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(A20) Oakraven Forest Modpack

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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.

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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)

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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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The Modpack has received an update that was also pushed to the Collection.

The Tatarin Forge (compact and one block wide with the benefit of the 3 input slots)

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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.

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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.

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And the recipe.

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And the Lava Trap.

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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.

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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.

 
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.jpg

2. Download completion.
dloak02.jpg

3. Unzipping the latest 2022August08 build.

dloak03.jpg

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

 
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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.

 
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.

 
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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A small update for the new Daggers. They have been given intermediary attack/recipe values so they are 'better' than knives but not quite at the same level of a machete, although their power attack and divine mod are something to behold.

The Hermit Helper recipe has also dropped from 5 Lion Mushrooms to 4, to help servers that change the spawn settings to increase other spawns at the detriment of some of the hydroponic plant collection (wild plants and mushrooms).

 
An important update for players who feel that the custom NPC POIs are a little overwhelming since NPCs can be ultra sensitive to the player's presence and attack in bulk numbers from the outset.

This update incorporates @khzmusik's 2-khzmusik_variable_NPC_sleepers. It turns 'off' how quickly the NPC becomes aware of the player and in practice brings back a sense of the stealth potential even though that is not specifically targetted. This has been tested on A20.6. and noticeably calms down NPC awareness.

This images shows how close I can get to the spiders in their nest in a darkened area before they began to attack. By now I would have been flooded by spiders on the outside of the nest and it resulted in a patchy game play experience.

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This was also tested in the day light at the Snow Orc compound and game play felt more balanced and in context with proximity and player movements.

For players who already have the latest build and prefer not to download again from Github, it requires 2 small updates.

For blocks.xml in the 1-OakModpackCore in the same area at the top which toggles on/off other Score tweaks such as the Advanced Locks and Health Bar.

<set xpath="/blocks/block[@name='ConfigFeatureBlock']/property[@class='AdvancedNPCFeatures']/property[@name='AttackVolumeInstantAwake']/@value">true</set>




And for the entityclasses.xml of the same folder. There is also a specific NPCMod tweaks area at the top. A20.6 experimental also sees a few odd moments for the NPCMod where behaviour is a little different to the current stable build and we're monitoring that. Feedback will be appreciated.

Code:
    <set xpath="/entity_classes/entity_class/property[@name='SleeperInstantAwake']/@value">false</set>
 
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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Is there a separate download somewhere I can get those barb wire and spike traps at ?

 
Is there a separate download somewhere I can get those barb wire and spike traps at ?
With the initial release of Collection mods, it was easy to post them in the Collection thread and work through updates with them that way.

With the Modpack being released it is not as practical to have the Modlet version and Modpack at the same time to. This avoids any conflicts or mismatches being introduced.

The traps have been well tested and one of the barbed types requires a little more care with collision to allow it to be repaired. One Cactus type will also need a new buff eventually as it hurts entities but not fully hurts the player in the way it should. There is a separate modlet with nails instead of teeth and more glue instead of spider sac as the primary version and this will be released as a separate download soon enough once these are ironed out. The Modpack also helps to see how the modlets are running in combination with other mods at the same time as well; just to ensure they can fit in.

 
A small update for the Horde Night spawns. The mutated zombie will make a show to give some additional mid-close range projectile attacks as an intermediary for the long range police officer.

It's getting a little toasty on the way up with one of the traps, but does its job well enough. It will spawn at the same rate as default zombies and appear at the same Game Stage for grunt, feral, and radiated. There is also a Radiated version of Wight which emits a damaging radiation cloud when close to players, as well as a stronger Radiated Demolisher to add to the custom Horde Night skeletons.

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These characters have been added to both the Snufkin Custom Zombies and Oakraven Modpack.
They use different names and there will be no conflict if both mods are running at the same time.

Crispy will attempt to burn the player.

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Bogeyman will throw radiated goblets, up from 5 to 7 based on the default version. They are both faster, have higher HP, and stronger. They will drop boss loot and better XP as the trade off.

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As with the other 'boss' type entities of this nature, they will only appear during a Blood Moon event at a regulated spawn rate.

 
Added a new forge that was also updated in the Forest Collection.

Oakraven Copper Forge.

It matches the Tatarin Forge on the right in most respects beyond the Steam Punk type copper fittings in the top section.

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A small update to Localisation for the Oakraven Forge and Oakraven Chemistry Stations adds (3 wide) and (2 wide) after their names to let players know exactly the dimensions for spacing purposes.

 
The 0-Score Mod has been updated from version 20.5.177.1415 to 20.6.229.2113.
This update was pushed to the Score depository in the last hour, and has replaced the older version built into the Modpack.

 
The 0-Score Mod and the 0-XNPCCore Mod which power the NPC Mod for the NPC entities have both been updated.

The 0-XNPCCore has been updated to A20.6 Stable and this means we no longer need the patch. It shall be removed from Moddb and the first post.

 
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