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(A20) Oakraven Forest Modpack

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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.

 
Update to Chicken Coop:

Chicken vocalisation volume reduction when harvesting Coop.

 
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.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.jpg

 
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.

 
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.

 
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!

 
Oakraven updated the Air Supply Drop with a few improvements.

This has been pushed to Github.

The landing smoke is wispier.

20220731173757_1.jpg

It is easier to access the barrel.

20220731173810_1.jpg

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.

 
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.

Pack03_preview.jpg


 
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.jpg

 
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.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.

 
@brujo1961

I couldn't duplicate the egg nest issue where there is no loot message or any other restriction in the latest version of Oakraven Forest Modpack.

Prompt to loot message.

20220804111237_1.jpg

Test 1

20220804111246_1.jpg

Test 2

20220804111335_1.jpg

Empty nest message.

20220804111339_1.jpg

 
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.

 
I just saw the Red Tee showed up in the Blender but says it needs a cooking pot which does not fit into a blender.

image.png

 
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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.jpg

 
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.

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

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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