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(A21-A20-A19) Oak's Pet Animals and Guards

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First I made my Coops and Traps.

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Then I placed them in a group for some and various spaces for others.

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And gave them food.

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I didn't have any of those warnings yet.

I then added far too many more just to stress test.

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I still didn't receive any warnings yet.

I then placed some Animal Guards to increase stress on the game and added some more Coops and Traps.

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It's waiting time now for the Coop chickens to hatch and for rabbits to visit the Traps.

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After the Trap was ready it moved to the collect stage and sunk halfway into the ground. I still don't have any warnings, even with this, but this also needs to be fixed. It was taken for granted it would complete the cycle properly.

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As for any warnings, I couldn't experience any yet.
Hi Aaramus.Thank you for your test.The warning wouldn‘t make the game crash.It could just be a minor problem.I suspect it conflicts with other mods such as huge bag mod.Thank you again!

 
Hi Aaramus.Thank you for your test.The warning wouldn‘t make the game crash.It could just be a minor problem.I suspect it conflicts with other mods such as huge bag mod.Thank you again!
A little update was added about 36 hours ago to stabilise the animals a little and it's built into the same download link, but there are still some things to work on for the Rabbit Cage and Chicken Coop. As they reach the final stage they are sinking underground half way and we are unable to loot them. It is because of the way the code changed in A20. It is doing something very different and we are looking how to change it to another setup. I could test a way where instead of looting with the E key, you need to hit it instead to break it just like chopping down a tree. As you hit it the reward is added to your inventory. When it breaks it turns back into the first stage where you need to give it food again. The best way is the loot method though and it needs a little more experimentation.

 
@Klay-T Here's a possibly quite decent update.

Instead of 'looting' Coops and Rabbit Traps, they now need hitting to 'release'. Once broken they will be ready to feed again.

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My inventory gain on the right now shows what's collected as with harvesting.

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All animals are roaming just fine. You'll see the bear and boar in there for players who were having issues with the 'B's'. I really am not sure what was happening there as I couldn't replicate that issue.

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And the guards could return under a new class for the Trader. They seem to respond fine using this new setting.

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@Superbug112 And one positive feature is the Junk Turret recognises them as a 'friendly'.

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It has been tested on a dedicated server and gave no warning errors so far. However, feedback is always appreciated.

This update can be downloaded from the same link on the first post.

 
Can you make the untended bug a feature 😄 ? I'd like to scale my person 😄
Hahahaha. Actually, the code for the vehicle still remains in the mod and just needs removing a few little things to allow it to be read again. 

The first time I saw the player shrink was hilarious as it was sitting in the vehicle and looked ‘normal’. And once you get out it is fun to run around like that. However, the second time you get in the vehicle, it shrinks you yet again and after you get out you can no longer move and have to leave the game to reset. One of the modders from a mod Discord suggested making a machine which can shrink and then bring you back to size for questing in small places. Someone may actually find a use for it. 

 
Hahahaha. Actually, the code for the vehicle still remains in the mod and just needs removing a few little things to allow it to be read again. 

The first time I saw the player shrink was hilarious as it was sitting in the vehicle and looked ‘normal’. And once you get out it is fun to run around like that. However, the second time you get in the vehicle, it shrinks you yet again and after you get out you can no longer move and have to leave the game to reset. One of the modders from a mod Discord suggested making a machine which can shrink and then bring you back to size for questing in small places. Someone may actually find a use for it. 
Sounds side splitting when unintentional :p 👉👈 if it's possible I'd like shrinkydink size machine. I wanna split ankles at head level.

 
arramus said:
@Klay-T Here's a possibly quite decent update.

Instead of 'looting' Coops and Rabbit Traps, they now need hitting to 'release'. Once broken they will be ready to feed again.

View attachment 21857

My inventory gain on the right now shows what's collected as with harvesting.

View attachment 21858

All animals are roaming just fine. You'll see the bear and boar in there for players who were having issues with the 'B's'. I really am not sure what was happening there as I couldn't replicate that issue.

View attachment 21859

And the guards could return under a new class for the Trader. They seem to respond fine using this new setting.

View attachment 21860

@Superbug112 And one positive feature is the Junk Turret recognises them as a 'friendly'.

View attachment 21861

It has been tested on a dedicated server and gave no warning errors so far. However, feedback is always appreciated.

This update can be downloaded from the same link on the first post.
Are the human guards ready to try out with the latest update? You are doing amazing work! This was one of those mods I never knew I needed until I stumbled across it, & now I don't like to play without it. Makes the world feel so much more alive.

 
Are the human guards ready to try out with the latest update? You are doing amazing work! This was one of those mods I never knew I needed until I stumbled across it, & now I don't like to play without it. Makes the world feel so much more alive.
The human guards are ready to try out again. The junk turret can now be placed next to the human guards and it won't shoot them in the back anymore. The junk turret will still hurt the pets though. The download link on the first post hasn't changed its name, but the content has been updated where the files are stored.

 
The human guards are ready to try out again. The junk turret can now be placed next to the human guards and it won't shoot them in the back anymore. The junk turret will still hurt the pets though. The download link on the first post hasn't changed its name, but the content has been updated where the files are stored.
You just made several folks over here very happy! We will be loading it up later today. Thank you!

 
@MandyCMoore Thank you. We appreciate that because we could test it for a few days in a dedicated server without issue, but it was with limited players and it'll be good to hear feedback when its really stressed.

 
Hey there, we have this mod installed on our server, but when airdrops happen it is ALMOST ALWAYS turrets or pets. Any way I can like NERF that so we can still get the A20 stuff from the drops?

Thanks!

 
Hey there, we have this mod installed on our server, but when airdrops happen it is ALMOST ALWAYS turrets or pets. Any way I can like NERF that so we can still get the A20 stuff from the drops?

Thanks!
Mmmmmm, I just checked how loot is handled for A20 and there appears to be a change from a numerical probability to a text based template.

In addition, there is often a tendency that Mods are overly prioritised during the loot type process regardless of the probability being equal to other kinds of loot in the default game files.

I wonder if you could try something before we make any permanent changes. This will provide decent feedback and play testing in your server which will be more populated and facing bigger stresses than anything done on the test server.

In this mod, within the Config folder is a loot.xml file. This governs loot box containers such as the Air Drop box.

It currently reads as:

 

<append xpath="/lootcontainers/lootcontainer[@id='34']"> <!-- Supply Crate General, the normal airdrop -->
<item group="petanimals" count="1,3"/>
<item group="turretguards" count="1,3"/>
</append>


in the bottom of the file. It is only a small file and contains very little code.

We can add the new probability setting that appears in A20 and change this to:

<append xpath="/lootcontainers/lootcontainer[@id='34']"> <!-- Supply Crate General, the normal airdrop -->
<item group="petanimals" count="1,3" loot_prob_template="medLow"/>
<item group="turretguards" count="1,3" loot_prob_template="medLow"/>
</append>


This has added 'loot_prob_template="medLow" to the end of the regular code that governs what is dropped.

The choices in the default game are:

veryLow = 5%

low = 20%

medLow = 35%

med = 50%

medHigh = 63%

high = 75%

guaranteed = 100%

Setting the Pets and Guards to drop at 35% gives approximately a 1 in 3 chance and makes it the exception but still enough to be noticeable.

If you prefer not to try this manually, I can upload a test version in a whole mod which can replace your current mod and initiate on your next reboot. I wanted to show you it this way though as you will be able to fine tune it to low or greater probabilities as shown in the above list of choices. As this appears to be a new naming convention brought into A20, it will slowly trickle through to mods who may want to keep with the new format.

 
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Here is how it looks after doing a mass supply crate spawn and checking how the inventory looked after collecting all of the loot.

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This is just from the test server which is exactly the same as a regular dedicated server set up but without the stress of load and player count. Some of those turret guards and pets are duplicates from different drops and it looks a little misleading, but all in all it balances out much better using the "medLow" setting and the approximate 1 in 3 chance.

That 1 in 3 chance also has to be weighed up against the chances for other items. For example, food may have "low" chance, whereas armor pack may have "veryLow". The game will then need to calculate the chances of all 3 against each other and some items which are way up there on 75%. There is also game stage changes to consider as well. But yes, the current spawn chance of 100% and the predominance of Mods to often take priority is too much and players may not be able to get their glass beakers early on.

See how it goes and what everyone thinks.

 
This worked perfectly!! Thanks Mate!
Thank you for testing and confirming as it's only really possible to validate on a community server.

The first post download has received an update and push to incorporate 'medLow' as the default probability.
And other Server Admin/Players will be able to see other possibilities in this thread if they prefer more or less.

 
Here is an update to Oak's Pet Animals and Guards.

https://github.com/arramus/Oaks-Pet-Animals-and-Guards-A20-2022Jan01

Updates include:

1. The Chicken Coop and Rabbit Trap have been returned to the loot box system where items ready to 'harvest' can be collected in the same way as other storage containers.

However, the Rabbit Trap has been upgraded to collect a variety of seeds. Rabbits carry seeds in their fur and paws and there is a small probability that something will be found when a rabbit is trapped.

On this occasion, 2 rabbits were trapped.

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After collecting from 40 Rabbit Traps, here is a break down of finds. 39 rabbits and a collection of seeds. This stays close to the original 1 rabbit per trap with the extra bonus on top.

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2. 4 new guards, testing out a slightly different spawning system. Both systems will work together very well and we'll monitor if either is superior in A20.

The new guards are Darkstardragon, JoJo, Lezabel, and Oakraven. In addition, all guards have also been given a number to help with player trading.

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3. This update introduces a new farming feature: Mushroom Planter.

The Mushroom Planter is placed in the same way as the Coop and Trap. It requires a Mushroom Starter made of Mushroom Mycelium to get things started. Once the mushrooms are ready to be harvested there will be a small net gain which may include a new mushroom 'seed' to make your next starter. Even if it doesn't have a seed, you will have enough mushrooms to make a new 'seed' and have something left over for cooking.

Place the Mushroom Planter

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Add your Mushroom Mycelium

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Harvest when ready.

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Other changes include:

- Reduced Rabbit and Chicken Feed requirements to reflect A20 challenge increase.

- Reduced Chicken Coop collection from 60 minutes to 40 minutes to reflect abundance of Chickens and Eggs in the wild.

As always, your feedback will be appreciated. If you are going to upgrade from a previous version to an existing World, the addition of the new Mushroom Planter and new guards can cause existing inventory to be replaced. It is recommended to start a new World or clear you player inventory of any Oak's Pets and Guards assets.

 
So I just placed Oakraven turret guard, zombie approached him, attacked him and he just stood there doing absolutely nothing.

 
So I just placed Oakraven turret guard, zombie approached him, attacked him and he just stood there doing absolutely nothing.
I am trying to test a number of scenarios the Turret Guards will be faced with including being approached and attacked to see if I can experience the same where they remain absolutely passive.

I started with a simple tower type structure and released a batch of zombies.

The Turret Guards, with only Oakraven for this occasion as that was the one mentioned, do not really like shooting down 'hallways' or enclosed areas but open areas and closer proximity do not seem to be too much of a problem for them.

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Even though they do not like those enclose areas, the guard at the back is firing as the muzzle flash shows.

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Here is the Oakraven facing off against a few lab entities. He is responsive and will be overwhelmed but is taking a few along with him before then.

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And a duo is able to hold off a similar amount.

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I have not been able to replicate a scenario where Oakraven would remain passive and not attack at the moment. Sure, when there are walls and other obstacles that effect like of sight it can have a big impact. It may well be the same with terrain as on the tower structure the left side, when looking up the structure was not as responsive when Oakraven was on a small platform while the right side was much more responsive. The only difference was the uneven and possibly higher terrain level in the left side.

I also tried a mix of Turret Guards to look for different behaviour patterns but couldn't see anything that stood out.

This was a mix of Turret Guards and the Oakraven at the front with the muzzle blast seems to be responsive from this range and field of vision.

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Overall, close proximity attack was working, distance attack with a very clear field of view was sometimes tooooo effective, and towers with straight walls reduced their effectiveness. This was tested on a dedicated server before and during Blood Moon to increase the server stress.

I'm willing to join your hosting to experience the situation you saw if you would like to set up and share your IP.

 
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