Forum

> > Stranded II > Mods > TheSurvivalist:Christmas Update 12-24-19
Forums overviewStranded II overview Mods overviewLog in to reply

English TheSurvivalist:Christmas Update 12-24-19

2,257 replies
Page
To the start Previous 1 280 81 82112 113 Next To the start

old Latest Improved Sprint Patch

JasJack67
Super User Off Offline

Quote
Hi olieo,
Try this edited script. Drop it in the /mods/sys folder and replace the old:

REMOVED
game.inf

Let me know if it is an improvement or fixed please.
edited 2×, last 05.06.16 05:16:42 pm

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

olieo
User Off Offline

Quote
user JasJack67 has written
Hi olieo,
Try this edited script. Drop it in the /mods/sys folder and replace the old:

game.inf

Let me know if it is an improvement or fixed please.


No noticeable change, still 1-2 seconds of fps drops.

Just to add to the previous information - I have every process disabled in startup apart from my mouse pad.

Perhaps try removing different parts of the code and post the files to test each one then we can find which part is causing the fps drops. (that may be a bad idea, I'm very noob at lua).

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

Wintermute
User Off Offline

Quote
Ok. Here we go.

I am in the middle of winter now. It is bitter cold, but I do not care, because I am well prepared. My base def is finished, still working on a glas house "just because I can"
Here is what I noticed:

-ice holes: When I make one and try to fill my bottles with salt water to distill them, I fall into the hole. I can climb out again without getting wet/frostbite. It seems that I could not get any salt water bottles.

-trees bearing fruits: Sometimes all my self planted trees are bearing fruits (in winter!). I can even collect them. BUT: If I do NOT process the fruits (pressing juice out of apples, making coffee beans or coffee, open a coconut, etc.) they vanish out from my inventory or my storages. It is like the game notices "Hey, wait... this item with this ID should not exist, I erase it!"

-water pump should be infinite. Right now, if the source is dry, I rebuild the pump on the same spot and I got water again. I think the game should not be that harsh. If you manage to make steel pipes, you should have infinite water. There is a lot of work into that. You won't have any thirst problems anyway because you can plant dozens of juicy fruity trees.


The defence walls seem to do their job. The enemies are spawning outside (except for the bats, ofc... ).

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

JasJack67
Super User Off Offline

Quote
Quote
Hey g_ryznar
The boats move up-n-down from the waves. Makes the hero fall through the collision. Never could find a fix for that. Sorry.


Quote
Hey olieo,
There is nothing to remove from the scripts when pressing shift. I am out of solutions for some operating systems.
1
2
3
4
5
6
7
on:keyhit01 {
	setlocal "unit",1,"run",1;
}

on:keyrelease01 {
	setlocal "unit",1,"run",0;
}


Quote
Hey Winter
Nice finds! thank you!
Getting salt water with a bottle at the ice holes √fixed
Fruits disappear from inventory during winter √fixed

next update(see to-do list page 1)

old Last Patch for Shift Sprint Lag Spike

JasJack67
Super User Off Offline

Quote
Ok, it came to me in a dream last night.

This patch for SHIFT sprinting will be standard for all future downloads. Drop the 2 tiny files below in your /mods/sys folder and replace the old as usual.

REMOVED
game.inf
REMOVED
units.inf

You need BOTH FILES as they work together to solve the lag spike. I would still like feedback if it is fixed or much better, for those who have this issue.

P.S. Thank you all for the feedback with this long-time issue. The pressure to fix this issue has been on-going. Due to "age" of the Blitz engine and newer operating systems compatibility, I do not believe it can get any better than this patch.

Quote
Heya Wintermute,
The water pump spring will now fill back up when it rains for next update. Destroying the pump and rebuilding it to get water again I would consider an "exploit".(very nice find indeed) So I have fixed that. Now if you destroy the pump, the spring rock is also destroyed along with it.
edited 6×, last 17.08.16 12:44:03 am

old Survivalist icons for tattoo

thunder346
User Off Offline

Quote
I'm expanding my Native American themed tattoo and I want to incorporate elements from my favorite games into the bead-work. Sort of the tattoo equivalent of Easter Eggs! I'm thinking of using a health flower but I'm having trouble getting a clean image w/o grass. Can anyone post some pics on here of a health flower? If anyone thinks of another icon that would work better they can post that too! (Yes, I've already thought of using the teepee but I decided against that since it's an advance crafting item and not a basic element.)

Thank you everybody!

old patch

bigwill
User Off Offline

Quote
I tried the patch helped a lot ! Still some lag , but I'm used to it with my poor old computer lol .
BTW I found a used computer at Amazon , cheap , with 3.4 ghz processor . But it only lists the processor and hard drive . Wondering , would they list it as a re-conditioned pc if it were missing anything ie the video card etc . Surely it would be listed as parts if it didn't work idk . Anyone have thoughts on that ?

old New Bee Keeper/ Honey Bees/ Beds

JasJack67
Super User Off Offline

Quote
Here is a snapshot of the new beekeeping system as it stands for next update.

The Beekeeper buildable object using a Hammer.


1 ) Built from the Hammer build menu. Requires 10 bark, 4 short handles, 8 iron nails, 1 beehive to build the Beekeeper using a hammer.
2 ) The beekeeper produces Honeycomb. All Honeycomb can still be processed as usual with a rock and/or empty bottle. (i.e into Beeswax, Honey)
3 ) Once built, daily at random it will begin production of Honey Bees (tame bees) that will always spawn and remain near the beekeeper. Every 2 days begins a daily random chance 1 new honey bee is born at any given keeper. (Every 2 days after 1 is born/spawned)
4 ) The beekeeper needs at least 4 bees near it to begin a "slight" chance of producing honeycomb each new day.
5 ) The more bees that are near it (up to 15 for each keeper) the higher the chance of producing Honeycomb becomes, each passing day.
6 ) All bees on a new map still begin as HOSTILE wild bees. Catching any bee with your Hand-net puts a "bee item" in your inventory.
•7 ) Any "Bee Item" gives you only 1 of 2 options:
> a ) Release (drop) the bee near a beekeeper to TAME it into a Honey Bee.
> b ) Release (drop) the bee anywhere away from a beekeeper to return it into the wild as HOSTILE.
8 ) You can retrieve any amount of honeycomb ready, anytime it is "glowing"...or leave it glowing while waiting for it to fill up. The keeper is full at 10 pieces of honeycomb...you will get a message "A beekeeper is full!".
9 ) If you destroy a beekeeper, all the bees near it (within 40 meters) will flee away...but you do get your beehive back.
10 ) All beekeepers will go dormant and not function during Winter season, and the honey bees will die...Unless the beekeeper is in a greenhouse. Only 1 will fit in a greenhouse.
11 ) There are several ingame messages that guide the process. Also a Beekeeper section added to the Diary/Operations tab. The "range trigger" of a beekeeper is 40 meters...comparable to most objects, stand "near" it when releasing the bees.

The bee system has a good benefit to it, making it worth the effort. As pure Honey provides a small dose of "Blood Regeneration" with each bottle...without negatively effecting your end-game OSR score. Honey may also be a trading and/or taming item for the upcoming new "Friendly Male & Female Native" you can 'tame" into your tribe as a Worker or a Warrior.

Here is a snap of the new bed system:


A wound or fracture will now reduce your speed for a period of time. At 8 hours for wound at -0.3 reduced speed, longer at 12 hours for a fracture at -0.4 reduced speed.

Using a bed to heal a wound or fracture will shorten the time it takes to heal and return to normal speed. The higher level the bed, the more effective at reducing the hours to heal...and the faster the bed works.

If a bed is detected when you sleep, you get an additional blood regeneration bonus...in addition to any "cover" bonus. Again, the higher the level bed, the higher the blood regen bonus.

The sleeping bag can be rolled up and carried with you as a Sleeping Bag Roll item. Similar to using the tent...only you do not need a Hammer...simply "use" the "item" to deploy it right in front of where you stand..."use" it again to roll it back up and store it in your inventory. It will detect if you are wounded/fractured, thus healing you instead, if needed.

Sleeping 3, 6, or 9 hours also shortens healing time of wounds and fractures accordingly.

See page 1 update to-do list for more details.
edited 14×, last 07.02.17 05:02:55 pm

old Warp speed 5.38. Engage.

Biomimicry
User Off Offline

Quote
Nice to see this thing still improving. I'm excited for the bed and bee update!

I found some issues you might be able to fix for that update.

1. I've found an odd (but fun) bug involving the advanced backpack. There are speed fluctuations at certain encumbrances. At 0g free space, your speed is a slow crawl. At 1g free space, your speed jumps down to negative three-something. From 2g up until 9g, speed moves into positive numbers. At 10g free space, your speed once again jumps down to -3.52. From 11g free and up to 99g, your speed gradually goes into positive territory again. It's worth noting that at 99g free space, your speed is 5.38! Fun!!

2. This one is related to Wintermute's find. Shells and starfish also disappear from containers at the first changeday of winter.

3. Any recipe that can burn will still be added if you don't already have one of that item in your inventory.

4. Poisoning arrows or meat, or drinking poison does not return an empty bottle. Only poisoning attacks returns empty bottles.

5. The sharkfin soup recipe isn't worth making. Also, it doesn't need any liquid, like water or milk, which is odd.

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

JasJack67
Super User Off Offline

Quote
1. √ nice find! (fixed)
2. √ (fixed)
3. √ (fixed) I went over all the cook/food scripts...only "liquid" type foods will be lost when the pot cracks. (i.e. raw lobster is returned when boiling and pot cracks, same if a fry pan cracks...you get the food, like an omelet)
4. √ (fixed)
5. √ (fixed) Now the sharkfin soup will generate +5 blood when eaten. The soup will not burn as often as other foods, the clay pot will now crack less often too. If it does crack you will get half the ingredients back. (1 lg. fellet, 1 fin)

Thank you for your continued feedback!
edited 1×, last 14.06.16 11:49:40 pm

old Clarification on issue #3

Biomimicry
User Off Offline

Quote
First, thank you for checking it out and your fast response! That is really cool.

I need to clarify what I meant in point three.

I'm not talking about the cookware cracking, and still getting solid foods. That actually makes sense to me. Let's say you go to cook an omelet, and you have no omelets in your inventory. If it burns (not pan cracking) on the first one, you still get the omelet. So what I've been doing is cooking one, dropping it, cooking another, dropping it, etc.. In this way I can circumvent the burnt food mechanic. This applies to every food you cook from your inventory.

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

JasJack67
Super User Off Offline

Quote
Oh nice! ok I found the issue.(fixed)√

Example:
When you do the combo for Omelet you combine the egg and the frypan at the fire...when it burns it subtracted the actual omelet BEFORE it was created by the combination you did. So it was trying to subtract NOTHING... then the Omelet was created and stored afterwards.

Now all those combo's will subtract the item AFTER the combo makes it.

Thank you for the follow up!

old No trouble, Double-J

Biomimicry
User Off Offline

Quote
Haha, it's the kind of bug that requires a convoluted explanation.

On another note, I'm still finding the fall damage system very irksome. For a long time through the updates, I have been getting "ghost" falls when simply standing or walking over flat land, or when walking too fast down to the shore. By contrast, I'm only in a position to receive legitimate fall damage a few times in a whole game. As it is now, it can be very frustrating.

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

Wintermute
User Off Offline

Quote
Woah, cool stuff. Thanks for the bees, the beds and the bugfixes!

I agree with Biomimicry: Sometimes, mostly when the mini-lags after a new hour appear, I get fall damage. One time I was planting crops and the screen went black, loosing 50 life or so and I got several injuries.

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

JasJack67
Super User Off Offline

Quote
Quote
Hi P_206, welcome...and nice to meet you.


Hey all,
Yeah...I have experienced the "ghost" injury too. I have tweaked the script for next update...I think I found the issue but need to test it more. Also it may have fixed the issue of the "false height" reading when on a dock or ice, and you get "wet".

Both are related to the same issue of a false "height variable" reading....I believe I fixed it last night. √

The script's math was taking 2 different readings between walking and sprinting...this math was not adding and subtracting "negative" numbers properly, and not taking the readings at accurate times. So sometimes that would allow an incorrect answer to be assigned to the height "variable" that is responsible for determining if your in the water(wet), or fell/jumped from any heights(injury).
To the start Previous 1 280 81 82112 113 Next To the start
Log in to reply Mods overviewStranded II overviewForums overview