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(A20) Oakraven Forest Modpack


arramus

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I'm not sure what my issue is but i have been trying to use this mod for days, and it does nothing but cause errors. From cannot load object, specific npc errors usually the snow orcs, yellow cannot load prefab errors finally ending in a never ending loop of NRE errors at the creating character phase. I selected the Pack01 world to use, am running version 20.5(b2) no other mods loaded and just this morning did a fresh uninstall/reinstall of the game. Any suggestions would be helpful as I'm sure its probably something simple I've missed/screwed up. Thank you!

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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.

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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.

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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

 

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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

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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.

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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.

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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

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Something else I saw:
If you are one 74/100 hydration and drink e.g. a red tee (24) you will end up on 88/100 but not 98/100 as one would expect.

The same for food. It also counts up less than what the food you eat says it will.

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I have that happen sometimes especially if i eat potato or corn related food types because of the dehydration buff.

18 hours ago, arramus said:

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.

It's the ultimate zed head smashing apocalyptic play toy! LMAO

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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.

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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.

 

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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.

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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.

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Your 400 XP reward with no buffs.

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

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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.

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Edited by arramus (see edit history)
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Here's an update for the Modpack.

 

Oak Traps

There are 3 place-able ground traps that can be crafted directly to the player, or Workbench in the same manner as simple regular traps. They can be crafted without any Skill requirement but the necessary resources can be restrictive.

 

The 3 traps are (from top to bottom):

Spider Sac Trap - Sticky and slows down entities and players.

Cactus Teeth Trap - Causes blood loss to entities and confuses players.

Lava Trap - Burns entities and players.

 

20220809000131_1.thumb.jpg.b65864182bb8fabf7b7f9f0b3ec800d3.jpg

 

Spider Sac is a required resource for the Spider Sac Trap and is harvested from spiders. Each spider, regardless of size, has 1 Spider Sac. The recipe also requires glue and a little steel.

 

Cactus Teeth Trap requires harvesting teeth from the Snow Orcs. Each Snow Orc can share between 16 - 32 teeth. However, they have a very rapid despawn speed and the player needs to harvest quickly before they disappear. The corpse only has 100 hit points and can be harvested quickly with a little invested in bladed weapons. In addition to Snow Orc Teeth, the recipe requires harvesting Cactus and a little steel.

 

The Lava Trap uses basic resources that can be found around town.

 

The Spider Sac shows in the harvest count.

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And the recipe.

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Pulling out teeth before he despawns.

20220808234941_1.thumb.jpg.76ab71fedf1d6aacaed80e46ea9d1e04.jpg

 

And the recipe.

20220808235301_1.thumb.jpg.0f0ddfb21e7c67d4199332b7cc0c751d.jpg

 

And the Lava Trap.

20220808235309_1.thumb.jpg.469bfbfdfbe1e7b8b91283691d258680.jpg

 

The benefits are decent damage and slow down potential.

The trade off is no XP if the trap eliminates the entity and no ability to repair the trap.

20220809000207_1.thumb.jpg.f4497cceeaec70bf22d2d2b523c57eba.jpg

 

The buffs for each trap will require a little tweaking in time, but for now it's a decent opportunity to give them a full test and expand the 'tower defense' features offered in 7D2D.

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53 minutes ago, Kilroy5150 said:

I keep getting unexpected end of file on the download from multiple places and i get this on no other mods

This mod has not been uploaded to multiple places.

Does your comment mean that each download attempt fails at a different place in the download process from the Github repository?

 

Here is the only source of the mod.

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

 

1. Downloading.

dloak01.thumb.jpg.826b1386bb15e292773ab269cb2760ee.jpg

 

2. Download completion.
dloak02.jpg.114b82b20161738649b6fb38b674b85a.jpg

 

3. Unzipping the latest 2022August08 build.

dloak03.thumb.jpg.66bbe82ab7bf0e98c870c31f491320c2.jpg

 

I am unable to duplicate the error of unexpected end of file.

Edited by arramus (see edit history)
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4 minutes ago, Kilroy5150 said:

Yes, i have tried it on several mod sites and GitHub...I "think" i defeated the issue using the GitHub desktop app. Otherwise, i get errors on all the other sites.

I see. All other sites should ultimately link back to Github unless they have downloaded it and are self hosting. A mod site such as 7daystodiemods.com is linking directly to the zip on Github which allows direct download. Unfortunately, the download is ultimately governed by Github and this is the first instance in the thread commenting about unstable download.

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The Modpack received an update for the new Traps.

 

Two additional Barbed Wire Traps for 2 blocks wide and 3 blocks wide. They are connected directly to the regular Barbed Wire Trap and will allow repairs.

However, the recipe is proportional to size. 1 block requires 8 scrap iron, 2 needs 16, and 3 needs 18.

 

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