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

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MandyCMoore said:
Thanks so much for the quick response & all the hard work you've been doing. We can wait, no rush. I just wanted to know if it was something we could look forward to. Thanks so much!
The Pets have seen a few changes as A20 introduced a different way to add some of the animal models. They are looking good again and do not appear to be causing issues.

20211208095533_1.jpg

The guard animals are also looking comfortable for A20.

20211208095047_1.jpg

The chicken coop and rabbit trap were functioning as should be with a little update for loot containers for A20.

There are 2 issues that do not appear to be fixable. One is with the vehicle. It is scaled down to 40% of its original size and this was fine in A19. In A20, when a player gets in the vehicle and exit, they also scale down 40%. And each time they exit the same vehicle they scale down again by 40%. The end result is matchstick people who cannot walk. This is a new vehicle setting and would probably require bringing the model out of the game to change its settings and then bring it back in. As this would no longer be server side, the Farm Friend Tractor will not be returning for A20.

Standing next to a regular 4x4 after exiting the scaled down version. ^^

20211208163017_1.jpg

And the human guards no longer accept their model overlay. There so not appear to be any replacements any more and it will require some more intensive coding to rectify. It is doubtful they will return for A20 but will potentially return for A21 with the bandit setup.

While they can appear, the have little function and do not carry weapons.

20211208095231_1.jpg

We'll see over the next couple of days how the original developer wants to release an A20 updated version. It's looking like Pet Animals, Animal Guards, and Coop/Trap for the time being.

 
Oaks Pet Animals and Guards has been updated to A20.

The Human Guards and Farm Friend Jeep are no longer supported because they do not function appropriately at present.

However, the Pet Animals and Animals Guards, along with raising chicken and catching rabbits remains.
Pet Animals can still be found in airdrops. Pet Animals and Animal Guards can still be purchased from Traders.

Download here: https://github.com/arramus/Oaks-Pet-Animals-and-Guards-A20-2021Dec09

Oaks Pets - A20 Updates

1. cntMedicalPileSmall to cntMedicLootPileA (Chicken and Rabbit).
2. Bear references in entityclasses.xml from Mesh to Prefab property.
3. Boar references in entityclasses.xml from Mesh to Prefab property.
4. Chicken references in entityclasses.xml from Mesh to Prefab property.
5. Loot.xml required additional name="" property for referencing.
6. Vehicle loot ID from number to name vehicle4x4Truck
7. Vehicle mod slots increased from 4 to 5.
8. Vehicle item tags to reflect update to mods/cosmetics.

Future Considerations

1.The Human Guards are no longer functional. They are removed from Oaks Pets and Guards Mod for now.

<property name="Mesh" value="Player/Male/player_maleRagdoll"/> is no longer recognised and loaded.
Attempted to use <property name="Prefab" value="/Entities/Player/Male/malePrefab"/>. No warning but no weapon.

2. The Farm Friend vehicle is no longer viable in its scaled down form.

Being scaled down brought two issues. First, when a player enters a scaled down vehicle, they also scale down by the same amount and it is permanent.
The mod will need to be renamed as Oaks Ant Farm if it remains as the player further scales down on each successive visit to the vehicle.
Furthermore, the scaled down vehicle is not proportional as it appears the vehicle is in separate parts and it does not scale down as a single combined unit.

20211210001337_1.jpg

 
MandyCMoore said:
I just wanted to know if it was something we could look forward to.
A tentative A20 release is available and is in the above post or on the first post.

Unfortunately, the Human Guards are no longer in the mod because an update to A20 stopped them being functional.

It is possible this will change in the future and we shall be monitoring updates and other opportunities available.

The Farm Jeep is also no longer viable as a lot of changes came to A20 vehicles. It shrinks players and the vehicle wasn't scaling very well as it appears to be in two separate model pieces for the chassis and undercarriage. Again, a possibility for the future.

Pets, Guard Animals, Chicken Coops, and Rabbit Traps are still fully functional. As is purchasing from traders or finding pets in Air Drops.

Not everything but those Guard Rabbits can be pretty mean. ^^

 
Hello Arramus.I love this mod deeply.My dream is Raising animals or feeding pets in 7 days to die.But I cannot rent a server to play this game.I usually run the game with my pc and create a native game.So I put your mod into the Mods document and then it would be work?If not do you have another way to enjoy your mod?Thank you for your share!

 
Hello Arramus.I love this mod deeply.My dream is Raising animals or feeding pets in 7 days to die.But I cannot rent a server to play this game.I usually run the game with my pc and create a native game.So I put your mod into the Mods document and then it would be work?If not do you have another way to enjoy your mod?Thank you for your share!
Hello Klay-T. Before releasing the update, we could test it in single player mode and then finally on a server to make sure both options are possible. I can confirm that it tested just fine in single player mode in the way you describe. While we can't feed the animals directly, we can place the feed at the Chicken Coop or Rabbit Trap to 'raise' them. Over time a new chicken or rabbit will be ready to collect and place within your farm area.

I shall post a few instructions for any other players who play on their own PC rather than a server.

1. Make a folder called 'Mods' in your 'SteamLibrary\steamapps\common\7 Days To Die folder'.

2. Place the 'Oaks_Pet_Animals_and_Guards_A20_2021Dec09' folder inside this 'Mods' folder.
(Be careful it was removed from within the 'Oaks-Pet-Animals-and-Guards-A20-2021Dec09-main' folder first though. This is just a holding folder made by Github where it is stored and is not needed. If the mod stays inside this folder it will not work)

3. Start a game or server and Oaks Pet Animals and Guards should have loaded and be accessible. You can check on your workbench to see if it is possible to make a Chicken Coop or Chicken Feed and then you will know it loaded.

oak1.jpg

 
Hello Klay-T. Before releasing the update, we could test it in single player mode and then finally on a server to make sure both options are possible. I can confirm that it tested just fine in single player mode in the way you describe. While we can't feed the animals directly, we can place the feed at the Chicken Coop or Rabbit Trap to 'raise' them. Over time a new chicken or rabbit will be ready to collect and place within your farm area.

I shall post a few instructions for any other players who play on their own PC rather than a server.

1. Make a folder called 'Mods' in your 'SteamLibrary\steamapps\common\7 Days To Die folder'.

2. Place the 'Oaks_Pet_Animals_and_Guards_A20_2021Dec09' folder inside this 'Mods' folder.
(Be careful it was removed from within the 'Oaks-Pet-Animals-and-Guards-A20-2021Dec09-main' folder first though. This is just a holding folder made by Github where it is stored and is not needed. If the mod stays inside this folder it will not work)

3. Start a game or server and Oaks Pet Animals and Guards should have loaded and be accessible. You can check on your workbench to see if it is possible to make a Chicken Coop or Chicken Feed and then you will know it loaded.

View attachment 21699


Hi,Arramus.I have run your mod sucessfully after following your instructions.But there are some warning took place when I put the chicken nest or rabbit trapped on the ground.The warning is "Object reference not set to an instance of an object".Excuse me,how can I figure it out? 

 
Hi,Arramus.I have run your mod sucessfully after following your instructions.But there are some warning took place when I put the chicken nest or rabbit trapped on the ground.The warning is "Object reference not set to an instance of an object".Excuse me,how can I figure it out? 
Thank you for sharing about that. I didn't experience that yet in testing and will spend some more time in the mod until I get a similar message. I shall go through the whole process of making, placing, picking up, and moving to see if I can replicate your issue.

 
First I made my Coops and Traps.

20211210213807_1.jpg

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

20211210214742_1.jpg

And gave them food.

20211210215210_1.jpg

I didn't have any of those warnings yet.

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

20211210215625_1.jpg

20211210215705_1.jpg

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.

20211210221409_1.jpg

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

20211210221525_1.jpg

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.

20211210224651_1.jpg

As for any warnings, I couldn't experience any yet.

 
Thanks so much for all of the info & the update! I know the shrinking player wasn't intended & is an issue, but it was actually kind of cute. Lol! Going to add this to our game now, & Once A20 is a bit more stable will add it to our dedicated server. Again, thanks so very much!

Oaks Pet Animals and Guards has been updated to A20.

The Human Guards and Farm Friend Jeep are no longer supported because they do not function appropriately at present.

However, the Pet Animals and Animals Guards, along with raising chicken and catching rabbits remains.
Pet Animals can still be found in airdrops. Pet Animals and Animal Guards can still be purchased from Traders.

Download here: https://github.com/arramus/Oaks-Pet-Animals-and-Guards-A20-2021Dec09

Oaks Pets - A20 Updates

1. cntMedicalPileSmall to cntMedicLootPileA (Chicken and Rabbit).
2. Bear references in entityclasses.xml from Mesh to Prefab property.
3. Boar references in entityclasses.xml from Mesh to Prefab property.
4. Chicken references in entityclasses.xml from Mesh to Prefab property.
5. Loot.xml required additional name="" property for referencing.
6. Vehicle loot ID from number to name vehicle4x4Truck
7. Vehicle mod slots increased from 4 to 5.
8. Vehicle item tags to reflect update to mods/cosmetics.

Future Considerations

1.The Human Guards are no longer functional. They are removed from Oaks Pets and Guards Mod for now.

<property name="Mesh" value="Player/Male/player_maleRagdoll"/> is no longer recognised and loaded.
Attempted to use <property name="Prefab" value="/Entities/Player/Male/malePrefab"/>. No warning but no weapon.

2. The Farm Friend vehicle is no longer viable in its scaled down form.

Being scaled down brought two issues. First, when a player enters a scaled down vehicle, they also scale down by the same amount and it is permanent.
The mod will need to be renamed as Oaks Ant Farm if it remains as the player further scales down on each successive visit to the vehicle.
Furthermore, the scaled down vehicle is not proportional as it appears the vehicle is in separate parts and it does not scale down as a single combined unit.

View attachment 21688


 
Hello, My game is a little bugged with this mod. Nothing that walks can move anymore. Pets, guards, or zombies. However, anything that flies can still move. Zombies will still "agro" and turn to face you and swing their arms when in reach but won't walk, jog, etc. Also nothing that starts with a B will spawn from the mod (boars bears). I'm running a dedicated server with docker and most functionality works (chicken coops still ask for feed etc). Also occasionally the supply drop will bug out and drop every 2 minutes on the dot  which at first was exciting till I realized it never ended and nothing chased me as I was collecting.  

edit: I'm on the latest of A19 not A20, waiting on a stable patch for A20

 
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Hello, My game is a little bugged with this mod. Nothing that walks can move anymore. Pets, guards, or zombies. However, anything that flies can still move. Zombies will still "agro" and turn to face you and swing their arms when in reach but won't walk, jog, etc. Also nothing that starts with a B will spawn from the mod (boars bears). I'm running a dedicated server with docker and most functionality works (chicken coops still ask for feed etc). Also occasionally the supply drop will bug out and drop every 2 minutes on the dot  which at first was exciting till I realized it never ended and nothing chased me as I was collecting.  

edit: I'm on the latest of A19 not A20, waiting on a stable patch for A20
Let me confirm. You installed the A19 version of Oaks Pet mod and your dedicated server is experiencing a lot of latency and performance issues ranging from total lock up to overzealous behavior.

One of the warning signs is certainly the never ending supply drop loop. While Oaks Pets mod does add items into the supply drop group, it does not govern the frequency of drops and this is controlled by default Vanilla code. I have only seen this happen when a combination of mods have been used with potential conflict or when a server is having a hard time to process everything. The other is the unresponsive zombies which are also governed by default Vanilla code separate from Oaks Pet Mod.

Sharing a few more details about the server specifications, player count, and mod list will also help to consider if things will benefit from being optimised to allow data to be processed more efficiently.

After a year after releasing the A19 version of this mod, the only time such issues have been reported is when processing has been a struggle.

 
Let me confirm. You installed the A19 version of Oaks Pet mod and your dedicated server is experiencing a lot of latency and performance issues ranging from total lock up to overzealous behavior.

One of the warning signs is certainly the never ending supply drop loop. While Oaks Pets mod does add items into the supply drop group, it does not govern the frequency of drops and this is controlled by default Vanilla code. I have only seen this happen when a combination of mods have been used with potential conflict or when a server is having a hard time to process everything. The other is the unresponsive zombies which are also governed by default Vanilla code separate from Oaks Pet Mod.

Sharing a few more details about the server specifications, player count, and mod list will also help to consider if things will benefit from being optimised to allow data to be processed more efficiently.

After a year after releasing the A19 version of this mod, the only time such issues have been reported is when processing has been a struggle.
Hmmm, I believe the first place to start is the version of the mod. The place I got it from didn't have it broken by versions. Are hyperlinks allowed to exterior websites in this forum? I don't want to inadvertently break TOS by providing sources. 

It definitely isn't server resource issues as a friend complained about lag on the server before modding and I put it on 8 cores 16 thread @ 3.8 ghz with 16 gigs of ram and a quadro (pretty sure the docker uses 0 gpu resources but just incase it definitely has the horses for the courses ya know) After which we determined it was just his bad internet in Kentucky and I haven't changed it back to more modest specs. 

player count is between 1 and 6 with never more than 4 on at the same time but I noticed the issues solo as I wanted them to be a surprise to the chaps and used server side only mods (thanks for that btw it makes my life way easier) 

As far as other mods I have:
Autobots for A19 https://7daystodiemods.com/autobots-automated-mining-and-ammunition-bots-revisited/

Economy Boost (adds a semi trader vending machine so 1 craftable item to the game) https://7daystodiemods.com/economy-boost/
Electricity overhaul to simplify wiring and power draw https://7daystodiemods.com/electricity-overhaul-mod/
Eggs in fridges because eggs https://7daystodiemods.com/eggs-in-fridges/
Enable health bars https://7daystodiemods.com/enable-target-hp-bar/
obvs oaks pets (no need for link as you provided the same link above)
and one that I deleted in troubleshooting this issue which was zombies can be harvested for rotten flesh. I tried this one as the issue first because I noticed zombies not moving first and that seemed the obvious place to start till I noticed the issue with nothing with a B spawning from this mod and none of the pets or the one guard dog would move.  (no need for link as mod as been deleted and server was rebooted after uninstall and issue persisted)

if I can share hyperlinks I will edit this with links to all mods I have as well as the version of this mod I'm running
Edit: I'm also willing to post screen caps of logs and in-game / invite you to a discord and share screen of server settings and xml files etc. 

Second edit: after reviewing the hyperlink you gave to A19 mod that's where I got it and there is no versions lists of the mod simply a download button at the bottom that points to a single version of the mod for download so I'm assuming I'm on the correct version
Third edit: Hyperlinks added as they are all from the site you provided a link to so I'm assuming it is allowed in TOS
Fourth edit: The first time the loot crates went crazy wasn't till after I left my land claim block but after server restart after the uninstall of the first mod in suspect it would begin while still in base after a few minutes

 
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@cebear

The hardware looks solid and on par to above par of what's being offered in the hosted domain. Plus this is your own dedicated so routing should be solid. AFAIK, dockers are typically more efficient than virtual set ups, and you have the dedicated rig at your disposal anyway with all it can offer.
I expect it's all running on SSD as well as you've made a conscious decision for everything else which is providing redundant flow.

All we've done in the past for such occasions is put in the mod you want everything else to be working with, in this case Oaks Pets, and add all the others one by one to see if and when the issues begin. It's pretty much a process of elimination to see if two mods (or more) in combination are conflicting. The mods you're running do not look like they are making any extreme changes at all, and apart from them adding there own new custom blocks to the game, have little scope for conflict that I can see.

 
@arramus
After doing as suggested it seems the electricity overhaul is the one. Adding 1 at a time I started with Oaks pets, then autobots, then eggs in fridges, then economy boost, then health bars, then electricity and confirmed movement of pets all the way up till the last mod was added and they all stopped when electricity overhaul was added. 

And your guess was correct on the SSD I'm running raid 1 on gen 3 nvme as the cache (all games are set to cache and run from cache) with backups running on raid 5 HDDs with snapshots and a DAC 10 gig link into my router with 2.5 gig ran to all desktops in the house etc etc. You can tell I'm a tech nerd first then gaming nerd second which comes in handy when a game says they've got a server version :D  

Would you have any recommendations on electricity improvement mods that do play nicely? Also a good place for a noob to learn modding for unity? I also play valheim and others that run on unity and would like to do more for the community and have a little more fun ya know
Edit: sad to report I lost 3 augers as one of the autobots deleted itself in the process RIP little buddies but pleasantly surprised that 4 rabbits randomly spawned in my corral? 
Second edit: forgot to say thanks for the help :D  thanks for helping me troubleshoot, really wanted this mod to work in particular as I'm a farm bot and hate having to run around our massive base for the 1 screamer (we're using hospital as our main camp with one courtyard for crops and chicken and the other for animals) 
Third edit: sad to report chickens don't work, I can loot them but when I try and place a chicken it says child out of bounds? will be looting some supply crates and checking other animals

 
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Okay, back with more information and bugs. I have uninstalled all mods but Oaks pets and guards and still nothing with a B will spawn, and chickens will not spawn and will open the console with an error saying could not load files entities stag/STAG for pet chickens and the loot drops are out of hand as well as wondering hoards spawn like the loot crate drops I think, this is just a guess as I've never had 3 hoards spawn back to back at my base. I found out that the autobots when uninstalled with this mod in place will delete itself and place a rabbit spawn point ( I thought rabbits couldn't be spawned but had to be caught in this mod) The chicken spawn error is instantly output to the console when the player drops into the world (I'm assuming it's thinking that the chickens are there because I put the spawn point down) 

The chicken spawn point will do the explode thing when placed after the error message with nothing in it's place, however, the boar and bear will do nothing and I must walk on them to get them to explode.

Just for a sanity check I monitored server utilization as this was happening and never went above 15% with the heaviest core taking 21% usage and ram is below 20% usage with 0% gpu utilization (as I suspected earlier docker and the 7 days server does not use any gpu to run) The server logs for the docker only shows what it's doing in boot then once the server is playable it moves to the in-game console which only tells me the above chicken error

I verified that all craftable items added by mods except for the ones from oaks are no longer in the game just incase it somehow bumps item entities or something to a different order that the mod isn't expecting. I'm at a complete loss if no one else is reporting these issues on A19

edit: all things in the world will move as expected so I no longer have that issue after removing the electricity mod
second edit: loot crates didn't start till after I attempted placing a chicken

 

 
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Would you have any recommendations on electricity improvement mods that do play nicely?
Also a good place for a noob to learn modding for unity?
Ya, I've seen some horror stories with assets built into electricity which sent one server RAM spiking to 164GB on a shared host which allows for as much RAM as needed. This was enough to trigger a safety protocol which shut that instance down and it was linked back to another electricity mod. And it's unfortunate this mod caused that because it seems like some of the first releases from that modder and they have a real talent for sophisticated features.

A simple electricity mod that hides wires and gives a little more juice...

This doesn't hide wires, but I used it for many months in A19 along with the Oaks Pets without issue.
For hiding the wires, this mod does it very well. However, one of the street lights causes the same issue you saw in your server.
In the recipes.xml it should be possible to remove or comment out the lighting feature and just keep the fuse boxes which hide the wires.

xml modding is a good place to start since we are provided with a means to create our own Mod folders that directly append the game code. I learned everything from this forum by visiting the tutorial threads. After that, I went to a really nice Discord where many modders from here also communicate there. And if you're modding, it's also helpful to learn Prefab building and editing as the two generally go hand in hand. This Discord has some nice tutorials built into the channels for all levels. After getting a feel for xml, if programming is your thing, there are more complex projects out there which can also be server side only now with Harmony integration.

Okay, back with more information and bugs. I have uninstalled all mods but Oaks pets and guards and still nothing with a B will spawn, and chickens will not spawn and will open the console with an error saying could not load files entities stag/STAG for pet chickens and the loot drops are out of hand as well as wondering hoards spawn like the loot crate drops I think, this is just a guess as I've never had 3 hoards spawn back to back at my base. I found out that the autobots when uninstalled with this mod in place will delete itself and place a rabbit spawn point ( I thought rabbits couldn't be spawned but had to be caught in this mod) The chicken spawn error is instantly output to the console when the player drops into the world (I'm assuming it's thinking that the chickens are there because I put the spawn point down) 

The chicken spawn point will do the explode thing when placed after the error message with nothing in it's place, however, the boar and bear will do nothing and I must walk on them to get them to explode.

Just for a sanity check I monitored server utilization as this was happening and never went above 15% with the heaviest core taking 21% usage and ram is below 20% usage with 0% gpu utilization (as I suspected earlier docker and the 7 days server does not use any gpu to run) The server logs for the docker only shows what it's doing in boot then once the server is playable it moves to the in-game console which only tells me the above chicken error

I verified that all craftable items added by mods except for the ones from oaks are no longer in the game just incase it somehow bumps item entities or something to a different order that the mod isn't expecting. I'm at a complete loss if no one else is reporting these issues on A19

edit: all things in the world will move as expected so I no longer have that issue after removing the electricity mod
second edit: loot crates didn't start till after I attempted placing a chicken

 
All manner of madness is occuring. Removing mods while their assets are still 'in' the world changes item IDs and they become something else. An autominer can change into the next item in the list, be it a rabbit or stove.

It may be best to start a complete new World and go from there to purge assets and cached data. 7D2D is not forgiving in A19 with assets and will not purge them. Zombie mods are fine as they are dynamic assets, but blocks will remain and can cause issues.

 
All manner of madness is occuring. Removing mods while their assets are still 'in' the world changes item IDs and they become something else. An autominer can change into the next item in the list, be it a rabbit or stove.

It may be best to start a complete new World and go from there to purge assets and cached data. 7D2D is not forgiving in A19 with assets and will not purge them. Zombie mods are fine as they are dynamic assets, but blocks will remain and can cause issues.
Is there any way to salvage the bulk of the base? Maybe set my base to spawn instead of the base hospital? Or did I just bork 78 hours of labor....And/or can I just pick up the expensive things in my character and copy it over to the new world and suck it up and re smash those awful walls :(  ....and if that's the only way to salvage the stuff one inventory is not large enough and I know server hopping isn't really a thing but copy paste character data back and forth for each inventory dump/ if I'm doing all this work....how would this work to just go to A20? I read on the official forum post that it's a fresh start on A20... 
Edit: can I set one player data directory for multiple servers to use??? that would be nice so we can have different worlds of r difficulty levels etc
second edit: ....me realizing where my augers went and where the rabbits came from a few hours ago....they actually became little buddies LOL

 
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If you stay in A19, it is possible to export your buildings and import to the new World.

Have you ever used God Mode and Creative Mode?

God Mode allows you to bring up an export feature by looking at the ground near your base and touching z key. It places a blue box. Touching z again at the opposite diagonal size can surround the base. Then you’ll need to grab the box above/below to encapsulate before exporting. YouTube vids cover this. For your skill and inventory,

giveselfxp <value>

can restore your XP level and all the skill points you achieved and Creative Mode gives access to Creative Menu to get back everything you lose.

Same for A20 except the building needs to be update to compatible blocks. These Alpha possibilities are in place just for these troublesome periods.

 
Okay, I'll be moving to A20, I'll just give myself levels and we'll start a new base. (I'm assuming compatible blocks means no wet concrete or anything that no longer exists but later today is when the squad returns to wreak havoc on zombies so I need this up and running before I go to bed) Would you happen to know if there is a release for dedicated servers on A20, I looked up the server lists and I'm not seeing any on https://developer.valvesoftware.com/wiki/Dedicated_Servers_List unless my server was already running A20 with an A19 pregen map? /is there a more appropriate thread for us/me to move to seeing as this is no longer related to the mod
Edit: Holy moly a 10k map gen with many cities Has everything pegged at 100% RAM, GPU, the works and i still can't see an actual usable preview

 
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