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

MystBunny
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So the chick grows up to be a wild chicken? Sounds like I would have to pick it up and put it back down near the coop to make it mine. I'd first have to figure out which one it is. For hens, this wouldn't be a problem, I could just see which one won't give me eggs, but if it's a rooster, I would have to pick up ALL my roosters and put them down near the coop to make sure I had the right one. I'd prefer if the game could distinguish between chicks born in the wild, and chicks born from your chickens.

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

SurvivalGal84
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First off, a big thank you for all your work with the Survivalist. Its honestly a completely different game compared to the original Stranded 2. I have played it on and off for the last 6 months, and this is my first post, but I've been lurking for awhile now.

One question I was hoping might be possible. Is there a way to customize the settings? I love hard mode in most ways, but certain parts of the game, by far the new bats event frustrates me to no end. Bats are not hostile by nature, except in very rare cases where they are rabid. If there were large caves in the game, I could understand the possibility of bats, and rare attacks, but in a tropical (I play on hills) landscape, the idea of bats coming from across the island to attack and kill me from 100% health is too much. I'm not a techy person, but if there's a setting or something to just turn off the bats event, that would be great.

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

MystBunny
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Yeah I can't play the original Stranded 2 anymore. This mod destroyed it

You know what would be a bigger challenge and more on the realistic side though? Replace the bats with hornets. The right sound effects would trigger my memory with some recent trauma, but it would make sense, and replace meat drops with insect drops.

Bats are adorable though, even when evil I want one as a pet!

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

JasJack67
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Hey all, good input...I like the idea of custom settings. If I can figure out a way to add some more customizable settings from the main menu, I will do so. I may have to make something ingame to allow a player to turn on or off some settings.


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SurvivalGal,
Thanks for posting and for the feedback! Good to have you here. If you would like to disable bats for your own custom setting, follow the instructions below.


How To Turn Off Bat Event Through Script.

1) Open the main folder and go to: /mods/MassiveMod/sys folder.

2) Open the game.inf file with your NotePad.

3) Scroll down to the following block of code (near half-way down):

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on:randomevents { //SPAWN EVENT ANIMALS.
$spn=random(1,4);
if ($spn==4){ //ALL MODES EASY,NORML,HARD.
play "deer.wav";
freetimers 0,"cleardeer";
timer 0,1500,1,"deerevent";
}
if ($difficulty>1) { //ONLY ON NORMAL OR HARD MODE.
if ($spn==1){
play "wolfhowl.wav";
freetimers 0,"clearwolf";
timer 0,1500,1,"wolfevent";
}elseif ($spn==2){
play "kiwi_die.wav";
freetimers 0,"clearbat";
timer 0,1500,1,"batevent";

}elseif ($spn==3){
play "bear.wav";
freetimers 0,"clearbear";
timer 0,1500,1,"bearevent";
}else{
//nothing - you can add something else here.
}
}
}


4) Add 2 back-slash // to the 2 lines as below:

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on:randomevents { //SPAWN EVENT ANIMALS.
$spn=random(1,4);
if ($spn==4){ //ALL MODES EASY,NORML,HARD.
play "deer.wav";
freetimers 0,"cleardeer";
timer 0,1500,1,"deerevent";
}
if ($difficulty>1) { //ONLY ON NORMAL OR HARD MODE.
if ($spn==1){
play "wolfhowl.wav";
freetimers 0,"clearwolf";
timer 0,1500,1,"wolfevent";
}elseif ($spn==2){
//play "kiwi_die.wav";
freetimers 0,"clearbat";
//timer 0,1500,1,"batevent";
}elseif ($spn==3){
play "bear.wav";
freetimers 0,"clearbear";
timer 0,1500,1,"bearevent";
}else{
//nothing - you can add something else here.
}
}
}


5) Click FILE and SAVE in the top left of the NotePad window. Close all windows.

No Bat Event Will Ever Happen Now.

p.s. Edit script carefully...making a small simple mistake can break the whole game and make you have to re-download. Follow the instructions exactly please, or ask for more info on "how too", if you need to edit script.
edited 3×, last 26.03.14 02:33:57 am

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

MystBunny
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Two bugs, you can't plant fertilized crops with the steel hoe, making it a different tool rather than an upgrade, and the bats are hitting me through the house. I watched one fly right under the window trying to get in, I was standing in the middle, and after a bit it managed to bite me and fly off. Probably related to how I've been taking damage standing on a tree with a lion or something on the ground.

So I finally managed to get a good run out of a hardmode game, thanks mostly to your tip about the type of tree that gives lots of bark, and Aedolaws's tip about slime and insects. I've fenced off a big peninsula on my island, got more food and items than I know what to do with, got nearly every kind of crop planted, water's no longer a problem. Managed to find a spring and built a pump, but haven't even had to use it yet. Did you remove the well, by the way?

What do you do when you reach this point where there's little else left to do? Start over? Set fire to the whole island? I was going to start prospecting gold to make more things to sell the pirate, but prospecting still isn't working very well for me. Found only a spring and one coal rock this entire game.

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

Aedolaws
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JJ, forgive the long speech, I have not given you one for months.

The game, as is, is great! The main criticism I hear is the lag, and honestly, I would not care much about it. The fact is the game is very playable and can take more. You have done a better job than any predecessor (at least for English forum).

This is Survivalist, so score will not do, shit, even leaving the island will not do (but this is p to debate still). So, please take the below suggestions with a grain of salt:

A.     Easy to implement:

1.     VERY IMPORTANT: a key to call up the option to make a map marker = a key to open up the window to write the marker.
2.     Reduce sugar and coffee potency.
3.     Walking on top of fishing nets causes them to damage.
4.     DUDE, PLEASE, reduce carrying capacity. I have been lobbying for this since post #1. 150 kg, without a slowdown in speed or energy consumption is simply unrealistic.

B.     Medium to implement:

1.     Bushes and grass should slow your running. I guess you can easily add code to achieve this, since other objects in the game do, i.e., trees, rock.
2.     More use for stones. Maybe a stone wall?
3.     Maybe a spring for hard mode, plus ability to build wells. I know we got the pump so this ain't a big deal.
4.     Sheep can still get around fenced peninsula. Well, I stop them with a second fence. But maybe something worth to look at, although to be honest I like to always have the chance they escape… so, don’t really worry about this.

C.     Hard to implement:

1.     Introduce new animals:
a.     wild pigs, rats, bees, hornets
b.     Ideally a pet dog. I have mentioned this in previous posts. The wolves were the first step. Now we can aim for puppies and pet dogs. But I imagine this is lots of work.
2.     Improve current building: the coop should consume wheat, corn, insects, in fact, almost anything, those chickens would pick even at flowers and shit. Failure to keep the coop supplied would force some birds to die, others to run away.
3.     Clay tech development should be upgraded. You could add a new building, and water to the process. Tweak the skill tree.
4.     VERY IMPORTANT, albeit probably difficult: we need a compass before we are able to see which direction we are looking p when we are looking at the map.

D.     Problems

1.      Fire does not cook while sleeping (even 9 hours). Other things too ignore sleeping time.

E.     Question

I always wondered how best to make use of my tools. I know we have a coding handicap. But, can you explain what is the difference between hitting an iron ore deposit with nothing or hitting with a pike? Or hitting a tree with nothing or a machete, or an axe, etc? What are the chances of getting what kind of resources by choosing which tool? What are the risks? The benefits? Or is it all comes down to damage?

I managed to play 4 weeks. Has been a pretty easy ride for the past week or two and I can’t imagine things getting bad. So the game forward looks like monotonous building up. We need to inject way more difficulty. You know me, I am always in favor of making hard harder. Maybe introduce back fires. Maybe create earthquakes that destroy buildings. Or simply increase the likelihood that all buildings ma collapse. And, as always, jack up hostiles!

Anyways man, sorry for the long speech. Even if you stop right now your mod is much better than vanilla stranded. But nothing perfect s ever fully done.
edited 1×, last 27.03.14 02:55:54 am

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

MystBunny
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Wow, I finally get somewhere on hardmode and you wanna make it harder =P Anyways I do agree with the stone thing. I'm tossing my stones all over the island (snicker) because my stone storage fills up rather quickly.

On another note, what's the machete good for? The only thing I used it for was opening crates till I found out that the axe does it faster.

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

JasJack67
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Myst,

The machete has +8 damage and a bonus +20 damage to flesh. It's the best melee weapon against natives. Also increase the chance to get bark from palm trees.

I have added the +20 bonus to the description when viewing the machete in inventory.

what to do late game? Your missing the "end game scenarios" that have not been added to the mod yet. There a few prior posts explaining several options...most agree on 2 and maybe a third.

1) Building a special "signal fire" to alert a passing boat or plane.
2) Building a ship that could sail you through rough waters to civilization.

Either would end your game.

The passing boat or plane would be based off a random monthly attempt to signal either. The signal fire would require much material to build along with ethanol as a quick start fuel. The last 2 factors would be if you make the signal fires in the best location on the island to be seen from afar, or building several to catch them from any direction. Even still, only a slight random chance they rescue you ending your game.

The building a ship is based on the idea it would take time well over a year to construct a 4-5 part ship that you escape the island from. Each section of the ship would require much resources from wood, cordage, sail material (skins), and other stuff needed like nails? bars? And some undecided factors behind what it would require, realistically. (keep in mind depending on each games random obstacles that need to be over-come, the player may take several or many years, to build a ship worthy of floating an ocean.)

Escaping the island would be the end-game your missing right now...once you do most everything there is no end to the game yet, unless you die along the way. When the end game is added, you would be working towards one of those goals, and eventually end your game.

After end game is added, when you start a new game...you only win if you do not die and if you escape the island...right now you die and continue if you want to...but if you died once you really lost the game already (the island won). I give the player the option to continue playing their game if they want through auto save, or manual saving. When you die though, you really lost that game.

edit:The steel hoe is an upgrade from the iron hoe...it is required to do other stuff like plant trees or palms, where an iron hoe would likely break. The iron hoe is still required for other stuff, like gardening, it weighs less than a steel hoe, and still does 7 damage vs 9 with a steel hoe.


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Aedolaws,
love the speeches.
Again good input, and will work toward achieving much of those things between now and end game additions. Also the natives and events are not finished...the animal event animals WILL be looting storage's of your stuff while the coming Native Events will be natives attacking your buildings and storages...if you don't stop them they will be destroying your shitt when your away. I won't make it to ridiculous, but it will add challenge to secure your stuff, and add drama, and reason to have large stock of stuff, or replace losses. o.0

edit:Some natives may shoot fire arrows to burn your buildings down, unless you fight them AND the fire successfully(so you'll need those extra water bottles), or they may attack melee style with axes and machetes...based on easy, normal, n hard modes. (so you'll need the best weapons for different reason/different attacks) rebuilding things will likely be required at times, and building defenses like Watch Towers and Palisade Walls will likely be important too.
Event Animals will target specific foods relating to the animal, like the bear target fish raw and cooked and berry/milk storages...deer target corn crops and corn storages, bats, fruits, insects, and then wolves red meats (raw or cooked), live chickens and roosters.(just examples, not final a list)

edit 11 : What if during a Wolf Event...every once-n-a-while, you saw a white wolf, or brownish wolf, in the pack attacking....if you throw him meat(like throwing a banana to the monkey) he becomes tamed...performing similar to the money....but becomes your pet wolf/dog? If you choose the white wolf, no more will you ever see a white wolf in the Event pack. You could have 2 dogs if you wanted...a white...or a brownish, or both...if both then you will never see them again in any wolf pack event.


I am also considering some sort of idea where you make friends with ONE of the 3 tribes. They will be added to the diary soon ( native tribe(chieftain and melee native), green archer tribe, red archer tribe). Upon trading with a tribe of choice they become "tame" to you, like the monkey. They wont follow you around though, unless you tell them to. but you may be able to signal them for help to defend you against the other tribes during an Native Event... where the aggressor will never be your friendly tribe (tamed tribe). Maybe they can follow you for for a time, if you ask them too. (then you can lead them into a battle where they auto fight the aggressors along-side you...any aggressors, human or animal.)

Basically you can build an army of sorts over time under some type restrictions, like only the individual native you traded with would come help, or 3 if you traded with 3. I could give them a "tag" like if you traded a necklace they wear it so you know he is a friendly/tame. (or some other item you trade...HE would tell you what to bring him, right?) Then he would be tagged with that item. (small island max #, medium island more, large map even more etc.)

I believe I can easily code this idea into the game with everything already scripted thus far. Just a few minor scripts I would need to create from scratch.

what do you guys think?

p.p.s Reason: Realistically, if there is 3 tribes I would definitely try to make friends with at least 1 tribe, I wouldn't want to face 3 tribes against me. But guess what? I will leave that up to the player too...if you kill any native at all, his entire tribe becomes your enemy and you can never be friends with any of that tribe. (tamed).

p.p.p.s. The native you wish to tame may even want technology from you, where when you approach him and hit "E" in his inventory you would put items he must combine...like if you gave him a knife and some wool he would make cords...so his tribe knows how to make cords...eventually you show him enough to make a bow...so the tribe has bowman (considering the tribe is not the archer tribes but the melee tribe, just an example, the melee tribe would now have some archers in the tribe(random new spawns), and be your friend (tamed)).

p.p.p.p.s SORRY: maybe you can teach a native math, you would access his inventory twice in a row. The first time you hit E you put in 2 pebble and 1 stone...the second time you put in 4 pebbles and 2 stones...he now knows math and they can now build some type of structures from the building list...or maybe you teach em fire (put in bark and branch, or flint and paper) ofcoarse you'd have to teach em how to make paper too
edited 12×, last 28.03.14 03:19:11 am

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

MystBunny
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Nice, I'm really liking these ideas, except, how would you stop bats from getting into your stuff? Also, if you bring back the fires, please do allow us to put them out with salt water instead of only bottles of fresh water.

Speaking of water, here's a suggestion. Small freshwater ponds in the interior of the island that, instead of giving you regular water, will give you pond water. The difference would be that the pond water has a chance of making you sick if you don't filter it with the distiller or boil it, giving the cooking pot another use.

As for the end-game scenarios, I'm REALLY looking forward to those, and I LOVE the idea of building a ship in sections over time, and the signal fires requiring ethanol, which seems like an end-game type fuel. The idea of them bein lost if you die is a nice touch as well, as I tend to start a new game after I die anyway. Now I'm looking forward to them even more though I was mainly wondering what things I could work on while waiting for those end-game scenarios to be implemented.

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

JasJack67
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There is something i can not fix in this engine. That is all "objects" aside from the player can penetrate "collision" at will. Bats flying through the roof or walls of a hut while you can not walk through the walls and can even climb on top of it...is a perfect example. Occasionally you'll see a sheep walk through a big rock but get stuck on a tree root, or the fish swimming through the shoreline beaches but not be able to go through the rocks?. Many more things too.

i cant fix that, or simply have never found the answer to a fix I'm left thinking it's the engines problem.

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Speaking of water, here's a suggestion. Small freshwater ponds in the interior of the island that, instead of giving you regular water, will give you pond water. The difference would be that the pond water has a chance of making you sick if you don't filter it with the distiller or boil it, giving the cooking pot another use.


hmm...the maps are randomly generated, and I would have to re-compile the game which i have intended never to do because this mod will for ever be a Mod of MassiveMod of Stranded2 and I always want the root folders to reflect that out of respect for the developers who enabled my attempt to Mod their material. It's just a thing with me. BUT...I could however make 3 different models that can randomly spawn along with the other objects at the beginning of each map. Would be a challenging project to make a model to match the terrain full of water...when you approach it you could drink or fill bottles. Neat Idea, only they would be fairly small ponds...more like "pools" of fresh water. hmmm....idk.

oh, but you would ALWAYS get sick unless you boiled the water. sorry hehe!

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

MystBunny
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I was guessing you'd have to change one of the randomly placed objects or something. Kinda guessed that the terrain was determined by the engine, as well as those odd inland pools of sea water as well.

Always making you sick would be one way to maintain the balance, I was thinking more along the lines of the sickness lasting a full day or two, sapping energy and such, something worse than just not drinking from the pond.

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

JasJack67
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though I was mainly wondering what things I could work on while waiting for those end-game scenarios to be implemented.


There is an Activities list in the diary...though it does not cover everything.

I usually find myself building elaborate camps and make gardens and make lots of coffee...stay awake 24/7 challenging myself trying to kill sharks using different practices. I kno in my mind the end game senarios are coming so I usually simply try to entertain myself doing silly things.

Doing whatever I can think of, as if I was really stuck on an island leads to peculiar circumstances...but they don't come often enough

I find it fun as hell when I am on the brink of death, only to somehow make it out alive. Especially the longer i am alive. I have survived for over 400 days before, without out dieing...in my mind if I die I lost the game. (but i dont count that game really cuz it was an earlier version...It is difficult to survive all 4 seasons without dieing currently (on hard mode)).

So to answer the question...I don't know what you should do, but if you were REALLY stuck on an Island, it's just something you would have to face for real sooner or later.

Until the endgame is added, you will have to rely on your imagination. Also there is some things mentioned above to be added that will likely add to the "what to do late game" feeling, that does exist...I know exactly what you mean.

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

MystBunny
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Oh yeah speaking of killing things, weapons. I'm finding I don't ever want a longbow. It requires a machete to make, and by the time I'm able to make a machete, I want a crossbow, and the crossbow is awesome.

Before the crossbow though, I've found that the best weapon for me is the bamboo spears pre-iron. Once I have my forge I can make iron arrow heads and spear heads but the spear heads won't work on bamboo spears, and by the time I'm able to get logs for regular spears, I want my crossbow.

Poisoning weapons seems to be a waste of water. When I make them bleed with the knife or bamboo spear, and poison them, they still take too long to die. Less ammunition if you're very patient, perhaps, but it might be more useful to have hostiles slow down when they're bleeding like you do, and die JUUUUST a little bit faster from poison. Also, can have the hammer break bones.

Quick question, do they die faster when they're bleeding AND poisoned, or just the same as with one of them?

old New Update Re-Posted (same file 03-22)

JasJack67
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Myst,
poisoning works on everything just like it does the player. It slowly depletes the victims life in addition to any bleeding, or damage from a weapon..


Hey all...So i have made a compromise with the hourly "tick". Now during normal hours your awake, the hourly tick only comes once every 3 hours...instead of every hour.

This seems really good ingame and minimizes the "tick" interfering with gameplay. So now the sun only moves every 3 hours to it's proper location, in sync with time.

Also...when sleeping, you will awake to the appropriate skybox/sun position based on the time, not the tick. So you will still experience all 24 hour skyboxes over time, and adds this unique element still.

please RE-DOWNLOAD the current update if you wish to have this fix. I would like feedback on what you think about the new tick and it's current compromise.

p.s. I went ahead and added the 2 fixes in the To-Do list. Buckets no longer stack when dropping them. When fishing and catching crabs n turtles, they no longer stack when u drop them either.
edited 2×, last 30.03.14 11:07:42 pm

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

MystBunny
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I've only tested it a little bit so far, and apart from the tick, I'm still be getting some periodic lag which seems to happen when I get a message about frostbite. I'll start a new game later and test some more.

Mkay, I've started a new game, and I'm definitely having an easier time with the tick. I just chased down a monkey with my knife with no problems.

Bug: Tried a bottle of ethanol in my lantern. It went out twice, giving me an extra set of lantern items.
edited 2×, last 31.03.14 06:38:10 pm

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

JasJack67
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Myst thank you...nice find. I guess i forgot to change the ethanol lamp to subtract the ethyl fuel from the rucksack. Ingame they are the same, but there is actually 2 models. When I made the eythanol lamp I copy n pasted the Oil lamp and changed the ID's. but missed what is subtracted so it was subtracting oil, and looking for the ethanol fuel is why it would go out. o.0

my bad...fixed√

btw...the lag when frostbitten might just be the slow motion effect. When your frostbitten your freezing and slow down in speed/sprint. I was checking it out, and I think that's what your feeling. Like you can't run to a fire very fast cuz your bodies freezing. Thus the slow heartbeat.


Check out the To-Do list on page 1 for current upcoming changes/additions.

Thank you all for your feedback! Getting close to the end game/final version (1yr 1/2 later)
edited 1×, last 01.04.14 01:43:45 am

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

MystBunny
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I do move slower when frostbitten, yes, but it jerks a bit like with the tick when I get the message that I need to get to a fire. I'm also getting the sprinting lag problem mentioned before.
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