requires a Smoothie Blade.

    The recipe is 5 Caught Chicks (abundant), 2 Queen Bees (quite abundant), 1 Firefly Bug (easy to find at night), 5 Lion Mushroom (1 from a Firefly Bug stump and easy to find at night as its own lit up stump), and mineral water. With the expanded backpack, there is plenty more space to pick up these resources on the way to other tasks or during a harvest session.

    20220806200010_1.thumb.jpg.e4797fb56d994f1349867b497251ac1b.jpg

     

     

    It is a custom version of the default elixir flask.

    Hermit Helper (Portrait inspired by the naked hermit from 'Life of Brian' - Monty Python actor Terry Jones)

    drinkhermithelper.png.74f0a8bcb39c8b7cd94d8a4353b44c79.png

     

    The +10% XP buff is unique and not connected to the Learnin' Elixir. It has the same duration as Learnin' Elixir but with half the XP benefit. This warrants the Skill 3 unlock. One useful feature is the stacking benefit. If you are wearing your nerd specs, dring a Learnin' Elixir and drink a Hermit Helper, you will receive +10% for nerd specs, +10% for Hermit Helper, and +20% for Learnin' Elixir. A +40% gain on the base XP value.

    20220806200413_1.thumb.jpg.f3fe2b6d0e044a41ec267e1817843051.jpg

     

    Your 400 XP reward with no buffs.

    20220806171645_1.thumb.jpg.530b0a8f451148eb0bc71947b18b6e4f.jpg

     

    Jumps to 560 XP for that +40% gain of 160 XP for nerd glasses, Learnin' Elixir, and XP'lixir.

    20220806181752_1.thumb.jpg.78076abc071a577556c5697488cba16b.jpg

     

    This Elixir offers the balance of being +10% at a more mid GS than when +20% Learnin' Elixir typically becomes available, gives a reason to keep collecting those chicks, bees, fireflies, and lion shrooms, and requires the Blender and appropriate tool.

    20220806171104_1.jpg

    20220806182149_1.jpg

  2. A small update for the Forest Collection.

     

    The Oakraven Work Stations Mod has been updated as follows:

     

    The forge is 3 blocks across, and takes a lot of space. It is also not practical to place forges above it.

    To balance it a little more, this update gives it 5 crafting slots, 3 input slots, and 6 output slots.

     

    3 layouts were tested and this one seemed the most efficient and user friendly.

    The 5 crafting slots can allow for 5 unique items which can be placed in 5 unique output slots. The remaining slot is helpful to store wood/coal for burning.

    20220806085511_1.thumb.jpg.e71ef6b1f0a480c72470f84424653bf0.jpg

     

  3. Pushed a small update to one of the Fabbers POIs from the Compo Pack.

     

    Pound Store (by Mute) was missing a Quest Rally Marker to start the quest.
    This sometimes happens with some of the updated POIs which didn't use the Quest Rally Marker in the past and just need it adding for compliance. It has been reported to the CP team and it should be added to CP 48.3 or otherwise. At that point, we shall update the whole pack to the most recent version. The Fabbers POIs have not been touched in any way apart from this small fix since they fit in perfectly with the Modpack theme.

     

    20220805011610_1.thumb.jpg.790483749aa559f319428bebf00356bf.jpg

     

    It's placed close to the flashlight marker, and the first zombies should not stir until you activate and head on in.

    20220806155150_1.jpg

  4. 5 minutes ago, ezbz said:

    Thanks so much for the quick reply. Loving the mods so far. All of them are pretty OP. I found a level 4 Kronos XII within the first 10 minutes of having the mod installed... XD

    That thing shreds. Then I found the knife bat. It gives me way too much confidence in myself. I'm about to face down a bear with nothing but.....

    Yes, that Kronos is a beast. It only used to be found in loot at a very low rate and also from the ticket shop with the most expensive purple tickets.

    Now that it is craftable up to Q.6, that will also require a revisit for A21 for balancing. Something like +10% damage of an auto shotty but with its regular buffs remaining. It also has the 6 mod slots so really needs to come down a little (lot). As this was also a Snufkin original weapon, it remained untouched for A18-A20 beyond essential updates.

     

    This pack was somewhat designed to work with the Snufkin Zombies and provide the player with a little more firepower to match their health and strength. The mod clothes/hats such as the speaker hat to eliminate the Banshee screams is one example of how they have been connected.

     

    We tested the knife bat and other bats against the Steel bat as the base line and it is just superior on a Q level with identical mod load out. Having those 6 mod slots though certainly makes it a viable high Game Stage weapon.

  5. 8 hours ago, enkephalin07 said:

    I'd like to develop a client-side UI enhancement that could benefit many players. However I'd like to hear perspectives on whether and how this benefit could advantage a player over other players without it; something I would avoid if possible.

     

    The first stage of the mod would be to add visual representation of the game's speech and audio cues in the form of various speech bubbles, with the length and direction of the tail indicating relative direction and distance of the source. I know there's some software that helps deaf gamers enjoy games, but I think something integrated with the game would be better, and would be helpful for players who need to turn sound off out of consideration for others and/or the need to stay alert for sounds in their real environment.

     

    The 2nd stage would be to unshackle the dialog interface, so it would be possible to interact with NPC's without losing the freedom to navigate and interact with the rest of the environment. The ADV-style, face front dialog windows are good for ADV and turn-based games, but out of place for 3D sandbox. This would prepare for the 3rd stage, introducing the need and providing the ability to engage in critical interactions with NPCs while under crisis conditions. While I don't expect this to be perfectly seamless, I want it to be agile enough that a player gaining proficiency in using it can defend themselves against situational threats with added inter-character drama.

    For the first stage, and in particular audio cues, Bdubyah created a mod which serves to provide a visual cue for proximity that shares direction of entity at range, and then type of entity and level of 'emergency' when the proximity is at close range. Things which are typically shared by the audio cues matching subtle cues from range and clear cues when closer. This allows the HUD to integrate familiar features and icons with minimal main screen intrusion.

     

    The speech bubble/ranged speech bubble interaction is certainly one for the NPCMod creators to consider. 7D2D has the scrolling wheel type function for selecting ammo, and for some games this is used to good effect when the cursor is pointed on a player/NPC/entity on the HUD and triggered for interacting.

     

    This would potentially benefit all player types, and serve as just calling out over distance, or using the limited range proximity voice chat feature.

     

     

  6. 33 minutes ago, ezbz said:

    For some reason I'm not seeing the UV Bolts anywhere in my crafting menu. Are they called something else?

    Ahh the Hyper Blaster. UV Bolts use the alternative name of Energy Cells.

    They can be made in batches of 100 or 1000 cell batches with 1000 giving a 20% discount in resources.

    The description does only say UV Bolts and this can be an area of confusion/misunderstanding. This description has stayed practically the same since the mod was created.

     

    It is now updated to read:

     

    (Fortitude + Machine Gunner) An assault rifle that shoots UV bolts from Energy Cells instead of bullets. It has a very high rate of fire but low damage output per shot, so to use effectively you need to fire in long bursts.

    For A21, it will be prudent to add the 1000 batch as a separate item as well so it can be seen as Energy Cells (1000) just as we see with other batched items. At the moment both the 100 and 1000 share exactly the same name although the description hints at the differences in values. I'll hold off on that for now though as it can cause mismatch issues if a server decides to update and the new item exists.

  7. On 8/4/2022 at 8:19 AM, Lerrasien said:

    I recently started using NMM and Sorcery together. So far, they've worked amazingly. But the biggest issue I'm running into is that the Sorcery Trader isn't spawning in. Does anyone know why this is and maybe how to fix it?

    Are you using the NMM Sorcery patch? It allows the Sorcery Trader to spawn its POI, replaces antibiotics with herbal antibiotics for Sorcery recipes, and some other things to keep them compatible.

  8. 1 hour ago, Inaudible said:

    Hello! I just got my server up and running and would definitely love this mod as a pseudo farm animal addition to the game. I attempted to search the thread and couldn't find any mention (if I missed it I apologize) but is there a way to have this be just pets without the guards? Thanks in advance!

    It is possible by performing a few actions to the files.

     

    Removing the Turret Guards (human type guards)

     

    To stop guards appearing in the Supply Drops it requires going to the loot.xml and deleting Line 36 to 50, which is what the loot group called 'turretguards' contains.

     

    It also requires deleting Line 56 which tells the Supply Drop to sometimes add that 'turretguards' group into the box.

     

    Removing the Guard Animals

     

    Go to the traders.xml and delete Line 5 to 19. This is the Guard Animals group.

     

    Then delete Line 34 for the 'guards'. This is for the trader shop.

     

    Admin can still bring them in through Creative Menu but doing the above deletes their hook ups to the Air Drop and Trader. These are the only two players these guards are accessible.

  9. 1 hour ago, Glk2814 said:

    I can't craft them with chicks. Is there a screenshot of what the crafting looks like. All I can use the baby chicks in is chicken nuggets

    Here is a comprehensive video from @wickidaurazgaming

     

    The mention of chicks in baby nuggets suggests a different mod as this mod does not have such a recipe.

  10. Pushed a small fixed to the Cooking Stations for a blender recipe for Red Tea that required the Cooking Pot. The dependency has been removed.

    It was picked up by a player in the Modpack version and has been pushed to both builds.

  11. 1 hour ago, Pundito said:

    I just saw the Red Tee showed up in the Blender but says it needs a cocking pot which does not fit in a blender.

     

    A small update has been pushed to the Blender to remove the cooking pot requirement for Red Tea.

    For players who prefer not to download the whole Modpack. Go to recipes.xml in the 1-OakModpackCore\Config\recipes.xml file and change:

     

    <recipe name="drinkJarRedTea" count="1" craft_area="SilverBlender" craft_tool="toolCookingPot" tags="perkMasterChef,learnable">

     

    to

     

    <recipe name="drinkJarRedTea" count="1" craft_area="SilverBlender" tags="perkMasterChef,learnable">

     

    This removes the new for the Cooking Pot and the blender performs a similar function in a 'cold blend' manner.

     

    20220805014437_1.thumb.jpg.3a2f8d3f63bfaf222b72db979795c266.jpg

  12. 9 minutes ago, RAGE PVE said:

    Was there like a full list of damage etc each zombie produces?  Some players were asking, thanks.  

    Love Archon btw!  Quality....didnt see him featured in the images, I guess there wont be any more additions in future due to UMA issues?

     

    It is possible to see the damage for each entity in the Snufkin's items.xml or the main game items.xml.

    They have not been documented simply because there are so many variables to consider across scenarios and game levels as they can increase/decrease.
     

    Some examples at default:

     

    For the Banshee:

    <property name="DamageEntity" value="7"/>

     

    And the Undertaker:

    <property name="DamageEntity" value="30"/>

     

    While the Wendigo:

    <property name="DamageEntity" value="45"/>

     

    And naturally, the Juggernaut:

    <property name="DamageEntity" value="75"/>

     

    However, entities with projectiles like the Scorcher use:

    <property name="DamageEntity" value="25"/> for melee

    But their flame projectile is:

    <property name="DamageEntity" value="5"/> which may appear low but with burn buff and the ability to repeat infinitely if the player is within 20 blocks, it can strip health down to nothing very rapidly. The Scorcher can clear a base quite readily.

     

    Health has not been documented either as it is also variable depending on difficulty and random creation.

     

    The 15 originals saw 23 unique PLUS versions added over A19 and A20 and they cover a multitude of abilities and traits. They have really pushed the UMA system and attachment buff system pretty far. They cover all manner of ranged varieties, melee varieties (including specific entities that specialise in block damage or player only damage), flying kind, fast kind, jumping kind, humanoid, animal, and other.

     

    Creating a new addition is all about looking for something that can fit into the collection with possibly something unique or expansive.
    It can be time consuming and is often done in waves. The last batch for Hammer Spammer, Radiation Shower Wight, and a few others kind of rounded things off.

     

    Archon used to be just the Egyptian looking godlike creative built with a zombie skinned Wight with vulture wings and those flaming hands.
    A20 saw things change with the new Wight model and chest bursting Vulture head. He had to adapt. His skill is to increase the physical damage resistance of entities within 11 blocks of his range. Snufkin modelled him on the creature from Doom which could spawn entities alongside him.

     

    The desire for new entities and the novel experience that brings is certainly noted. The thirst for more doesn't take long to appear, for sure.
    Creators are always very welcome to submit their ideas or creations for consideration. If it's realistic with what the game offers, and balances within the collective there is always room for more.

  13. 6 hours ago, Pundito said:

    Hi,
    do you think it would be wise and possible to make the fish sticks stackable?
     

    Regards,
    Pundito

    It is a sensible suggestion. Especially for players who like to make a lot of fish sticks in preparation for cooking.

     

    While the completed 'Fish on a Stick' can stack to 50, Oakraven chose to make the Fish Stick similar to a weapon with a degrade level for repairs.

    This is restricting the ability to stack them because of the degradation feature.

     

    Removing the weapon/degradation feature is a possibility. Players start the game with a Quality 5 or 6 Fish Stick when they spawn into the game and some players like this. However, it is possible to change it to a custom made type for weapon (Fish Stick + nails + iron = Weaponised Fish Stick) and use that as the load out weapon. This could be connected to progression so players can craft it on the Armoury Bench up to Quality 6. A simple wood type for only Fish on a Stick use that can stack would be functional like a glass jar. Something similar was mentioned a little earlier in the thread about adding a Weaponised Fish Stick by @swmeek. The 'Fish Stick' type would just be a tool for cooking and the 'Weaponised Fish Stick' could be a weapon version.

     

    Something for Oakraven to consider for just the Modpack or both the Modpack and Collection version.

  14. A small update for the Storage features of the Modpack.

    This makes the text a little crisper and optimised the size from about 80mb to 45mb.

    20220803102451_1.thumb.jpg.b371d3756de81fd6af1676ce9907c648.jpg

     

    The optimisations are continually nibbling away at the overall file size and it is creeping down to a flat 2.0gb with the sample map included.

  15. Here is a quality of life update to increase backpack inventory from 45 to 60 using Khaine's backpack mod.

    It has been pushed to the Github download.

     

    It has been integrated into the Modpack in the same manner as the Inventory Lockable Slots.

     

    The Oakraven Forest Modpack contains a number of custom items on top of regular default items and carry capacity can be very restrictive, even when all of the slots are unlocked. This is further exacerbated as players craft custom weapons, tools, and ammo.

     

    60 slots is more realistic and allows a little redundancy as the Modpack may well bring in other features as it develops with additional new items.

     

    20220801163819_1.thumb.jpg.98019c7084bae1742115687011ace551.jpg

  16. The NPCMod team have approved a patch for the NPCMod to allow it to run with A20.6(b8).

     

    This has been added to the initial post and is ready for download. The 0-XNPCCore-A20.6(b8) has been uploaded to the Oakraven Forest Collection area since duplicate uploads are not accepted. It is compatible with the NPCMod which both Modpacks are powered by.

     

    3. A20.6(b8) Experimental Build

    For players who want to update to A20.6(b8) it is necessary to install these 2 patches into the Mods folder. A20.6(b8) has some critical updates and these patches provide compatibility.

     

    1-NMMCore-A20.6(b8) - https://www.moddb.com/downloads/1-nmmcore-a206b8#downloadsform

    0-XNPCCore-A20.6(b8) - https://www.moddb.com/mods/oakraven-forest-collection/downloads/0-xnpccore-a206b8

  17. The NPCMod team have approved a patch for the Oakraven Forest Modpack to function with A20.6(b8).

     

    If you have updated to the experimental version A20.6(b8) it is necessary to download this patch and place it in your Mods folder.

    If you are using the current Stable version without updating, this extra installation step is not necessary.

     

    It has been uploaded to Moddb and can be downloaded here:

    https://www.moddb.com/mods/oakraven-forest-collection/downloads/0-xnpccore-a206b8

    Here is an additional World to add to the collection.

     

    This is a 10K World that used Pack03 as the seed name. It has been customised so the Biome is painted to better match the POIs.

    For example, the Old West is all placed in the Desert Biome and the Snow Orc POIs are all in the Snow Biome.

     

    It has been uploaded to Moddb here:

    https://www.moddb.com/mods/oakraven-forest-collection/downloads/pack03

     

    Here is an image of how the World looks. It has been tagged as a Spoiler for players who prefer not to see what is on offer.

    Spoiler

    Pack03_preview.thumb.jpg.1a0a7e99c9914b4ad87f8aaae46917a3.jpg

     

  18. Oakraven updated the Air Supply Drop with a few improvements.

    This has been pushed to Github.

     

    The landing smoke is wispier.

    20220731173757_1.thumb.jpg.a4f4f5aeb2a4d30d04f32b98bb00bd14.jpg

     

    It is easier to access the barrel.

    20220731173810_1.thumb.jpg.d6c24fefdf221a00547dfa3b7918b595.jpg

     

    And the audio has a gentle tailing off at the end with reduction in volume.

     

    You may notice the images show A20.6(b8) and this test was using a small patch to make the NPCMod compatible.

    This will allow players to stay with the current stable build or opt for the experimental build which has a couple of fundamental changes which require updates to mods. It is being checked by the NPCMod team and will be released (or not) upon approval.

  19. Just a heads up on experimental build A20.6 (b8).

     

    A buffs.xml call for the NPCMod and elsewhere for onSelfRangedBurstShot is no longer recognised and has changed to with onSelfRangedBurstShotStart or onSelfRangedBurstShotEnd. It has been reported to the NPCMod team and will be resolved as and when.

     

    For the time being, updating to A20.6 (b8) will cause a game 'crash' with NRE errors on the load out screen.

  20. Just a heads up on A20.6 (b8).

     

    It is not compatible with the current NMM build as TFP has updated a few features which will requires updates for NMM Progression and the NPCMod.

    It has been reported to the NPCMod team and will take a little time to resolve.

  21. 2 hours ago, Witos said:

    hello, the mod crashes with version 20.6 buffs.xml 

    Here is a small update for the Snufkin Zombies for A20 20.6 (b8)

     

    Download here.

    https://github.com/arramus/Snufkin-Custom-Zombies-Plus-A20-2022July30

     

    Alpha 20.6 (b8)
    This update required a buffs.xml update.
    References for onSelfRangedBurstShot have been updated to onSelfRangedBurstShotEnd to match default values.
    The effect is a delayed muzzle flash for the Juggernaut rocket launch and delayed explosion elimination for the Bomber.

     

    For gameplay purposes, players will notice the Juggernaut rocket muzzle flash is a little more delayed than earlier builds.

    20220730233051_1.thumb.jpg.b7a6da109888be558c1acf63b34bdc9b.jpg

     

    The Bomber self destruction prompt triggers as normal with the regular explosion but he may show extended signs of life on the way up, but certainly not on the way down.

    20220730233001_1.thumb.jpg.15409f8ebec855a3f48b86c5a4d1bdae.jpg

     

    20220730233004_1.thumb.jpg.4e2e71e085fffac614ceb16e35ae8bd3.jpg

     

    20220730233008_1.thumb.jpg.37acbdcdafa618f2087dbe495760ac6b.jpg

     

    Updating the buffs.xml file removed any mod load warnings. If there are any additional issues, please report them so they can be investigated.

    The top post will show 3 download choices for A19, A20 up to A20.5 (b2), and this new update for A20.6 (b8).

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