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(A20) Oakraven Forest Collection

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I was curious if anyone else is having issues with creating in the hydroponic station. I went to craft and got the error EXC NullReferenceException: Object reference not set to an instance of an object. So far everything else is working amazingly and looks beautiful! Just wasn't sure if there is something that I am missing that needs to be done. Thank you in advance.

 
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I was curious if anyone else is having issues with creating in the hydroponic station. I went to craft and got the error EXC NullReferenceException: Object reference not set to an instance of an object. So far everything else is working amazingly and looks beautiful! Just wasn't sure if there is something that I am missing that needs to be done. Thank you in advance.
I am just reaching that stage of game play and produced one on the Workbench.

My experience was error free on this occasion.

20220723154617_1.jpg

I wonder if any additional modlets had been added to the World once it was created and up and running. It seems A20 is much less forgiving than previous Alpha builds for adding mods to existing builds. I shall be interested to see if this issue appears for other players as well.

 
I'm attempting to get the same result with the XUi error.

I grind up some acorns in the Cooking Stations Blender to make Acorn Meal.

View attachment 25652

Then they go in the Cooking Stations Mixer for some Acorn Dough.

View attachment 25653

And the craft into Acorn Bread on the Cooking Stations Pot Stove.

View attachment 25654

I was unable to duplicate the issue on 3 types of Cooking Station. I can also confirm the Meat Grinder was functioning just fine.

I wonder if you are using a mod that changes the user interface such as SMXUI or something similar that will overwrite the Cooking Stations interface.
Ah ok, that would be it then. I do have the SMXUI. I use it for the big bagpack. Thanks for the speedy response.

 
Ah ok, that would be it then. I do have the SMXUI. I use it for the big bagpack. Thanks for the speedy response.
On some occasions it has been possible to allow the Oakraven mods to load after the SMXUI by renaming it to something like 0-SMXUI so it loads first (numerical and alphabetical load order) and doesn't overwrite things that load after it. Best to test it on a copy save/load out if you do try it to ensure it doesn't cause any issues.

 
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Arramus, I was able to build the station no problem but I cannot craft compost. So I spawned some in and tried to create the hydroponic seeds and those give the same error as well. Anything crafted through the station is giving me the same error. I will see if it has anything to do with the SMXUI.

 
Update! I had SMXUI and ZMXUI files, changed the SMXUI to 0- and the ZMXUI to 1- and the crafting is now working!!! Thank you for the insight. 

 
A small update for the Rock Drill Mod.

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.

20220725001656_1.jpg

To 1000 per unit which players can further increase/decrease.

20220725020006_1.jpg

 
On some occasions it has been possible to allow the Oakraven mods to load after the SMXUI by renaming it to something like 0-SMXUI so it loads first (numerical and alphabetical load order) and doesn't overwrite things that load after it. Best to test it on a copy save/load out if you do try it to ensure it doesn't cause any issues.
Sweet, It worked! Thank you very much for the tip. 😉

 
Fantastic work as always Oakraven and Arramus!

I'd like to use a couple of these in Trapped in Purgatory Overhaul if that's okay with you. Full credits and links back here will be provided. 

 
Fantastic work as always Oakraven and Arramus!

I'd like to use a couple of these in Trapped in Purgatory Overhaul if that's okay with you. Full credits and links back here will be provided. 
You are always very welcome to use them for Trapped in Purgatory Overhaul as they are or amended to fit in with the theme.

 
A small update for the Bee Hives.

Models have received a touch of varnish.

20220727000730_1.jpg

And the front drop plate allows players to know which direction is 'front' and shows the Queen Bee when it is time to harvest.

20220727000644_1.jpg

 
The Cooking Stations Mod has been updated and pushed to Moddb for download.

There have been minimal cosmetic changes, but the primary change is optimisation its impact on file size.

Moddb registered the previous version as about 140mb and this has now reduced to about 90mb. This is very beneficial for Modpacks, overhauls, and community servers where file size can be a critical factor.

20220727174227_1.jpg

 
@oakraven @arramus
I'd like to use your stuff with df, but am rather ignorant with the xml editing. Is there a way to get a drill or what not that will also pull the df ores as a patch?
Not sure if there are any other issues with compatibility, I'd like to use the majority of your stuff with df.

 
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I went to play the other night and noticed it requires a repair kit to fix the fish stick now ! 

IMO it's seems kind of silly when i can just scrap it and make a new one out of the scrapped wood or a few sticks out of bushes.

( I will get down off of my stool now ) 

 
I went to play the other night and noticed it requires a repair kit to fix the fish stick now ! 

IMO it's seems kind of silly when i can just scrap it and make a new one out of the scrapped wood or a few sticks out of bushes.

( I will get down off of my stool now ) 
Ahh yes. This was updated for the Oakraven Forest Modpack to be this way and inadvertently slipped over to the Oakraven Forest Collection version as well. It will be switched back to wood repair since it can only ever be a Q1.

For the Collection

It will be returned to wood repair for the Collection version. It still has Baseball Bat Q4 type entity damage BUT that Power hit is far and beyond. The trade off was the requirement to repair frequently, albeit with only wood.

For the Modpack

This is actually a very valid point for the Modpack version and here is the logic on the customisations if anyone asks, as it will apply to everyone and impact early to mid game dynamics (if not beyond) quite acutely.

The Fish Stick was carefully play tested to fit in with default weapons in the Pummel Pete range.

Players spawn in with the Fish Stick Starter Kit. It contains a Fish Stick and some Perch Pie.

The Fish Stick is actually guaranteed to be a Quality Level 5 or 6 and the aim is that, with care and attention, it can last for the duration of the game.

If players make their own new Fish Stick from scratch it is only ever guaranteed to be a Quality Level 1 as it is not connected to any kind of progression and crafting is easy with some scrapped wood. This will fall between a Quality 1 Wooden Club and Quality 1 Baseball Bat.

The Quality 5-6 Fish Stick that we spawn with falls into the Quality 4 Baseball Bat range but will also allow 3 or 4 mods on top.

I received a Q 5 Fish Stick on this load out and it just falls slightly under the Q 4 Baseball Bat for Entity Damage. However, the stamina cost for the Baseball Bat is substantially more, and the attacks per minute and durability also fall under the Q 5 Fish Stick. A Q 6 Fish Stick has the potential to surpass a Q 4 Baseball Bat and from load out this is a pretty sweet deal that gives players the chance to start from where they left off if they are moving onto the Modpack after a regular play through.

20220728112258_1.jpg

The tier system stats are:

Wooden Club
Entity Damage 13.8 with a x2 for Power Attack

Stamina Drain 17.4 Regular Attack and 26.1 Power Attack

Attacks Per Minute 55

Degradation 60 - 110 based on Quality Level

Fish Stick

Entity Damage 15.6 with about a x2.1 for Power Attack

Stamina Drain 10.9 Regular Attack and 18.6 Power Attack

Attacks Per Minute 70

Degradation 200 - 500 based on Quality Level

Baseball Bat

Entity Damage 17.4 with a x2 for Power Attack

Stamina Drain 20.9 Regular Attack and 35.6 Power Attack

Attacks Per Minute 52

Degradation 200 - 500 based on Quality Level

It is faster to use by quite a large margin, has a decent Power Attack value, degrades slowly due to its starting Quality Level, and with a low Skill requirements on Sexy Rex will not be a burden on player stamina. There will even be features the Steel Bat can only wish for.

This still offers a very decent set of stats which is why the Entity Damage was reduced to ensure it wouldn't be a one hit weapon of mass destruction and allow zombies to have the chance to get up.

The trade off for the remaining generous traits was stepping up from the wood repair to tool kit for the Q5-6 model but still allowing players to make a simple Q1 version with wood. Players investing in Pummel Pete and Flurry of Blows will see further damage benefits and that instant decapitation chance quite readily.

The Quality 5-6 spawn out Fish Stick can become a pneumatic zombie basher with minimal investment and is verging on Legendary status.

 
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I went to play the other night and noticed it requires a repair kit to fix the fish stick now ! 

IMO it's seems kind of silly when i can just scrap it and make a new one out of the scrapped wood or a few sticks out of bushes.

( I will get down off of my stool now ) 
It has been reverted back to the wood resource for repair and it won't happen again...

Line 604:

    <property name="RepairTools" value="resourceWood"/>

 
The Rock Drill has been updated on Moddb to include repair capability while in its passive state.

While it will self repair when changing to active and harvest state, this allows players to ensure it is kept maintained when not in use. Half the crafting amount of Craft Tape, Mechanical Parts, and Springs will be required in proportion to the damage. There is no need for further steel.20220728163644_1.jpg

 
It has been reverted back to the wood resource for repair and it won't happen again...

Line 604:

    <property name="RepairTools" value="resourceWood"/>
I actually went ahead and changed it myself after I posted my comments and thankfully I got it exactly as you put it here so Thank you for letting me know. I figured if I messed it up I could always reinstall the mod. LOL

 
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@oakraven @arramus
I'd like to use your stuff with df, but am rather ignorant with the xml editing. Is there a way to get a drill or what not that will also pull the df ores as a patch?
Not sure if there are any other issues with compatibility, I'd like to use the majority of your stuff with df.
What are the current DF ores/mined resources? Are they Titanium, Uranium, and Plutonium?

 
I think that they are but I haven't played the mod but watched a few videos where they mentioned these resources.

 
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