edited 1×, last 07.12.17 06:20:29 pm
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Stranded II Mods TheSurvivalist:Christmas Update 12-24-19I would ask however, if anything you use has a "credits" currently attached in some way to carry that with the model.
I'm planning on adding it to my mapmaking/scenery extension.
I Love your game, and I enabled editor on it so I can see what there actually use. The problem: the game has much more lag than regular stranded II. I wonder if there is a way to fix that. Maybe there is a small error.
Your game is awesome, all the same
Um, I don't know if this was discussed here, but I have a question regarding the pirate:
Is there any way to know where exactly he shows up? I get the message that says when he arrives and when he leaves, but I play on a big island, and it takes me a whole day to get to the other side of the island from where I currently am. I'll never find him before he leaves! Any tiny hints as to how to find him? Would also be cool if there was a tool that can point him out, or something? (Would be useful by the time you can craft advanced forging items?)
Sorry for the silly question...
Yeah, the Pirate has a bug at this moment. I have already fixed it for Christmas update.The bug is he does not stay on the island very long he leaves within 1 game hour. He is suppose to stay for 20 game hours.
That would be a good reason you can not find him on a big map, he leaves to early. . .but i fixed it now.
He spawns at a random location each spawn, so he may spawn close to you sometimes. You may have better luck using a mid-size boat to follow the shore, as "driving" puts the player really high in the air and you can see far distances. Or climb a rock or tree and look for him.
I like the idea of making something to help the player find him, maybe I can give him a bell he rings each hour as he tries to attract customers? Or he shoots a pistol into the air? You could then follow the sound once your actually near enough to hear the bell, or gun?
P.S. Welcome back, Merry Christmas , it is not a silly question at all. See the top of page 1 "to-do" list for the latest upcoming fixes and when it "should" be posted.
Tested by building four beekeepers in a glasshouse with 20 bees at each, door closed at change of day. A few closest to the center of the glasshouse survived, but the majority die off. I have a save file if you wanted it.
The latest 12-25-17 Christmas Update is now posted. 93.42MB Download from the top of page 1 or any of my signatures as usual.
previous 11-23 "saves" are compatible, copy/paste your "save" file located in the saves folder, into this new saves folder.
Delete the old versions and replace your shortcuts on your Desktop as they point to the old version.
Change Log:
Increased the radius even further from 68 to 100 for Honeybees breeding in a greenhouse. To prevent less dieing when winter arrives.(complete)
Several more ingame "messages" enhanced to make more sense.(complete)
The players Speed is now shown as Miles Per Hour.(mph)(complete)
Any weapon impacting "flesh" now has a 1 in 50 random chance to deal a Critical Hit. Adding extra random damage ranging between 100 and 400. This will simulate randomly hitting vital organs, resulting in killing a deer or native in 1 shot, or other random 1 shot kills. (complete)
If a tribe Worker or Warrior gets stuck in the water, or under ice, simply calling the "Come" command will now teleport them to your position. Simulating you saving them from a water or ice hazard.(complete)
Several minor performance enhancements, and variable tweaks.(complete)
The fish attractor now returns some material when it is "lost". Similar to the fish habitat. Also it now dynamically spawns fish from it's position, rather than the players position.(complete)
Interacting with the ice, and ice holes, mechanics adjusted for accuracy and better experience. (complete)
In winter at an ice hole, retrieving items under the ice using the net mechanics adjusted for better accuracy.(complete)
Using the Iron Pickaxe on clay adjusted so it does not kick out so much saltpeter, but rather clay.(complete)
Shovel prospecting adjusted. You can now prospect for one particular ore from the choices. A maximum attempts variable is now set at 20, so you do not endlessly search.(complete)
When prospecting and finding a object, the ground no longer "sinks" down. It remains level while the object is placed on top of the ground.(complete)
The shovel no longer randomly finds "useful items" but can now find worms instead. The higher your digging skill the more worms you can find x1-x3.(complete)
Trade Pirate leaving to early most visits, fixed.(complete)
and Happy New Year! See ya's in February.
edited 4×, last 25.12.17 08:54:13 am
I played this mod one year ago. But i stopped playing, because of sprint lag. I know this bug was here before, but it was fixed. Now, i downloaded this mod again, but the sprint lag is still persists and game lags horribly. Everything in graphics settings is sets to low, lowest resolution, cant run windowed mode (bat file not working, shortcut too), game is on SSD. I have the latest version, Christmas update. I noticed game starts lagging when some sounds start playing, for example "sprint sound".
Specs:
OS: Windows 10
GPU: AMD R9 380X + intel HD Graphics 530
CPU: i5 6500
RAM: DDR4 16GB (2x 8GB)
STORAGE: SSD EVO 850 250GB, 2x 1TB HDD
I want to play this game, because this mod is awesome. Good job.
The old shortcut will not work(points to old folder name), you need to delete it, and make a new one from the new update folder.
You should go to Start Up programs in Control Panel and disable/delete ALL startups and restart your computer. Having things run in background will lag the game.
Ty for posting and checking out the mod. Try a medium size island and it should run a bit better then the large islands.
p.s. If it is really lagging from sound maybe go to your soundcard and lower the "quality" to something you can stand. The mod has some heavy scripting though, some computers run script better/faster then others. I don't have a solid answer cuz it runs fine on my computer.
edited 1×, last 27.12.17 12:53:12 pm
I created new shortcut with -win in destination line, but game starts in fullscreen mode. it does same thing with new The_Survivalist - win.bat - runs in fullscreen.
Everything is disable after start windows.
Game lags at lower resolution, so i set it to 1920x1080 (native). Now, every two seconds game freezes for one second and sprint lag is still here. I have onboard sound card and set to lowest quality.
Thank you for helping.
Water detail in options should be all the way down/left.
There is a large script that runs every 2-3 seconds, but it is generally not so intrusive that the mod is unplayable in most cases. . .but some report it as making unplayable lag. If possible ya might want to play it on another computer once.
There are some settings in your graphics card you can mess with to try and increase performance, I just do not know what else can be done with this script, as it is necessary to track/set the mod features/stats.
edited 1×, last 27.12.17 01:25:32 pm
I find this mod quite a challenge thanks to many of the new systems you've added to the game which is quite refreshing. Reading through the last few pages of this thread I do see people complaining about stuttering/lag which I seem to suffer from too, but it's tolerable for the most part (can be a bit difficult when you're trying to aim at a moving target though).
In any case I've enjoyed playing the mod, keep up the good work!
To be clear i only say this because i love how good this mod seems it adds so much but when it comes to gameplay but the lag kills the mod for me and it hurts....:(
Anyway unless it's a GPU setting issue i don't see how i can play this mod if anyone has any ideas feel free to tell me
LIST
Fix stupid lag error
Add Editor map
Organize your stuff and try to cut down on storage size
Give this game a better atmosphere (It seems too gloomy)
Add cool stuff
Thanks 4 everything,
Fr3sh
edited 1×, last 06.02.18 10:00:22 pm
Also, i want to suggest some things i think will improve the gameplay:
Ergonomic
Combine turtle and crab in the inventory with a hammer or knife instead of releasing and killing them.
Combine bee with a stone or hammer, that way i could use them as bait at least. I have almost 40 useless bees in the inventory.
Only plant if planting stick is in the inventory, but remove the need to first use the stick and then plant, because the way it is now is slow and boring.
Use some keyboard key + right or left click to make the char repeat task untill you stop. Example, cut down a tree, thay way i wouldn't need to keep pressing the left buttom all the time. Another example is fishing.
Errors
Rabbits and monkeys (birds flying too) are hard to hunt with the actual lag, because they're too fast and the system keeps freezing at 1 or 2 seconds.
Monkeys have a problem too, even if they are stuck and you shoot arrows you still missed a lot of shots, i guess you need increase their "area".
Rats seems to have the same "monkey problem".
Others:
I think some locked abilities could be unlocked since the begginig, for example some iron tools like the iron bar. How manny nails would i have to do untill i finally get enough skill to make the iron bar and finish my barrel?
Another example is glass, i have a house waiting only for the glasses, but i can't make the glass mold yet, boring...
Thank you very much for the making the mod! I'm enjoying playing it!
For forging, 75 skill level is needed for an iron bar. Usually I mine 50 iron first, then gain +1 forging per soft iron when I remove them from the forge. Craft 10 batches of iron nails (+2 each), a shovel head (+4) and a hammer head (+1) and you're done! As a bonus, you also have 35 soft iron left to craft the rest of your equipment.
The reason for the requirement for a planting stake to be in place first before you plant a crop is to reduce lag. Previously, the script checked if you had a crop in hand each time you pressed 'E' when pointed at the ground. By requiring you to interact with a planting stake instead, it significantly increased the speed of the game. I don't think there's a more workable solution to get around this problem, but I suggest crafting 10 planting stakes, laying out your crops in advance, then swapping to your crop and planting them. You don't even need to do this on the same day! If you want to save time, lay out a new plot of land for planting with the stakes ready to go a day or two before you plan to plant your crops. I find this means I can get a hundred or so plants into the ground in one day if I prep my crop stakes the day before harvest, spend one day harvesting, then the next day planting.
I've restarted a new small expert island and I'm having a blast. I've reached day 26 in Spring, built four water troughs and I'm on my third cycle (27 planted) of hemp, potatoes and wheat, and my second cycle (9 planted) of maize. Technically harvesting is more efficient when you cycle on 2 units return, but I prefer leaving them until full growth to avoid losing days of labour time spent harvesting and replanting.
Beyond that, I've got a barrel with 100 rum brewing, which should be finished by the end of summer, and I have two distillers running full-time. After the change to soup bowls, I've found my staple food has shifted. Early game, the easiest food by far are small fish fillets. A late evening's fishing will probably yield enough to feed you for three or four days, especially if you build a fish habitat to speed up the return. However, by mid game you probably want to shift away from fish and towards cheese.
Seriously, cheese is an amazingly powerful food option. It restores an impressive amount of health and exhaustion, and each bottle of sheep's milk returns three units of cheese when cooked. It has a steep entry requirement (must build a clay soup pot and distiller, plus find a sheep) but the returns are worth the investment. I've found a 1:1 ratio of sheep to distillers lets you maintain daily production of cheese.
My future goals for the island are now to finish crafting my crossbow, snow suit and compost bin, aggressively clear-cut the surrounding island terrain to give clear lines of fire, and begin work on a greenhouse and four beehives. Next planting cycle I plan to plant out 30 grape vines and work on a Year 1 vintage of excellent quality wine before winter, something I've never yet managed to accomplish.
Thanks again for the fix to bee survival radius JasJack! As a small suggestion if you feel like adding any more items, honey was often used as a base for brewing mead...
Bug Reports - Some previously reported but still present as of Christmas Update 12-25-17, not on To-Do List
Creating iron bolt shafts at anvil with soft iron and stone hammer/iron hammer returns usable feathered bolts. Steel hammer, autohammer and steel bolt combinations untested, possibly same.
Crafting whey doesn't require clay bowl, whey returns clay bowl when combined with 25 salt to make cheese.
Crafting clam chowder doesn't require clay bowl, returns clay bowl upon consumption.
Food items requiring clay bowls for creation do not return clay bowl upon spoiling.
Soft clay bowl still requires 25 clay to craft, mentioned earlier this amount might be decreased.
Placing flour in hand and left-clicking at a filled bucket does not consume water from the bucket when creating dough. Tested with 100 flour. Water from hollow stone is consumed normally using the same process.
Crafting tropica bread requires Mug of Hot Coffee (id=4898) not coffee beans (id=4948) or coffee fruit (id=70). Doesn't return clay mug upon consumption. Also doesn't satisfy caffeine cravings, despite containing coffee fruit.
Another great update!
edited 3×, last 04.02.18 07:38:43 am
In short, I love it. I think you have done a great job fine tuning.
I know the issue about the lag. I do not know why is such a big deal for some people. It is not for me. I have a great PC, I choose to play the game and is one of my favorites!!
I love everything, especially meteorology!!
For me, ceramics is the most difficult tree right now (and it warrants it), yet the easiest to exploit it (I agree with JDL). Kill the exploit but make it easy to bake more complex tools. Ahhmm, maybe increase skill point gain + create more complex tools, etc.
On the other hand cooking tree is the easiest. Somehow you must reduce skill gain.
However, I think cooking "should always be" the best tree, but as of now it could use more complexity., e.g. more fruits and vegetables, and natural edible resources in general, e.g. beans (black, red, white), olives, sun flower, lettuce, garlic, onions, (green, red, sweet, spicy) peppers, melons, frying oil (from several sources, e.g. corn, sun flower, other vegetables), olive oil, frying pan...
MOST IMPORTANT, make it easy, desirable, and required to get to ceramics so we can get to: basic, intermediate, and advanced cooking recipes, etc...
Work on the concepts of "calories" (normal) and "cravings." These concepts should be key for cooking.
New units are great. Rats, thank you, love the bastards, but they are not yet annoying enough! Women, got to try them. I think hostiles are fair, but as always, maybe err on the side of more difficult, e.g. archers are too easy to kill.
How about a special event with a King Kong? Very hard to stop!!!
Your work with the rocks, as with MOST other aspects of the game, was a huge leap forward; please give a thought to simple grass or thorn like bushes! Maybe, somehow, not sure how, lots and lots more of areas of walk-able tall grass that barely slow you down but kill any visibility/hostile detection; and others to avoid hostiles but with Acacia/Thorns very slow-or-painful-areas to walk through!! They both should slow down walking. At the very least, large inedible unusable grass should cover large parts of the island.
Most importantly, again, I think you should push for a longer year. I am not sure how. I guess somehow you got to speed up time and increase season length.
As always man, THANK YOU!
edited 17×, last 07.02.18 07:00:11 am
I think the key here is to know the character's limits and adjust playstyle to equipment. A basic bow is really only good for taking out slow moving targets like the parrot and green and yellow birds, once they land. If you're a decent shot, you might also score a hit on one of the higher big black birds, since they're fairly slow. They also perform adequately provided the target's willing to walk in a straight line towards you, such as a claw monkey or mask native. For hunting rabbits, squirrels and faster birds, you really need the longbow or crossbow.
Currently I'm up to the end of summer, day 57. I've got my crossbow, snowsuit and an absolute ton of food and drink stored away, more than 100 each of flour, water, potatoes, wheat and maize. For nutrition I'm keeping myself fed with cheese and potato soup between cravings. My sheep have been breeding too, up now to three male and three females. Still not yet begun work on a greenhouse, but that's the project for autumn.
Picture time!