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(A20) Oakraven Forest Modpack


arramus
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The Oakraven Forest Modpack provides players with an 'out of the city' gaming experience.
Players have access to a variety of custom tools and resources that provide greater levels of self sufficiency and quality of life.
It is heavily influenced by Oakraven's Forest Collection and acts as a Modpack show case.
It also contains some of Oakraven's unreleased modlet content to provide a greater level of immersion.

 

Modpack Download

The (A20) Oakraven Forest Modpack can be downloaded here:

https://github.com/OAKRAVEN1/Oakraven-Forest-Modlets

 

It is bundled up with a sample 6K World called OAK6K01 which considers specific POIs which need to be in a certain Biome for context (Snow Orc POIs are in the Snow and Old West is in the Desert).

It is hidden by a Spoiler ^^

Spoiler

CUV2Jyh.png

The Oakraven Forest Modpack has been primarily compiled for players who have played through the main game.

It is an additive Modpack and nothing that impacts regular gameplay (progression, assets, etc) has been removed.

 

In addition to the Oakraven Forest Collection mods, additional community creations have been bundled into this Modpack to bring cohesion and expansion.

 

Install directly into the Mods folder. It will look like this:

folders.jpg.775e55f4a1bc8cd078bd303e5ea974d1.jpg

 

ASSETS INCLUDE: (Click directly on the name of linked mods to be taken to an instructional video kindly created by @wickidaurazgaming)

====================
===== 1-OakModpack ====
====================

This 1-OakModpack provides an abundance of Oakraven's modlets alongside a variety of expansion and quality of life mods.
The mix is quite eclectic and gives players further opportunities within the framework of 7D2D content.

This Modpack contains the following modlets/modifications:

 

- Oak Traps (Custom Traps)

- Oak Modpack UI (Custom HUD features)

- Replace Mod (Block type replacements and additions)
- Dragon Cannon (Custom Weapon)
- New Weapons (Custom Weapons)
- Space Ship Supply Drop (Futuristic flyover in place of regular plane and supply crate)
- Torches Lights (A collection of wood burning lights)
- Water Wells and Sinks (A variety of custom water sources such as wells and stand pipes that can be placed within a player's boundaries)
- Rock Drills (Provides a gentle resource trickle for underground materials while out questing)
- Draw Bridges (A variety of walkways the act like horizontal plane draw bridges)
- Cooking Stations (Blenders, Mincing Machine, and Stove/Oven type appliances)
- Sign Cupboards (More storage choice variety)
- Power Things (Renewable power solutions)
- Hydroponic Farming (Farm underground with good returns, new crops, and a few new meals...and Fireflies)
- Fish Farm (Craft fish farm plots, place a starter kit, let them grow, harvest and eat)
- Chicken Coops (Find Baby Chicks in nests, place them in a Coop, reap the rewards)
- Bee Hives (Find Queen Bees, Craft Bee Hives, Collect Honey Comb and make some nice treats)
- Oakraven Workstations (7 Custom Workstations - Oakraven Forge, Tatatin Forge, and Copper Force, Chemistry Station, Powder Mixer, Cement Mixer, and Ammo Bench)
- Oakraven Traders (5 selected custom traders to give Bob, Hugh, Jen, Joel, and Rekt a short vacation to Navezgane)
- A20 Skyrim Style Lockpicking MiniGame (Makes lockpicking skill based)

- JaxTeller718-BiggerWanderingHordes (Customised expansion to Wandering Hordes)

- KhaineGB's Inventory Lockable Slots Mod (Allows players to stop essential items being removed form the backpack when bulk moving)

- A19 Farming For A20 by Syco54645 (Rebalancing for Hydroponics)
- Clear Bulletproof Glass (Allows players to craft clear bulletproof glass similar to the regular type)
- Guppycurs' Guppy Vulture entity for the desert biome.
- Quest - Blood Moon Vanguard (Gives players an incentive to stay for Horde Night and pick up a Skill for completing an objective)
- Quest - Eliminate the Horde (Gives players a Craft/Build/Upgrade Quest opportunity to survive a wave of grunt/feral/radiated entities)
- Quest - Pest Control (Gives players a starting quest to cull laboratory specimens from 1-ZombiezPack)
- Quest - Snow Orcs (Cull Darkstardragon's Orcs in the snow)
- Quest - Infestation (Cull Xyth's Spiders with arramus' expansion abominations)
- Quest - Beast Bust (Eliminate Darkstardragon's Flying Beastz)
- Quest - Beast Boom (Eliminate Darkstardragon's Land Beastz)
- Quest - Summon Fox Friend (An item to spawn the 0-XNPCCore Fox to offset despawning)

 

In addition, some Addons that are powered by 0-Score and 0-XNPCCore and bundled directly are as follows:

 

- 1-SurvivorzPack (A collection of helpers who can assist you, for a price)
- 1-OrczPackAlpha and 2-OrczPackBeta (The Orcz have taken over the Snow Biome)
- 1-khzmusik_Zombies (A variety of well crafted entities to enhance regular 7D2D zombie interactions from khzmusik)
- 1-ZombiezPack (A variety of hostile looking zombies from Darkstardragon)
- 1-GansSpecialZombies (A variety of fancy dress type zombies from GanTheGrey) + 2- Feral and Radiated
- 1-NPCXSpiderPack and 2-NPCXSpiderPack-ColonyExpansion (Spiders for the Wasteland and Desert Biome)
- 1-FantasticBeastz (Mythical Beasts for the Wasteland and Desert Biome)
- 1-YeOldeUndeadPack (A variety of Medieval undead + 2- Radiated)

 

OakModPack Creators and Developers in Alphabtical Order from Z - A:

 

@xyth and @sphereii with @Mumpfy for branding - Created the A20 Skyrim Style Lockpicking MiniGame. (The assets are embedded and remain as per original).
Xyth - Created the 1-NPCXSpiderPack.
Syco54645 - Created A19 Farming For A20 (Crops return to seedling once harvested and you no longer get seeds when you harvest).
Oakraven - Created Oakraven Forest Collection assets.
@MichaelL. - Supported OAK_NPC_Bandits_Settlement_01. (Look out for that awesome airship).
@Laz Man - Created Quest - Blood Moon Vanguard and Eliminate the Horde.
@khzmusik - Created 1-khzmusik_Zombies.
@KhaineGB - Unlocked Inventory Lockable Slots Mod.

@JaxTeller718 - Bigger Wandering Hordes Mod.

@Guppycur - Guppy Vulture entity.
@GanTheGrey - Created 1-GansSpecialZombies.
@Darkstardragon - Created 1-ZombiezPack, 1-SurvivorzPack, 1-OrczPackAlpha and 2-OrczPackBeta, 1-FantasticBeastz, and 1-YeOldeUndeadPack. Also performed an abundance of play testing and coding support through the connected 'Not Medieval Mod'.
arramus - Supported the Oakraven Forest Collection with NPCMod and Addon integration, 2-NPCXSpiderPack-ColonyExpansion, Fox things, xml, compilation, distribution, quality control balancing, and even added the odd icon or two.

 

Currently released standalone Oakraven Forest Collection modlets can be found here.
https://community.7daystodie.com/topic/27806-a20-oakraven-forest-collection/

 

=======================================
============ Custom POIS and RWG ===========
=======================================

The Oakraven Forest Modpack incorporates a variety of custom POIs that are built into 7D2D's Random World Generator Tiling System.
In addition, Worlds are created with custom features in addition to regular default features.

Features and customisation is as follows:

- The Old West area of 7D2D has been expanded and has traders (An Old West Trading Town).
- Downtown has been totally removed because it can be quite heavy to render the POIs along with entities and NPCs at the same time.
- Custom POIs will appear within some of the default areas (residential, rural, commercial, etc) and allow in the Wilderness.

There is some crossover in the towns, districts, and areas above.

 

It is highly recommend that players/communities also bring in some Compo Pack 48 content to enhance the experience.

The Compo Pack 48 is fully compatible with the Oakraven Forest Modlet and will not impact on game-play in any way.

Fabbersville is particularly suited to the theme of the Oakraven Forest Modpack, and was bundled in with the first release.

Unfortunately, feedback suggested it restricted adding in additional Compo Pack themes such as Medievil Village and Mega and was removed to give more flexibility.

The Compo Pack is administered by @stallionsden and the Compo Pack team and provides high quality expansion and great rendering performance due to rigourous care and quality control. Check this thread for more details:

 

 

=============================
=== 0-Score, 0-XNPCCore and Addons ===
=============================

The NPCMod is a community made asset that gives life to custom made NPCs, among many other features.
0-Score and 0-XNPCCore power the Addons compiled into 1-OakModpack. Addons have been compiled directly into the 1-OakModpack to reduce latency.
Care has been taken to ensure creators have been credited both in this Readme and within the xml files.

 

================================
===== Random Main Menu Background =====
================================

This modlet is cared for by @closer_ex and provides Modpacks and Overhauls with a custom Main Menu Background image that is shown randomly.
This provides a very nice feature to personalise and highlight different aspects of what players can face.
It can be downloaded here, among many other delights. closer_ex combines modding with some complex coding, and has been very willing to assist other modders.

 

20220821165850_1.thumb.jpg.84b4ec92d06f5bbb68f5c24786fc0a16.jpg

 

==============
== INSTALLATION ==
==============

For Players and Server Admin/Hosts who have never installed a mod before, here are some simple step by step instructions:

1. If you've never installed a mod before, it is necessary to create a Mods folder in the main directory, typically inside
\SteamLibrary\steamapps\common\7 Days To Die. In the future, this location may change and we'll update instructions at that time.
If you have a custom install or your server host has modified the installation location, then you may have to explore.

2. Simply make a new folder called Mods (with a capital M to reflect standard nomenclature) in your '7 Days To Die' main directory folder.

3. You can now drag all of the mod folders directly out of the zipped file, and it can be placed directly into the Mods folder.

 

Does this Mod need to be installed in the server/client host? = YES
Do players also need to install this Mod? = YES (because it contains custom content that cannot be downloaded from the server).

 

The contents of this Modpack contains these folders and files.

The bottom two files can be removed. The Readme mirrors the contents of this thread. The zipped Pack01 contains a 6K World that can be unzipped and placed in the Worlds folder if needed.

 

* Launching the Modpack will require EAC to be set as False/Off due to the custom content.

 

Starting Out as a new Player

Once you spawn in game, you will see your tool belt contains different items to usual.

The first thing to do is open the can of Friendly Fox Food to receive 20 meat. This allows you to hire the friendly fox which also spawns in your close vicinity.

If you are unable to see the fox, it may be chasing zombies.

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You will also see a Fish Stick pack. This contains two items, a Fish Stick melee weapon and a Perch Pie for sustenance.

The First Stick will be either Quality 5 or 6. It does more damage than a wooden club but less than a baseball bat.

It provides more experienced players a chance to start from where they left off while still offering a challenge.

This Fish Stick was crafted by Forest Hermit @swmeek who will answer any questions on how best to use it.

20220713162846_1.thumb.jpg.5c849cddcf98c4fbff15f92aa511a697.jpg

 

Additional items include Quest items. One is for Laz Man's 'Eliminate the Horde' quest and the other is for a 'Pest Control' quest that asks players to keep certain entities under control. In this case it is 3 experimental entities from Darkstardragon's 1-ZombiezPack.

20220713162907_1.thumb.jpg.c7b6f69bc21babd394d109b9cddb20de.jpg

 

It is recommended to complete the initial Survival Quests because upon completion players are given a 'Blood Moon Vanguard' quest that asks players to eliminate entities from Darkstardragon's 1-YeOldeUndeadPack entities. This is a collection of Medieval looking entities that will only appear during Blood Moon in Grunt, Feral, and Radiated form (Chaos type).

 

Just as usual, players are then directed to a Trader or Multi-Trader. The Trader POIs are just the same as usual but with a little customisation.

As the rotating Billboard shows (switch between 3 different images each side), trading hours have been extended.

20220713163439_1.thumb.jpg.c3bb4aeaaf3df815ee37ca097c35023b.jpg

 

Trader Bird Man replaces Trader Hugh as your friendly weapons expert.

20220713163529_1.thumb.jpg.18389fded8ed242da5a2756573025563.jpg

 

Get your first quest from the Trader, and pick up some side quests along the way. There are 7 elimination type quests in total.

20220713163758_1.thumb.jpg.7e639a01c51a505b75a4d194fa7987ed.jpg

 

About the Environment

The tiling system incorporates default POIs but also supports the Compo Pack just as well. This show the CP48 Fabbersville with Rural as its district. It renders very smoothly for lower end systems and provides lots of looting and questing.

20220713164012_1.thumb.jpg.5c95ad905137a93d6ac54ea6a11fd498.jpg

 

The Old West supports Traders and has also been expanded.

20220618010417_1.thumb.jpg.016723d5272a71176fa470aa43a97387.jpg

 

Some things to consider about the Biomes for the World added into the Modpack:

Snow - Contains Snow Orcs (powered by the NPCMod)

Wasteland and Desert - Contains Mythical Beasts and Spiders (powered by the NPCMod)

Forest - Provides players a retreat, beyond Horde Night 'Ye Olde Undead Pack' (powered by the NPCMod)

 

Biomes also contain friendly hireable assistants although they are loathe to go into the Wasteland and Snow and will be a much rarer sight in those areas.

 

World Assets

Without giving too much away, there are a fair number of custom features covering tools, weapons, farming, and other quality of life additions.

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Some craftable items will force the player to go into the Wasteland to collect crystals, Forest to search for Bee Logs, and Desert to search for Peppers. The vast majority incorporates regular world items.

 

There are some fun weapons to explore, some of which are the Punk series of hand held shooters.

punkhandguns.png.c5b73c4e614d9e65c4ce622f6910f5e9.png

 

There are so many wonderful vehicle mods out there including @bdubyah's Vehicles as well as @Ragsy 2145's Vehicle Madness and some single modlets for individual creations.

 

As such, this Modpack includes some token gestures grabbed from the Server Side Vehicle mod with some modifications to ensure they do not conflict. They are all added to Progression, Loot, and Traders to match the regular vehicle types.

 

Spider Rider

Between the Minibike and Motorcycle but with its own unique traits. ^^

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There may be a few more surprises to explore.

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Yum..

friendlyfoxfood.png.4c091432e38c2c09913638ec8a5ad263.png

 

20220821152831_1.thumb.jpg.d5ba61c5f26bf52f48a5013c6834e6fc.jpg

 

----

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preview.png

Edited by arramus
Reworking (see edit history)
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What a fantastic mod!
Thanks for making it - it's a lot of fun.

 

One question: where do you craft bone meal?
We tried some many things ... it shows the sign of a fire place, oven or stove but nothing worked.

 

Thanks in advance,
Pundito

Edited by Pundito (see edit history)
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8 hours ago, Pundito said:

What a fantastic mod!
Thanks for making it - it's a lot of fun.

 

One question: where do you craft bone meal?
We tried some many things ... it shows the sign of a fire place, oven or stove but nothing worked.

 

Thanks in advance,
Pundito

Ah yes, the Bone Meal. Thanks for posting this question in here as it'll help other people when they search for it.

 

If you make a Meat Grinder machine, it will convert 20 bone into 1 bone meal.

And then if you make a Blender, it will allow you to use the bone meal in some nutritious smoothies.

 

A bit of a learning curve and getting to know the new Cooking Stations.

 

We have:-

Meat Grinder - bone meal - fresh mince meat - rotten mince meat

Blender - makes some drink type recipes

Mixer - makes the acorn bread dough (needs more recipes for the future)

Fish Farm Table - makes dishes specific to fish caught in the fish farm. They cannot be cooked elsewhere.

Chicken Coops - all these dishes can be made in a regular camp fire or new custom oven.

Bee Hives - all these dishes can be made in a regular camp fire or new custom oven.

Hydroponic Farming - all these dishes can be made in a regular camp fire, or new custom oven.

 

This is possibly a good project for @wickidaurazgaming to add to their YouTube since they already introduced many of the Oakraven Forest mods.

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@Pundito

Make the Meat Grinder on the workbench.

20220715112104_1.thumb.jpg.47c24be651366500b23ab0829122b0b6.jpg

 

Place it somewhere appropriate.

20220715111957_1.thumb.jpg.6b172afde0ed5d507237272861f15e15.jpg

 

Grind the bone into Bone Meal. The meat grinder needs a Skill on Master Chef to unlock and is useful for making early game 'smoothies'.

20220715112004_1.thumb.jpg.975f3eee2c18a47006414019846fc10d.jpg

A small update for a couple of models.

 

The pallet and barrel were increased in size to make them 1 block high. This allows things placed on top of connected to join.

20220714133951_1.thumb.jpg.bc6a24ac17de822239f5ca0c3940de0b.jpg

 

20220715111708_1.thumb.jpg.e38862d187e40761a2eb44389ab1f73f.jpg

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Thanks so much for explaining this!
It would have taken weeks to find out - at least for me ;)

I know it's a lot of work but perhaps it would be a good idea to put this in the description? I mean where things are crafted - at least for the mod-specific things. 

Yet, I didn't even know that there is a grinder :). But if it was in the description ... well that's easy to find out then.

I saw yesterday that there were some changes done on the files for pallets and barrels - thanks explaining what has changed. I'll update the mod.

Once again, thanks for this mod. I did not stream on Twitch for a while but I guess it's time to show my (still very little) community this mod as they are all fans of modded versions of 7D2D.

Do you have or will there be also a discord server for this mod?

Best regards and enjoy your weekend!

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Oh my god - I just found it: you shared it in your post:
> We have:-

> Meat Grinder - bone meal - fresh mince meat - rotten mince meat

Stupid me I did not see that :( 

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@wickidaurazgaming has kindly created an instructional video on the Cooking Stations mod which is built into the Oakraven Forest Modpack. It is comprehensive and introduced at a regulated pace which supports a wide spectrum of players. Other videos have been created specifically for other Oakraven Forest Collection Mods and they are linked directly from the first post or within wickidaurazgaming You Tube channel.

 

 

This video introduces the Water Well type features and has also been added to the first post.

 

 

And for the Storage Crates (Sign Cupboards).

 

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A nice introduction and analysis of the Rock Drill Mod from @wickidaurazgaming. Much thanks.

 

 

The Oakraven Forest Modpack has been given a small update to bring in a few replacement items for crates and some kitchen bits.

As these simply switch out with the original version, there is no need to start a new world.

 

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20220717162409_1.thumb.jpg.72b6933011eac9b3ae7ddc2946cf5280.jpg

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All public Forest Collection mods have now been given their very own You Tube introductory videos created by @wickidaurazgaming.

This modpack contains a pretty vast quantity of content and these 'tutorials' will help players ease into the Oakraven Forest environment.

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Here is an additional sample World for the Oakraven Forest Modpack.

 

This Pack02 is an 8K World. It adds a little more variety to the 8K 'Pack02' RWG World and ensures Snow Orc POIs are surrounded by Snow and the Old West is surrounded by Desert.

 

It has been uploaded to Moddb and can be download here.

https://www.moddb.com/mods/oakraven-forest-collection/downloads/pack02

 

A preview of the map but added as a Spoiler if you would like to spawn without any prior knowledge.

 

Spoiler

Pack02_Preview.thumb.png.d384797a9c28690a568b90d9788a84a6.png

 

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A small update for the block replacement features have been added to the Github download.

 

A retro looking cash register and modern upright scanner.

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And some replacement machines for standard, player, and ATM type machines.

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These updates do not require a new world as they replace existing game assets.

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A small update for the Rock Drill Mod bundled into the Modpack. This has also been updated for the base mod in the Oakraven Forest Collection.

 

Reduced bundle size to 1 and increased the economic value.

 

The initial release required selling 5 at the same time with a terribly low base size. It extends from growing plants and used their values.

It is set to a more appropriate value from a base price of 12 for a bundle of 5.

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To 1000 per unit which players can increase/decrease based on their own preference.

20220725020006_1.thumb.jpg.b1c5a8cbb894700eafb4e30bd2eccb03.jpg

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I was sent a Direct Message that shows an RWG Seed failure.

This RWG locks up when Creating Wilderness POI Paths.

20220726232538_1.thumb.jpg.8909e0e4065df68b49117b4ecf3e846e.jpg

 

However, changing the Seed from 9 to 0 in the last digit is successful.

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The Oakraven Forest Modpack does not remove any regular Wilderness POIs. It adds a few custom Wilderness POIs which is common place and built into the RWG.

I cannot offer a solution for this issue beyond trying another Seed. The same issue appears in the 'Not Medieval Mod' which totally strips out regular Wilderness POIs and replaces them with a fully custom set up. The same solution brings positive results.

 

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The Bee Hives in the Oakraven Forest Collection received an update and that has been brought into the Modpack as well.

 

Varnished Bee Hives.

20220727000730_1.thumb.jpg.cdb0c66bb5daeebc9303ee846108d038.jpg

 

And a placement locator to show which direction is 'front' and shows where the Queen Bee will appear at harvest time.

20220727000644_1.thumb.jpg.60eb78d84a198babdb9bc6f1eb5b9281.jpg

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Oakraven optimised the Cooking Stations and they have been pushed to the Oakraven Forest Modpack.

This reduced the size from about 140mb to 90mb for this particular part of the Modpack. As this image shows, there has be no major change to the cosmetics.

20220727174227_1.thumb.jpg.3b1a2adbd02f59f789cab79b6452d0e6.jpg

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Is the oak raven drill able to be repaired? Maybe I’m just missing something, I have been destroying and replacing them so I can collect and refuel. 
 

thanks in advance, Matt

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7 hours ago, Mr.Nice said:

Is the oak raven drill able to be repaired? Maybe I’m just missing something, I have been destroying and replacing them so I can collect and refuel. 
 

thanks in advance, Matt

It should be able to be repaired and it is clearly missing something.

I shall add something appropriate and upload it to Moddb with the changes.

Thank you for reporting it.

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The Rock Drill has been updated on Moddb to include the ability to repair it.

Repairs will only be possible in its initial passive resting state.

It will use Duct Tape, Springs, and Mechanical Parts at half the rate of crafting a new one. In addition, the amount required will be proportional to the amount of damage. It will not require any further steel to repair it.

 

From 23/100 health.

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The repair requirement was 1 Duct Tape, 4 Mechanical Parts, and 2 Springs.

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If the Rock Drill receives a little damage in its drilling state or harvest state, it will automatically be repaired as it changes to harvest state or back to passive state. If it is left in passive state for a lengthy period, it is well worth repairing as the relatively low health is a trade off for the convenience it brings.

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The Github version for the Oakraven Forest Modpack has also been updated to integrate the Forest Collection Rock Drill updates as well.

 

If you want to do it manually, instead of needing to re-download the whole thing, go to Line 925 in the blocks.xml of folder 1-OakModpackCore and add the following:

 

    <property class="RepairItems">
        <property name="resourceSpring" value="3"/>
        <property name="resourceMechanicalParts" value="6"/>
        <property name="resourceDuctTape" value="2"/>        
    </property>

 

These will populate Lines 926 - 930 just under this line <property name="Group" value="Food/Cooking"/>

 

In addition, a few new replacement items have been added for things like Shopping Carts, Wall/Desk safes, and an update to a Vending Machine.

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A new Work Station has been added to the Oak Modpack and pushed to Github for download.

 

The Oakraven Cement Mixer. This Work Station unlocks at Advanced Engineering Skill 2 and receives the standard 20% speed buff at this point.

20220730223904_1.thumb.jpg.09244bf624557be678a290ba8881221a.jpg

 

The Trade-Offs.

It requires Steel Ingots to construct and is fueled by Wood. However it allows players to craft Concrete Bundles in 1000 units.

The economics are similar to other regular bundle crafting at 800 of each resource to create 1000.

In addition, the bundle further reduces crafting time by another 20%. This was placed without Skill 2 and default time is 29:20 compared to 36:40 for 1000 individual units. This further drops to 23:28 upon reaching Advanced Engineering Skill 2.

20220730223854_1.thumb.jpg.e7edeb43d66e49edb17f6a190e38ee07.jpg

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A small update has been pushed for the Water Wells. This update reduces the volume of the dripping faucets and optimises the wells. This optimisation reduces file size by 30mb. These optimisations are starting to add up and reduce download time.

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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.

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