pipermac Posted March 25, 2021 Share Posted March 25, 2021 (edited) This Project started with myself taking over the FarmLife Expanded mod. I first start to fix thing with the mod but as I began to learn more about modding I decided that rather then trying to fix it would be best to rebuild. What started a "Farming" mod has now become so much more. Welcome to "The Age of Oblivion"! Features: New Vehicles - you don't craft them, you find keys and unlock them New Workstations New Weapons New Quests New Food and Crops - complete overhaul! Over 100 New Animals, Zombies and Creatures! and so much more! Been awhile for this update but I think it is worth the Wait! Among the additions/improvements are: Back to basics with the UI - too many issues with A5 UI More then 30 new Monsters! The Start of Powered Workstations and a new type of workstation! (For A6 the Soda and Juice dispensers s require power and are a new type of workstation and the Auto miner is a new type. More workstations will be converted eventually) More of an Endgame! Your goal is to Find and rescue Dr. Turdlinger. you will need to find 8 teleporter parts to fix the teleporter that will take you into Turdlingers research facility. Along the way you will expereince caves with some unique monsters and have to kill the Skeleton King! Pets and Guard can be picked up! New Vehicle Trader that has the vehicles in the game but can only be bought by trading in other vehicles! some new OP weapons from the elite trader (this may be required when entering the Dark castle and the research facility! Multipoint Teleporter system! Some New Paint textures! and more! Current: Alpha 7.00.21.1 Stable Too much to mention! Visit the discord for all the details! Will work with only a newly created RWG Map! https://rmacleod.visualstudio.com/AOO/_git/AOO_A7_Latest_Stable Available on Mod Launcher now! Current: Alpha 6.8 - Stable THIS BUILD WILL REQUIRE A NEW GAME! EXISTING MAPS WILL NOT WORK. RWG MAPS MAY WORK BUT NO GUARANTEE ALL POI'S WILL BE PRESENT HIGHLY RECCOMENDED TO USE INCLUDED AOOPREGEN8K_01 OR AOOPREGEN10K_01 GO TO DISCORD FOR ANY INFORMATION.. Please visit the Discord for more information or help with the mod https://discord.gg/WAVPppyB7S A6.8 Stable Download: https://rmacleod.visualstudio.com/AOO/_git/A7-Experimental (Just ignore the link name... it is actually 6.8 Stable) Available on Mod Launcher now! Current Stable: Alpha 5.25 Please visit the Discord for more information or help with the mod https://discord.gg/WAVPppyB7SAlpha 5.25 Download! Available on Mod Launcher now! Check out our Teaser! History: Alpha 1.1 is out Download Alpha 1.1 Fixed up the Skill Tree (Not Completed) Started a new Quest system (Not Completed) Added Farm Crop Plots Added another Gas Oven, pizza oven and more Grills. All you do is craft "Ovens" "Grills" or Smokers and you from their each model is a Variant option. Added a few Descriptions that were missing. (still many missing) Removed Press "E" to pick up a Crop. when harvested this way the crop does not get replanted. Removed a block for an apple tree that is no longer used . ( only mattered if you were using creative mode and found that particular tree.) Alpha 1.2 is availableDownload Alpha 1.2 Fixed Garden Hoe to properly prepare ground to be able plant. Alpha 1.21 is Available Download Alpha 1.21 Fixed issue with some Recipes not unlocking as intended. Alpha 1.3 is AvailableDownload Alpha 1.3 Oak's pets now completely integrated (No separate Directory) many tiny code fixes that probably were not noticeable to most. Garden Hoe recipe added. All New Cloning Chambers!!!!!!!! New Pets! Elephant, Penquin, Camel, Cat! New Guard! Pumpkin Man! Burns you enemies alive! ALPHA 1.5 is Available! Big Update! Download Alpha 1.5 NOTE: Lots of Changes.....you will 1000% have to start a new game and I would recommend playtesting for awhile before starting a serious game with it Restructured Folder and file Structure. Standardized Naming. (Search AOO to find items) Added: Advanced Forge Resurrection Table Alchemy Table Many Vehicles Lots of Decor! Windows, Doors and Furniture Working Windmill and other smaller tweaks. Alpha 1.6 Released! Mainly Small Bug Fixes to 1.5 Improved handling most vehicles Added Community Creature Packs 90 Slot Backpack. Traders will now sell Raw meat Fixes and Changes to Questline (Still a work in Progress) Download Alpha1.6 Alpha1.7 Released! More Bug Fixes More Food Recipes! (Finally!) Deep Fryer - for many of these new recipes! New Oven Model New Chain Link Fence and a Brick/Metal Fence! New Oblivion Work Bench - All workbenches are crafted from this Bench...even Vanilla ones.Download Alpha1.7 I am officially separating things into two different releases! Going forward Subsequent releases will be known as Age of Oblivion as the Mod has been moving away from just Farming components. As a result I am now releasing a "Release" version of Farm Life Revisited Lite. This version is just the farming components, Crops, Food, Animals (Cloning). This release will still get bug fixes and will get any Farm related content that gets added to Age of Oblivion. Get all Updated info at the Discord https://discord.gg/hBqXBTbjTV Get Farm Life Revisited Lite at Nexus Mods: Farm Life Revisited - Lite at 7 Days to Die Nexus - Mods and community (nexusmods.com) Alpha 1.71 Released! Fixes issue with Clone Chambers not being unlocked and Advanced Forge Display 1.71 Full was Broken - just download 1.7 and then the patch. Download Alpha 1.71 - Patch (Just overwrite the file in this patch. Alpha 1.75 Released! bug fixes! Cloning now takes longer Crops no longer grow almost instantly! Now includes the fantastc Mod White River Tools of Citizenship! Now includes Expanded Firearms! More Friendly animal will be found in the World Oblivion Loot Crates can now be found in the world Now grants 2 skill points per level! (If not wanted simply delete the 2 Skill Points Directory) Download Alpha 1.75 Alpha 1.8 Released! Includes bug fixes for some of the Friendly animals Reduced greatly the number of Bats that spawn! Made the spawning of Friendly's be specific to Biome. ie Peguin in Snowy area's and Elephant in Desert Added a Bunch more Friendly Animals! Turtle,Sheep,Zebra,Pug,Beagle,Goose,Leopard,Comodo Dragon Balanced the number of Oblivion Crates that appear and the loot they contain. Added More Beakers and Steroids for Cloning! Fine Tuned Batcar01 - Drives better and faster! More vehicle tune ups are coming! Download Alpha1.8 Download Alpha2.0 NOTE: Turns out there was a mistake made with sounds and they were applied to animal as well as Zombies. If you find the sounds too bad please come to the discord and download the latest Test Builds that fix up the sound. https://discord.gg/4UX3HZ7gka Instructions: Extract all files to your Mods Folder. Inside your mods folder will be a prefabs.zip, Extract this file into your data\Prefabs folder. A New Map will NOT be required. A New game will likely need to be started. If you want to try with a saved game please make sure you back that save up before trying. Alpha2.0 TestBuild 3 is now available on our discord! Sounds are Fixed! 17 NEW MONSTERS! Resurrection Table can resurrect all Vanilla Zombies! New Elevators and More!https://discord.gg/4UX3HZ7gka Join the Discord and and Join our Test Server! Edited October 19 by pipermac Update (see edit history) 9 Link to comment Share on other sites More sharing options...
Gouki Posted March 25, 2021 Share Posted March 25, 2021 Thanks Pipermac For a moment I thought you would add human breeding for consumption in this apocalypse. It would not be weird due to the scarcity of animals. I mention it because I am watching an anime, where the demons have farms of human babies, until they grow up and are 7 years old, according to the degree of development of their brain is the quality. Regards Link to comment Share on other sites More sharing options...
pipermac Posted March 25, 2021 Author Share Posted March 25, 2021 11 minutes ago, Gouki said: Thanks Pipermac For a moment I thought you would add human breeding for consumption in this apocalypse. It would not be weird due to the scarcity of animals. I mention it because I am watching an anime, where the demons have farms of human babies, until they grow up and are 7 years old, according to the degree of development of their brain is the quality. Regards If I can figure out how to make Human Models that can do something other then just stand around I will probably expand it. I am thinking o fadding a chance to Create your own personal Trader hat you can place in your base! Link to comment Share on other sites More sharing options...
Dre Posted March 25, 2021 Share Posted March 25, 2021 Cool mod/update/refresh. Restart recommended or no? Link to comment Share on other sites More sharing options...
pipermac Posted March 25, 2021 Author Share Posted March 25, 2021 15 minutes ago, Dre said: Cool mod/update/refresh. Restart recommended or no? Not unless you are using one of the previous Farming Mods. 1 Link to comment Share on other sites More sharing options...
BeauDickery Posted March 26, 2021 Share Posted March 26, 2021 Hey! Friends and I love the Mod! We did manage to find a game breaker though. It's in regards to the "HN Cabinet" series. We're using the white wood option and anytime someone opens one of the cabinets and tries to close it we get an "IndexOutOfRangeException: Index was outside the bounds of array." error and the users is locked into the cabinet's organization window. Any suggestions? Link to comment Share on other sites More sharing options...
pipermac Posted March 26, 2021 Author Share Posted March 26, 2021 38 minutes ago, BeauDickery said: Hey! Friends and I love the Mod! We did manage to find a game breaker though. It's in regards to the "HN Cabinet" series. We're using the white wood option and anytime someone opens one of the cabinets and tries to close it we get an "IndexOutOfRangeException: Index was outside the bounds of array." error and the users is locked into the cabinet's organization window. Any suggestions? The HN stuff is no longer included in my Mod so I am not sure. Link to comment Share on other sites More sharing options...
BeauDickery Posted March 26, 2021 Share Posted March 26, 2021 My Bad! Just realized that we have the Farm Life Expanded Mod. Can't wait to give this one a shot though! Link to comment Share on other sites More sharing options...
Robert512 Posted March 26, 2021 Share Posted March 26, 2021 16 hours ago, Gouki said: Thanks Pipermac For a moment I thought you would add human breeding for consumption in this apocalypse. It would not be weird due to the scarcity of animals. I mention it because I am watching an anime, where the demons have farms of human babies, until they grow up and are 7 years old, according to the degree of development of their brain is the quality. Regards Rimworld is overthere -> (^_____^) Just kidding, going to give this mod a try. Link to comment Share on other sites More sharing options...
arramus Posted March 27, 2021 Share Posted March 27, 2021 (edited) I went straight to the cloning aspect just to see how it functions and it is a wonderful concept and takes the game in a whole new direction. I began by checking on the step by step process and seeing the prerequisites for each stage. Then adding a few clone chambers here and there. I got a rather heavy bloom and is this just only me or something that is part of the Alpha for the moment? I really went for it with placement just to see the probability of receiving a guard or some rotten flesh and to see the one time and permanent cloning stations. Oh the suspense of what's it going to be. I can see testing absolutely everything is going to be a community effort for sure and I hope plenty of feedback will come during development stage. I know a custom mod server host that is going to love this and I shall be sending it their way. Edited March 27, 2021 by arramus (see edit history) Link to comment Share on other sites More sharing options...
Gouki Posted March 27, 2021 Share Posted March 27, 2021 (edited) 9 hours ago, arramus said: I went straight to the cloning aspect just to see how it functions and it is a wonderful concept and takes the game in a whole new direction. I began by checking on the step by step process and seeing the prerequisites for each stage. Then adding a few clone chambers here and there. I got a rather heavy bloom and is this just only me or something that is part of the Alpha for the moment? I really went for it with placement just to see the probability of receiving a guard or some rotten flesh and to see the one time and permanent cloning stations. Oh the suspense of what's it going to be. I can see testing absolutely everything is going to be a community effort for sure and I hope plenty of feedback will come during development stage. I know a custom mod server host that is going to love this and I shall be sending it their way. Hi Arramus They are intended to grow (clone) too fast for testing purposes and see if it works properly. The rest must also be checked. Regards Hi Pipermac Today I started a new game and I have not had any problem so far, I just had to edit it in progression.xml due to an incompatibility with my Action Skills mod, remove the farmlife perk and to unlock the farmlife mod stuff, I append to LivingofftheLand. I really liked the cloning system and everything from the farm, waiting for the final version. Regards Edited March 27, 2021 by Gouki (see edit history) Link to comment Share on other sites More sharing options...
pipermac Posted March 28, 2021 Author Share Posted March 28, 2021 (edited) Thanks so much for the testing! I really like the cloning system. I want to find a better model for the cloning station and I would like to be able to make the ready animal station show an animal inside. I am also going to be making changes to progression.xml, I haven't touched it yet. Edited March 28, 2021 by pipermac (see edit history) Link to comment Share on other sites More sharing options...
westriel Posted March 29, 2021 Share Posted March 29, 2021 Hi! I was really looking forward to playing with this mod. However, when I add the FarmLifeRevisited folder from the download I get an error saying that there was an XML error loading progression.xml, claiming that there already exists an element with the same key 'perkpackmule'. As this is not a perk modified by this mod I'm thinking its a weird interaction between this mod's progression.xml and Lam 90 slot backpack's modification of the same file. Its weird because Lam's mod works with other mods that modify progression.xml (like Brazmocks Archery, and Perk Mastery). Do you have any idea how to fix this? Is this a problem with this mod? with Lam's? Otherwise? Any help would be appreciated. Thanks! Link to comment Share on other sites More sharing options...
pipermac Posted March 29, 2021 Author Share Posted March 29, 2021 (edited) 17 minutes ago, westriel said: Hi! I was really looking forward to playing with this mod. However, when I add the FarmLifeRevisited folder from the download I get an error saying that there was an XML error loading progression.xml, claiming that there already exists an element with the same key 'perkpackmule'. As this is not a perk modified by this mod I'm thinking its a weird interaction between this mod's progression.xml and Lam 90 slot backpack's modification of the same file. Its weird because Lam's mod works with other mods that modify progression.xml (like Brazmocks Archery, and Perk Mastery). Do you have any idea how to fix this? Is this a problem with this mod? with Lam's? Otherwise? Any help would be appreciated. Thanks! Try deleting progression. XML from my mod. (it should work without it. Edited March 29, 2021 by pipermac (see edit history) Link to comment Share on other sites More sharing options...
Gouki Posted March 29, 2021 Share Posted March 29, 2021 21 minutes ago, westriel said: Hi! I was really looking forward to playing with this mod. However, when I add the FarmLifeRevisited folder from the download I get an error saying that there was an XML error loading progression.xml, claiming that there already exists an element with the same key 'perkpackmule'. As this is not a perk modified by this mod I'm thinking its a weird interaction between this mod's progression.xml and Lam 90 slot backpack's modification of the same file. Its weird because Lam's mod works with other mods that modify progression.xml (like Brazmocks Archery, and Perk Mastery). Do you have any idea how to fix this? Is this a problem with this mod? with Lam's? Otherwise? Any help would be appreciated. Thanks! Hi Westriel Could you wait for Pipermac to find the solution to that problem in a new version or you can do what I did, explained in a post above. The problem is that the Lam mod also applies an attribute tree and that causes the incompatibility. Regards Link to comment Share on other sites More sharing options...
westriel Posted March 29, 2021 Share Posted March 29, 2021 11 minutes ago, pipermac said: Try deleting progression. XML from my mod. (it should work without it. First of all, thanks for such a quick reply! Does this mean that the items from the mod would be inaccessible from survival mode? Or would progression be unlocked from the get go? 6 minutes ago, Gouki said: Hi Westriel Could you wait for Pipermac to find the solution to that problem in a new version or you can do what I did, explained in a post above. The problem is that the Lam mod also applies an attribute tree and that causes the incompatibility. Regards Thanks for the explanation! Is this incompatibility something easily fixed or is it more complicated than it seems? Link to comment Share on other sites More sharing options...
Gouki Posted March 29, 2021 Share Posted March 29, 2021 (edited) 5 minutes ago, westriel said: First of all, thanks for such a quick reply! Does this mean that the items from the mod would be inaccessible from survival mode? Or would progression be unlocked from the get go? Thanks for the explanation! Is this incompatibility something easily fixed or is it more complicated than it seems? Before you delete something from the Farmlife mod, you can try the stedman420 120 slots mod, since alpha 17 I use the 60 slot mod, the good thing is that it does not add any progression file, that can help you. Regards Edited March 29, 2021 by Gouki (see edit history) Link to comment Share on other sites More sharing options...
westriel Posted March 29, 2021 Share Posted March 29, 2021 3 minutes ago, Gouki said: Before you delete something from the Farmlife mod, you can try the stedman420 120 slots mod, since alpha 17 I use the 60 slot mod, the good thing is that it does not add any progression file, that can help you. Regards I'll give it a try! Link to comment Share on other sites More sharing options...
pipermac Posted March 29, 2021 Author Share Posted March 29, 2021 I am Currently redoing the progression.xml and completely reworking the the Skills and perks! should have an updated Build with this in it very soon. Link to comment Share on other sites More sharing options...
Gouki Posted March 31, 2021 Share Posted March 31, 2021 On 3/29/2021 at 1:54 PM, pipermac said: I am Currently redoing the progression.xml and completely reworking the the Skills and perks! should have an updated Build with this in it very soon. Thanks Pipermac Regards Link to comment Share on other sites More sharing options...
SpecialKay Posted April 2, 2021 Share Posted April 2, 2021 (edited) When i try this mod, I get error message about this missing <item name="GuardTurretStuner" count="1" prob=".021"/> game still works. what is it? is it important? should i delete line? is it mispelled? when there are no other mods, still same error Edited April 2, 2021 by SpecialKay (see edit history) Link to comment Share on other sites More sharing options...
pipermac Posted April 2, 2021 Author Share Posted April 2, 2021 22 minutes ago, SpecialKay said: When i try this mod, I get error message about this missing <item name="GuardTurretStuner" count="1" prob=".021"/> game still works. what is it? is it important? should i delete line? is it mispelled? when there are no other mods, still same error Does it say what file it is from? Do you have both directories in your mods folder? Farmlife revisited and the oaks pets? Link to comment Share on other sites More sharing options...
SpecialKay Posted April 2, 2021 Share Posted April 2, 2021 (edited) i search config files and found it in Loot.xml I do not have oaks pets. Do i need it? I tried mod with no other mods in folder and still got same error Edited April 2, 2021 by SpecialKay (see edit history) Link to comment Share on other sites More sharing options...
pipermac Posted April 2, 2021 Author Share Posted April 2, 2021 16 minutes ago, SpecialKay said: i search config files and found it in Loot.xml I do not have oaks pets. Do i need it? I tried mod with no other mods in folder and still got same error The zip file should have a modified version of oaks pets in it. So when you unzip it there are two directories. Link to comment Share on other sites More sharing options...
SpecialKay Posted April 2, 2021 Share Posted April 2, 2021 ok i try that. thank you Link to comment Share on other sites More sharing options...
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