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Age of Oblivion - Alpha 7.10.21.2 - Stable (A21.2)

pipermac

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Last edited by a moderator:
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

 
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!

 
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?

 
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. 

 
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.

 
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.

20210327224639_1.jpg

Then adding a few clone chambers here and there.

20210327225544_1.jpg

I got a rather heavy bloom and is this just only me or something that is part of the Alpha for the moment?

20210327225531_1.jpg

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.

20210327225830_1.jpg

20210327225929_1.jpg

Oh the suspense of what's it going to be.

20210327230015_1.jpg

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. :)

 
Last 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.

View attachment 19636

Then adding a few clone chambers here and there.

View attachment 19638

I got a rather heavy bloom and is this just only me or something that is part of the Alpha for the moment?

View attachment 19637

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.

View attachment 19639

View attachment 19640

Oh the suspense of what's it going to be.

View attachment 19641

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

 
Last edited by a moderator:
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. 

 
Last edited by a moderator:
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! 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. 

 
Last edited by a moderator:
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

 
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?

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?

 
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

 
Last edited by a moderator:
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!

 
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.

 

 
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