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old Re: TheSurvivalist:Christmas Update 12-24-19

JasJack67
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well digging is a way yes, and the pirate also sells them cheap. If you have something to trade him for some coins and then use the coins to buy his worms.

Believe it or not, from the old massive mod I had reduced the digging jades more than 60%. Iron hooks and insects are a good medium size bonus to catch.

Build the Habitat lol... it draws 1 of each type of fish to it(so put it at the shoreline not way deep in) over night everynight for 2 weeks straight. They could not be any closer to shore or easier to catch. I catch fish with hooks only many times and I usually only fish with wood/bone hooks.

The first 2 levels of fishing are the least productive as with most skills. If you just relax, do not rush the game, and just let it unfold as you play...passing through all 4 seasons onetime you will find your game has changed in many ways and forms, and realize everything you do now with higher skill levels is easier and worth the seemingly huge effort it takes to get to those levels.

I have posted rarely in the past saying something to this effect:

"You need to experience the mod through surviving all 4 seasons (in any mode)at least, or you have never really played the mod. Playing 1 or 2 seasons and quitting, or dieing and starting over, means that player only got to experience the tip of the iceburg."

When all your skill levels are maxed at 1000 and your still alive...then you would likely appreciate the experience you had getting there. It does however kinda suck a bit to be new to the mod and die time after time and start over many times and not get to experience the rest of the mod. (mid-late to late gameplay) but that is why Easy Mode and Normal Mode are so much easier for a new player to start first before tring the hard mode.

I bet you came here and started your first games and play...on hard mode huh? I would understand all your frustrations if that is the case. Hard mode is not only hardest it is most tedious in every way for the first year on the island. In real life most people would likely die, infact, statistically the majority do. good luck on your adventure bro

p.s. On easy mode you can live comfy easy and learn the things you need in playing hard mode....a bit we have already covered above...but much more too. Like which flower gives citronella to make Insect Repel...otherwise in the middle of hard mode is not the time to try and learn where it is and find it too. You need to already know where to get it...then WHEN will be the best time to go get it? Can I now...What do it need to go find it? Push Pause(inventory)... Plan.... then Execute.

p.p.s. Oh yeah...your other question, I almost forgot. The events are suppose to remain active for about 40 seconds after reloading, if they where active when you saved. You should see the message "THEY FLED" after 40 sec from loading the save. If not, then there may be a bug. I will test it more too, thank you! (ok i checked into the script...i do not see a possible bug so try waiting the 40 sec and they should "FLEE".)
edited 2×, last 10.09.16 02:15:48 am

old Re: TheSurvivalist:Christmas Update 12-24-19

Aedolaws
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I have never liked the idea of bugnet being used to obtain resources without exerting damage. It should be the opposite.

That thing should break even when you are going after insects, i.e. from mistakenly swinging too hard and hitting the ground or some other object, i.e. even a relatively small bush.

I did notice I could not get anything with it this bug net. Is it so? Right now it still remains intact, even when we wack it at tress and stone. Heh, consider making it the most fragile tool.

*** Maybe you should consider to increase the number of insects in the inland.

Re digging for worms: the way I see it, I a lot of the resources I obtain I did not necessarily looked for them, instead, I got them as by product of some other aim. Personally I try to save everything (since there is no decay in the game), process them, combine them, etc.

I agree digging for worms to fish is not too smart. I never do. But if you digged for something else, and got the worms, hey that is a bonus you can use later for fishing.

I just started fishing in a game I started a couple of days ago after months of not playing. Fish has always been, in my opinion, although not the most efficient, by far the most reliable source of calories the first few months/seasons. And thinking about it, it makes sense.

And so far, still is. My strategy:

1) Get at least 1 cotton!

2) Carve 60 hooks = 75 fishing skill = gather 60+ branches and with a knife carve tons of hooks at once to increase your fish skills so you can get your habitat.

3) Fish Habitats x 2: Gather 50 bamboo and 50 leaves and 20 Vines. Build a couple of habitats.

4) Forget about it for a few days, do something else.

5) Craft a simple rod, usually by then I have over 100 insects saved.

(BTW JJ, maybe we could segregate (process) bugs into small and large one; then, use small with "small" hooks for small fish, and large with "large" hooks for large fish. Heh, another level.)

6) Spend a couple of days fishing and cooking peacefully at camp.

Next, life is much easier.
edited 6×, last 10.09.16 05:40:35 am

old Re: TheSurvivalist:Christmas Update 12-24-19

JasJack67
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hey bro, nah you musta forgot and are hitting with right click instead of left. Umm right is to catch, left is to hit. Cuz did not change the net at all.

Yes i can increase the insects a little bit sure.

old Re: TheSurvivalist:Christmas Update 12-24-19

lardiwarrior
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I feel better homes should give a better health regen bonus like beds, health regen is very small even with a hide bed so regeneration after loosing blood takes literally month's to recover.

Man those beehives are too hard to see, I haven't found one yet but I'd like to have honey as a food supplement, they seem very rare in big maps.

Also could you make things buildable on a treehouse? I really like the idea but being unable to build torches or beds on them it hampers their utility, placing a rolling bed only places it on the ground, they are also very difficult to climb over, I often fall when triying to get up in them when testing.

Also wich building unlocks the small trap for critters?

I feel there should be a different prospect for normal rocks and iron rocks, along with a way to prospect for caves as a home.

Also is there any way to cheat in 1000 skills? Im triying to use debug mode and such on an easy small island to test how stuff works.

Could there be a wooden home without the crystal panels? It would work the same but wouldn't protect about frostbite, one could then use 2 crystal molds on the windows to make it frostbite proof and safe.

I think there should be a bird trap that spawns birds, just like he mentioned unlocked in a survival skill level like the small critter trap.

Did the well get removed? I can't seem to unlock it anymore.
edited 2×, last 10.09.16 04:13:53 pm

old Re: TheSurvivalist:Christmas Update 12-24-19

JasJack67
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be careful using debug. If you give your self the wrong item or change a variable in a script and several other possible things you can corrupt your current map. It could stop working as it is suppose too.

This mod is not designed to use cheats from the debug, if you do you could actually mess up your game to where stuff will not function properly.

There is many food when eatin heal your player. That is why the "cover" is a low random number of health regen. You can eat heal herbs and other foods that heal the player. Advanced foods can be made that heal too. The only healing that reduces your end game score is DRINKING heal potions.

Trap unlocks at a hunting skill level, look in the HUNTING skill tree.

there is no wells in hard mode.

old Re: TheSurvivalist:Christmas Update 12-24-19

Tix
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fertilized crops give you normal ones, only there is more of them, i think they grow faster than normal ones and you don't have to water them... so after harvest, you have to fertilize new ones again

old Re: TheSurvivalist:Christmas Update 12-24-19

Aedolaws
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JJ,

U know how about we have been wondering about a good end game, how about:

After 2 full years there is a 99% chance of a ship appearing in the horizon:

Cruiser in the horizon for a couple of weeks = possibility of rescue

A) Before that

1) Year 1 = X% chance of appearing
2) Year 2 = 99% chance of appearing

B) Once it show up we can attract by:

1) X # of fires around the island to attract a rescue.

2) Some kind of flare(s) we can obtain from pirate (plus fires), or most likely:

3) A ship to travel towards them + all of the above.

I think 3 years is more than enough time to achieve those goals. (But rescue options should be available from the first day, but % chances would be ridiculously lower = impossible.)

* The ultimate game end tho, should be simple, it should be to launch the heaviest boat available full of shit even without a ship on the horizon, and then have a random chance of "reaching civilization". Roll of dice!!! But, it kinda should be fair, so you have to figure out some kind of algorithm for this.

** Of course, permanently settling should always be an option, but natives should become ever increasingly more assertive. So first few weeks there are light natives; 3 years later, we should have constant attacks by nationalists.
edited 6×, last 15.09.16 07:50:35 am

old Re: TheSurvivalist:Christmas Update 12-24-19

JasJack67
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Aedolaws,
I have been debating this very end game thing myself lately. As I am near done working on this mod I need to tidy it up as is and add the end game. Maybe a few minor improvements still, but very few and only necessary stuff.

I have come to the same conclusion basically, I like the idea of building the ship and loading it up to set sail...rather than a plane or boat option that comes and rescues the player.

My latest idea: The player would have many opportunities to acquire a new item I want to add. The item would be some pieces of a map that the player would get "pieces" of from different level ups, random characters, and maybe finding them around in the floating crates and such. The more of those piece you have when you set sail at the end, the better chances you have of finding civilization and ending your game.

What would happen is something like this: When you start your map there would already be a "randomly generated" direction that would lead to civilization. Each piece of the map would indicate a direction of North South East or West. I was thinking 6 pieces would be a fair number. So lets say the random direction is set to North, North, West, North, East, East. Each piece of the map would have this encoded on it some way. Piece #1 Would say north, Piece #2 would say north, Piece #3 would say West. etc...

Now, if the player has been on the Island a year and has the first 4 pieces that tell him: North North, West, North...IF they built the last boat and want to try and escape they would have to guess the last 2 directions. If they get it right they live and the game ends, if they get it wrong they die from being "Lost at Sea".

If the player hangs around the map longer and gets all 6 of the pieces they would follow those directions and escape without fail. Unless they go the wrong way for some reason and do not follow the map directions. (they obiously would need a compass when setting sail to escape)

This would mean the player who sets sail with a compass at hand, and all 6 pieces of the map telling witch way to go, I could script this using messages...where you set sail North (in our example) until a message appears something like: "Hmmm I should check my map for direction!" Then a window opens and the player chooses the direction North South East or West. Then goes that direction untill the next message again "Hmmm I should check my map for direction!" then the player enter a new direction etc...

If the player is missing Map Piece #3 he would then gamble and guess a direction...if he gets it right you go on...if it is wrong the next message he sees is like "Hmmm...I have sailed off coarse!"...a few seconds later "A am lost at sea!" A countdown "Timer" would appear on the screen maybe set to like 3 minutes...at which time the player can try and search his way back to the Island you was on...or when the timer expires the game ends and he is penalized on his OSR score for failing but still see the current OSR statistics page like when you die.

If you succeed then you would get a OSR bonus and likely have a OSR score of 10.0 as the game ended and you again would see the current stat page showing your stats and OSR score.

If you make it back to the Island you would survive and still be able to try again IF and only IF you find another piece of the map. There would be a message when trying to set sail like "I cannot try to escape for 30 days I need more map pieces!"...or 29 or 28 etc...so the player cannot cheat their way by trying multiple times right after getting back to the island(if they get back)...this is a general idea, but a lot clearer in my head. Simple, effective, seems fun, and seems logical. Something the player would grasp and understand by the time he has enough "pieces" of the map to even try to escape...like it would take a year or so get get 3-4 pieces, and maybe 2-3 years getting all 6 pieces.

edit: Maybe using "clues" would be better, like: The pirate can sell you clue #1 that might have a riddle "I have sailed north, but I should have sailed south. Now I can never reach salvation!"...you then find the message in the bottle on the beach, it says' Clue #2 "If you are reading this, we have sailed East for a long time, we should reach civilization soon!"..or you may find a "note" in one of the floating crates saying: "Clue #3 "Midway in our journey we headed toward the moon. It was our guiding light to the promise land."

So the player should know "so far" to go: South, East, East (east toward the moon or what ever the compass reads when pointing at the moon )


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lardi,
Tix is correct. The bonus from fertilized crop is and extra fruit which is also a extra "seed" if you chose. Farming always requires replenishing nutrients in the soils after growing in them. (fertilizing)
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Also consider this:

When you use regular seed...
I plant 1 regular tomato plant that gives me 3 fruit.
I plant those 3 fruit and get 3 from each at maturity.
That would be 9 total tomato on the 2nd rotation.

When you use fertile seed...
I plant 1 fertile tomato that gives me 4 REGULAR fruit.
I plant those 4 REGULAR fruit and get 3 from each at maturity.
That would be 12 total tomato on the 2nd rotation.

So if you plant any 10 seed at all, do you want 90 back, or 120 back if fertilized, on the 2nd rotation? Even the 1st rotation would be worth it at getting 30 back, or 40 back if fertilized. (10 more seed to plant? is a lot)

This number on 2nd and/or later rotation can be staggering when talking about planting a big fertile garden consisting of many crops...does not seem like much at first, or on a low amount of plants. Farmers really plan for these rotations the following years. Specifically here in my area of the states, the farmers spread liquefied pig/cow manure across their fields before plowing them over, then seeding.


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Tix,
Hi Tix!
edited 4×, last 15.09.16 04:22:40 am

old Bugs/Suggestions

Biomimicry
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Hey JJ, I've found some more buggy stuff for ya to fix

This is a major save-breaking one:
     The instant you break a hole in the ice to fish/get water, you can never return to shore! It keeps pulling you back to the hole, underwater. You can walk all the way around the island, even to the edge of the map, but you can never again see dry land. I think the problem is related to the limit to how far away from land you can make a hole, because that is about the distance away from land you can get without being pulled back under. I'd like to add that it is very odd that the salty ocean freezes, yet the freshwater inland stays perfectly fluid.

This one is an exploit for free constant light/100% frostbite prevention (with snowsuit):
     You must be wearing a rucksack (any rucksack, probably). You assemble an oil lantern (this probably applies to ethyl lamps as well), then drop it to light it and pick it back up. Then drop your rucksack and go pick up a different rucksack. Exchange with the first rucksack and grab the lit oil (or ethyl) lamp. Now drop this second rucksack and get your original rucksack back.

These are pretty minor and should be easy to remedy:

     You don't lose regular fishing rod when it breaks (Item ID is probably incorrect).

     Lighting the forge and the kiln with flint shards and it breaks, it actually takes away flint. Do the forge and kiln share the same "coal pit" object? That's probably why they both have the same problem.

     The iron pick does not show object health properly. It only shows "0 health".

     There is a problem with some items getting craving penalty, even when they should not. These items still DO satisfy the craving, but there is no notification. I have not extensively tested all the foods, but for white meats; chicken dumpling, chicken sandwich. For seafood; fish sandwich.

     Skewer-cooking corn without a fire inrange leaves "skewer corn shuck" item in inventory. This item cannot be used in any way, but it is cool to drop it and see it float in the air. This may apply to other items as well.


I also have some suggestions for balance:

     I think the plum juice takes too many plums to make. It should take one or two, IMnotsohumbleO.

     Also, the capacity of the big storage should be bigger. Its capacity is only 33% more than the storage, but takes twice the building materials. For visual consistency and balance, the capacity should be the capacity of a barrel, crate and a storage added together - 180,000 kg.

     Can the joints/weed be sold to the pirate? That would be awesome and actually make weed farming useful! He needs it for his glaucoma, duuude!


I'd like to parrot two of the the gripes that others have had:

     The beehives are too hard to find. I've only found one in one play-through since they were first introduced. I'm not quite sure how this could be remedied. Maybe make the tree an even-more-distinctive color?

     I agree with lardiwarrior about mining rocks. The point of axes, scythes, and knives/machetes is that they reward you for destroying/killing an object. You only get logs after destroying trees. You only get crops after destroying them. You only get loot after reducing health to 0. I agree, in principle, that better tools should IN GENERAL do better damage. However, I find that I never use the picks because they just do too much damage. So in this sense, a steel pick is actually a downgrade from an iron pick.


Finally, I have a question for ya, JJ.

     How does one interact with the barrels in the ocean without them exploding?

Thank you for all that you've done this this game, JJ. I've enjoyed it immensely!

old Re: TheSurvivalist:Christmas Update 12-24-19

JasJack67
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Hiya Bio,
hey thank you so much, that is some really great feedback and bug finds!

I will keep your post in mind as I get closer to releasing this next update very soon...see what I can get done.

Currently:
I did just recently fix that bug when trying to get off the ice (see page 1 Too-Do list/Next Update progress)

lol@ floating skewer corn shuck...will fix yes.

When a flint shard breaks it is suppose to disappear...I will look into it, might not disappear at other objects we light like it should.

I will check into the other bugs ya listed.

I agree with your balance assessments...and will add hemp to the pirates store...agreed.

Also considering a new combo for hemp. hemp + knife=cord. Most everyone knows you can braid rope from hemp.

I already increased the beehive spawns to 2 trees instead of 1 with additional 1-2 hives that spawn directly laying on the ground. The problem is they disappear from the map as other items do (there are items "hard-coded" like the log, stones , or pebbles, that never despawn while other items added to mods do despawn after the 2nd day for some odd reason.). So the beehives on the ground de-spawn after a couple days. But, I will add some new random spawning of them in the "change day" script...next update it will not be so tedious to get a beehive.

Shooting the barrels from a distance with a bow-n-arrow or other ranged weapon does not cause the static charge. It is your body that is causing the static.

You are welcome! I will keep the other stuff in mind and what ever I get done will be in the next update change log.

old Coolio

Biomimicry
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With the flint shards not breaking, what's happening is when you use a flint shard to light a fire at the forge and kiln it takes away flint. It's just the wrong item ID.

Hey, I like that hemp-cord idea! Ya know they used to make sails from hemp as well? That's where the word "canvas" came from. Cannabis.

And, wouldn't ya know, but I just found a beehive. THB, I just wasn't looking. Too much other stuff to do before winter hits.

That ice hole bug, is in the release that I downloaded only 3-4 days ago.

I found something else as well. The grapes (and probably other things) that generate naturally disappear with winter. This means that if a player never collected any, they go extinct.

old Re: TheSurvivalist:Christmas Update 12-24-19

JasJack67
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yes the ice hole bug is in the current update. I have fixed it for next update though. I can post a patch if needed to continue your current game and get off the ice if you need me too.

All fruit bearing trees and shrubs will produce new fruit in the spring. All the fruiting bushes such as grapes n berries also have a random spawning if they are extinct, or near extinct. So they DO repopulate after winter kills them off.

Congrates on the beehive! lol

old Life, uh...finds a way.

Biomimicry
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That is so cool that those things come back! Don't worry about posting a patch, I loaded an earlier save anyway! But thank you!

old Re: TheSurvivalist:Christmas Update 12-24-19

Tix
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user Biomimicry has written
With the flint shards not breaking, what's happening is when you use a flint shard to light a fire at the forge and kiln it takes away flint. It's just the wrong item ID.

Hey, I like that hemp-cord idea! Ya know they used to make sails from hemp as well? That's where the word "canvas" came from. Cannabis.

And, wouldn't ya know, but I just found a beehive. THB, I just wasn't looking. Too much other stuff to do before winter hits.

That ice hole bug, is in the release that I downloaded only 3-4 days ago.

I found something else as well. The grapes (and probably other things) that generate naturally disappear with winter. This means that if a player never collected any, they go extinct.


Btw if you start running at the edge of the ice and jump over on the land, you won't get teleported into the hole, usefull just until the new patch

Even in winter, the fruit grows on trees, then disappears after a day, don't know if it was changed during last patch?

old Re: TheSurvivalist:Christmas Update 12-24-19

JasJack67
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Aedo,
Heya, thanks. I sure will be able to it that way. I think I like the "clues" too, instead of "map pieces".

Also the escape ship will have to have some amount of supplies for the journey, and I may even have the option for you to take the tribe worker with you. Maybe if you did not find a certain "clue #" the worker can answer the direction 1 time only with the correct direction.


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Tix,
Hey thanks. That ice bug is already fixed for next update. So no worries, as you probably already read.


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Bio,
All those issues we spoke about last night have been addressed, changed, and fixed. See to-do list page 1.

Thank you again!


To All,
The next update, which includes a new script that adds "Food Spoilage" over time, will be posted around this Tuesday, late night. (couple days). I am still optimizing and testing the spoilage script, but it looks promising atm, and should be in this next update. It will be non intrusive and a very reasonable spoil rate...but It should add an element that is needed. When you carry food on your person it will have the highest chance to spoil first when spoil does occur...wooden building storages and rucksack storages laying about, will always be targeted secondarily...if you are not carrying the randomly selected food, then the storages are checked randomly. If found, then 1 of that food will spoil. (New Item: Spoiled Food)

25 Spoiled food can now also be used to replace the 200 Leaves when filling the Compost Bin to make fertilizer. There is now 2 buttons instead of the one button... one for 10excrement, 100charcoal & 200leaves and one for 10excrement, 100charcoal & 25spoils.

As always,...You can view the current progress at the top of page 1 "to-do" list/Next Update release.

old Thanks, Tix

Biomimicry
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Tix has written
Btw if you start running at the edge of the ice and jump over on the land, you won't get teleported into the hole, usefull just until the new patch


Lol, yeah. Unfortunately, my camp is located near a low-sloped area of the shore. I just ended up deleting the on:restrict portion of the Ice Hole object script. That stopped it!

And yeah, I think the fruit still growing on trees bug was fixed. I'm certainly not getting anything .

old Re: TheSurvivalist:Christmas Update 12-24-19

JasJack67
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Hey guys I didn't forget ya's. I am running a little late getting the update prepared for uploading. Just found a couple issues this evening that I have been working on. Will post the update within the next 3-4 hours.
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