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old Re: Massive Mod

Eous81
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Small bug in latest version. When you swap the bamboo spear from ranged to melee mode the number of ranged spears does not decrease. This has the effect of infinite spears with right click spam. This also has the effect of not giving you a melee spear if it would over encumber you.

Easy fix, in the Items_Weapons file the line

$spears_qty = playergotitem(52);

under the attack2 command should be

$spears_qty = playergotitem(252);

this resolves it as far as i can tell.

old Re: Massive Mod

Builder2-0
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Eous81 has written
Small bug in latest version. When you swap the bamboo spear from ranged to melee mode the number of ranged spears does not decrease. This has the effect of infinite spears with right click spam. This also has the effect of not giving you a melee spear if it would over encumber you.

Easy fix, in the Items_Weapons file the line

$spears_qty = playergotitem(52);

under the attack2 command should be

$spears_qty = playergotitem(252);

this resolves it as far as i can tell.

Fixed.

EDIT:
Slight teaser of things to come.
http://img819.imageshack.us/img819/8451/fishingb.png
edited 12×, last 20.09.10 07:47:27 am

old Looking good!

TrueLink
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Loving the changes and continued development. I think its great you can mark the maps now. Good show on that!

One thing it made me wonder though.. is there any chance there is a way to MAKE a compass and have it then come up as part of the mod in any way? (I know you get it in easy mode, but still..) If you can make a map, why can't you make a compass? Thats my general thinking, but then I don't know where the base code of the engine of the game and the modding comes into play to make that work or not?

Speaking of which, on a side note.. is there anything that can be done, does anyone know? On how to make the random maps different? What I mean is, more likely to have Islands? instead of one massive lump of mass in the middle, and then thats it? Is there some randomization technique, by what you select or by editing the .inf files that could be utilitized to make it more likely to have islands? Or does it then all come down to purely fan made maps, which I think we need more of? But then it breaks the extra features of some mods then if the map isn't generated with whats possible from the mod. hrm?

I mean it'd be nice if there was a tribe village on some island on some random map, some other person other then yourself playing as Tom Hanks in Cast Away. But then maybe its a different experience, i don't know?

Ohh, and LAND VEHICLES, if I don't get to have islands all the time, it's nice to be able to drive around somehow besides trying to calm a raptor down every few minutes from eatting me.

Err.. Land Vehicles with a nice trunk space to boot.

Ohh, and is it possible to have light at all when it rains? Like if you did mod in a flashlight or a latern or something, mix glass bottle with fire and oil, iron, etc.. Because its basically, if you get caught in the rain at night, your almost toast, your best hope is to sleep where you are because you can't even find your way back to your camp most times, and hope you sleep, not get attacked, and it stops raining. Rain would be more acceptable at night if it wasn't THAT dark and you had something to do about it at least then.

Ohh, one last Ohh.. hah. How come butterflies don't lighten your weight anymore? What are they good for now?

That was my 2 cents, thank you. Keep up the good work!
edited 1×, last 20.09.10 07:34:53 am

old Fishing overhaul patch.

Builder2-0
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Fishing overhaul.
Fishing Patch Download has written
http://www.multiupload.com/US7RCVB44L

Extract into your Massive Mod installation so it overwrites the correct files. Use with the Massive Mod download on page 74, here: http://www.unrealsoftware.de/forum_posts.php?post=84044&start=1460#post199398

Patch Changes has written
-Fixed bamboo spear exploit.
-Charcoal can be eaten for a small chance to neutralize poison.
-Small (raw) meats can be poisoned and thrown at tigers\raptors\eagles.
-Waterskins and livers now use the 'generic' bottle as well. (this change means that if your savegame includes waterskins or livers, you will need to *destroy* them before you install the update).
-Shotgun damage nerfed. From a max damage of 110 to a max damage of 70.
-Water Pump edited to use steel barrels instead of iron bars.
-Removed the skill requirements for forging.
-Added the ability to mark maps using a charcoal+map combination. Yes, you can name them too.
http://img195.imageshack.us/img195/3425/mapmarking.jpg
-Fixed an error in the cooking scripts causing all foods to cook 2-3 times faster. It may or may not have also been causing rather spectacular crashes on Windows 7.
-Changed shotgun to use buckshot instead of bullets.
-Vines can be crushed into water with a stone or the water can be drunk directly from them.
-Reduced cook time multiplier on hard from *5 to *2.
-Reduced cook time multiplier on medium from *2 to *1.5
-Other misc changes.


The basic changes can be seen in this graph:
http://img819.imageshack.us/img819/8451/fishingb.png

The difficulty is color coded. Red is hard, yellow is medium, green is easy.

Hooks can be made by 'using' teeth, hooks, or bones. Insects, hooks, and worms will all be used when you fish to give a bonus.


TrueLink has written
One thing it made me wonder though.. is there any chance there is a way to MAKE a compass and have it then come up as part of the mod in any way? (I know you get it in easy mode, but still..) If you can make a map, why can't you make a compass? Thats my general thinking, but then I don't know where the base code of the engine of the game and the modding comes into play to make that work or not?

Speaking of which, on a side note.. is there anything that can be done, does anyone know? On how to make the random maps different? What I mean is, more likely to have Islands? instead of one massive lump of mass in the middle, and then thats it? Is there some randomization technique, by what you select or by editing the .inf files that could be utilitized to make it more likely to have islands? Or does it then all come down to purely fan made maps, which I think we need more of? But then it breaks the extra features of some mods then if the map isn't generated with whats possible from the mod. hrm?

Ohh, and is it possible to have light at all when it rains? Like if you did mod in a flashlight or a latern or something, mix glass bottle with fire and oil, iron, etc.. Because its basically, if you get caught in the rain at night, your almost toast, your best hope is to sleep where you are because you can't even find your way back to your camp most times, and hope you sleep, not get attacked, and it stops raining. Rain would be more acceptable at night if it wasn't THAT dark and you had something to do about it at least then.

Ohh, one last Ohh.. hah. How come butterflies don't lighten your weight anymore? What are they good for now?

1. Yes, I can (and will) make it so you can create a compass.
2. No, I cannot make the landmasses for random maps different.
3. I believe torches work in the rain.
4. I didn't like them lightening your weight.

old Re: Massive Mod

TrueLink
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Hah, I was still editing my recently sent message when you pounced on it and was surprised! You go Builder 2.0! =P

Awesome on the compass.

What about land vehicles? Or A Land Vehicle? Could be a bicycle with a cart hitched to the back even.

I question about randomization about maps was a general mod/game engine .inf file question, I didn't mean to put it all on you now. :-P

Er i didn't think they do/did.. the torches that is. I'll have to double check, it would be wild if I never tried and therefore thought they never worked.

agree to disagree about the butterflies, at least you didn't remove them so its easy to just well, put it back. :-P When your hauling logs around, and you bothered to make a net.. i mean if I can roast them and put them on a slab of meat for extra energy points. Well.. at least they are still pretty, and you can catch them and release them again. so theres that.

old Re: Massive Mod

CPG
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Map marking has a noticeable problem. The mark will only work if you are on the north side of the island. If you are on the south side the mark will default to the center latitude of the island. I may know what is causing it. The map coordinates in the southern region are probably negative values (I haven't checked). If so you'll have to find a work around for variables only holding positive integers. Hope this helps.

old Re: Massive Mod

Builder2-0
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CPG has written
Map marking has a noticeable problem. The mark will only work if you are on the north side of the island. If you are on the south side the mark will default to the center latitude of the island. I may know what is causing it. The map coordinates in the southern region are probably negative values (I haven't checked). If so you'll have to find a work around for variables only holding positive integers. Hope this helps.

That wasn't the error at all and would have made no difference (variables can be positive or negative). The problem was when I declared the variables I used == by mistake instead of =. It worked fine for negative values (not sure why, it should have broken those as well?), but gave broken positive coordinates. Two second fix, it'll be in the next update, or you can fix it yourself by going into combinations_stuff, finding 'Map Marker', and changing the lines:
     $x==getx("unit",1);
     $z==getz("unit",1);
to read:
     $x=getx("unit",1);
     $z=getz("unit",1);
Done.

old Re: Massive Mod

Psytechnic
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Can I just say... Wow... Well done. When you compare the original S2 to MM, you get a real sense of how much time and effort has been put into changing many of the base systems of the game for more realism in quite a basic scripting environment.

Nice work, Builder.

If there's anything I can do to help. Let me know.

old Re: Massive Mod

Glaceongal
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does anyone have a full item guide to this mod? i do have to admit after playing the regular stranded 2.... i have gotten a bit used to it's building and item combinations...

old Re: Massive Mod

Psytechnic
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It's very rare to find a complete help guide for any mod for a few reasons.

1: They take ages to write, and rewite when people find mistakes.
2: The idea of stranded is that you start out knowing nothing an work it out.
3: Modders already know what their mod does so they forget to explain ;p
4: Most mods released aren't complete works but ongoing projects. A help file is usually constructed when a project is finished and not very many ever make it that far.

But there is a few things you can do.

1: Read through the scripts and work out what's going on behind the scenes.
2: Have a look in the in-game editor at stuff and see what it looks like.
3: Download my Mod Viewer (link is image in my sig) and have a look in a more humanly readable format.

Hope this helps.

old Re: Massive Mod

Glaceongal
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i mean... i am used to the regular stranded 2 and to make an axe u have to use iron, branch and hammer in massive mod u have to use other things... more confusing in my aspect

old Re: Massive Mod

hpmons
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Glaceongal has written
i mean... i am used to the regular stranded 2 and to make an axe u have to use iron, branch and hammer in massive mod u have to use other things... more confusing in my aspect


Well for the iron you need to use the forge, which is explaining in the first post (as well as a diary entry...after you build the forge I think?). It is a little more tricky to work out the combinations, but I find it's more satisfying when I get it right.
If you're really having trouble, the mod viewer does seem to be useful, you can see all the combinations.

Here's a question: Can the forge be made like the distillery somehow? In that you place the ore in a container rather than throw it? Admittedly I don't know how you'd throw water on it in this case so maybe it wouldn't work, and you also wouldn't have the visuals of the ore turning red...but it is frustrating having to throw things onto the forge, items often seem to get stuck and its annoying to save every time before I use the grill or forge.

Otherwise: This mod is fab, I adore it. Excellent work!

old Re: Massive Mod

Builder2-0
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hpmons has written
Here's a question: Can the forge be made like the distillery somehow? In that you place the ore in a container rather than throw it? Admittedly I don't know how you'd throw water on it in this case so maybe it wouldn't work, and you also wouldn't have the visuals of the ore turning red...but it is frustrating having to throw things onto the forge, items often seem to get stuck and its annoying to save every time before I use the grill or forge.

Use the 'u' key. It should pick up any items that get stuck. More specifically, it should pick up any refined ores and hardened items. Along with food.

EDIT: I found my original documentation for the key:
How to use the 'pick up' key has written
NOTE: This *only* works on cooked food, soft metal ore, and forged (water-doused) items! It is NOT a universal pick up, nor can it be made to be one. It will only pick up specific items (cooked food, soft metal ore, forged items that have been doused with water)

If your food ever drops through the grill, or you messed up and threw the iron ore into the coals in such a way that you can't get out the shiny soft ore, there is a solution: The 'emergency pick up' key. Go into options, select a key for it (it's under "Controls (2)") and be amazed. It goes through a series of loops and will find any finished or refined items within a short distance, picking them up for you. You can reach cooked meats, refined ores, finished forge products. It does not work on unfinished products however!

So if the food is uncooked, light the fire and wait for it to cook it. If the metal is hard, turn the forge on until the metal turns red hot then turn it off, letting the metal cool and turn into the soft version. If the item is not water doused, turn the forge on, let it turn red hot, then use the "clay bucket" (made specifically for forging) to douse all red-hot tools within a short distance.
edited 1×, last 22.09.10 08:00:06 am

old Re: Massive Mod

Mesarobert
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Well, I'm back having the same issue with the lava forge. I'm using the version just before the steel bar fix.

Put briefly my problem is this: I get to the lava forge. Throw a piece of regular freshly mined iron on the big anvil. I turn on the forge. I wait 10 minutes or so and it still doesn't turn red. I pick it up and it doesn't burn me.

Is it possible that the "runaway forge scripts" explained in a more recent update could have fixed it?

old Re: Massive Mod

scrat
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Ok so I was play the massive mod and I tamed a monkey but I can't build a monkey school is this intentional?

old Re: Massive Mod

Sirnik
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Okay, a few bugs so far:
1) I can't throw a steel barrel on the forge. Thus, no firearms
2) The magic "u" button doesn't pick up hardened ball cases. At least, I couldn't do it. No grenades. EDIT Found myself wrong.
3) A minor glitch, but still... If you have a forge and a campfire not very far from each other and try to light a campfire standing between them (that is, close to the campfire with your back to the forge) and using the <branch+bark> combi, you can accidentally light the forge.
4) Not sure it's a bug, still... Steel tools still requre nails for construction.

And a minor suggestion: if you introduced bone hooks, why couldn't there be iron ones? I think, they might be made just like nails - in batches...
edited 2×, last 25.09.10 09:16:00 am

old Re: Massive Mod

xZcarrotZx
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I can't find the hook for fishing in map editor items. and i can't drink from vines even when i want to crush it with a stone. it says: its not working or something.

old Re: Massive Mod

Withoutname
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I can say only a one word: AMAZING!

I love forging and mine. But I have got some questions:
1. If I get away from mine, iron and stone is desappearing (i took 39 iron, and have only 9)
2. How to use lava forge?

old Re: Massive Mod

charzy
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Umm, how the heck DO I GET the lava forge? How do I build it? If I can't build it, how do I find it?
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