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Builder2-0
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Hi! I'm Builder2.0.

Anyway, this is a great game. However, I feel that I've made a modification that makes it even better. I realize it overwrites the core files, sorry.

Comments appreciated. Feel free to also request new modifications and\or changes.

Site:
http://massivemod.blogspot.com/

Download (latest):
http://www.wikiupload.com/download_page.php?id=176857

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(UPDATE)Changes:
-Fixed bug with herbal garden & trap.
-Bushes bug fixed.
-Spears bug fixed.
-Various other small bug fixes and tweaks.


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(UPDATE)Changes:
-TNT = DNT + MNT + Nitric Acid
-Toluene = Coal + Fire
-DNT = Toluene + Nitric Acid + Sulfuric Acid
-MNT = Toluene + Nitric Acid + Sulfuric Acid
-Black Powder = Saltpeter + Sulfur + Charcoal
-Saltpeter = Mining brown rocks with pickaxe
-Charcoal = Log + Fire
-Sulfur = Mining stones with pickaxe
-Diatomaceous Earth = Found in rocks with a hammer
-Nitric Acid = Saltpeter + Sulfuric Acid
-Sulfuric Acid = Saltpeter + Sulfur
-Nitroglycerin = Nitric Acid + Glycerin
-Glycerin = Sodium Hydroxide + Animal Fat
-Sodium Hydroxide = Seaweed over Fire
-Animal Fat = Gotten from killed animals
-Starch = Found in plants
-Paper = Bark + Stone + Sodium Hydroxide + Starch
-Fuse = 3 Cord + Black Powder + Starch
-Stick o' Dynamite = Nitroglycerin + Diatomaceous Earth + 4 Paper + 1 Fuse
-Black Powder Keg = 10 Black Powder + 2 Ironbars + 1 Log + 10 Branches

~~~

-Various bug fixes & tweaks.
-Bownet should now work properly.
-Survivor skill "weight" should work properly. At 25, 75, and 200 "Survivor Skill" your weight will be increased by 5000, going to a max of 40000 (default weight: 25000).
-Stick o' Dynamite does massive damage to all wood, stone, and glass objects.
-Awesome bug fix, by me. I've coded the Stick o' Dynamite so that if it explodes on an object (read: Not near ground) it will not dig a pit for some random reason. It only digs holes if it hits the ground.
-Melee spear bug fix. I accidentally ended the script with "script-end" not "script=end". Ooops.


New version. Tell me if anything doesn't work.

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(CHANGES)Updates:
-Black Powder
-Saltpeter
-Charcoal
-Sulfur
-Diatomaceous Earth
-Nitric Acid
-Sulfuric Acid
-Nitroglycerin! Try not to hit it by accident.
-Glycerin
-Sodium Hydroxide
-Animal Fat


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(UPDATE)Changes:
-Major changes to the anvil menu, WIP. It is now more awesome ingame than ever before. Build an anvil, right click it, and go to the menu.
-Includes an explosive barrel that when it explodes it plays a sound effect, has a massive fireball, smoke, and shockwave, and to top it off does massive damage within it's huge radius. Did I mention it digs craters? Hidden in editor, inaccesible to those playing the game and not digging through my scripts.


Just extract to your Stranded II folder, it will automatically replace the default "mods" folder with these updated options.

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(UPDATE)Changes:
-Fixed mining skill.
-Fixed coal, it will now appear correctly.
-Various tweaks and edits.
-Added two new ways to build the Hammer, Spear, Throwing Spear. Branch + Cord + Stone.
-Edited damage of melee spear, now it is less of an uber 1 hit weapon.
-Better balanced.


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A Guide to the Stranded II “WIP” Modification (WARNING: Spoilers)
By Builder2.0, Aseospadez, & Wesnc

Major Changes:
-TERRAFORMING!
You heard me. Spade renamed to shovel, and now there’s a new tool, the Spade. Right click and you lower the land, while also getting a nice pile of dirt. While holding the spade, “use” some dirt and you’ll raise the land. Coded in *under* 2 hours. And, it’s not a huge “drastic” raise\lower. It’s very slight and takes quite awhile.

-Forging.
     You can forge items, increase your forging skill, and unlock new combinations.
     Currently still a WIP.

-New skills
Forging\Mining\Cooking\Foraging\Survivor, are all new WIP skills being added to the mod. Forging determines what items you can forge, mining allows you to prospect, cooking allows you to make nutrient filled meals\drinks\potions and brew beer\wine, foraging unlocks useful combinations for various herbal remedies and survivor increases every day you survive while helping you survive the next day as well.

-Bottling System
You can reuse bottles, awesome eh? It’s still a WIP. For example, the dough needs to be edited so it doesn’t “eat” the bottle.

-Various WIP
Copper, coal, steel, and other changes are WIP but do work.

Minor Changes:
-Increased Frequency of Vines
-Hammer\Spear require a Vine
-Spear renamed to Throwing Spear
-New Weapon: Spear, same materials as Throwing Spear and is a melee weapon

New Buildings:
-Shelters
     Bamboo Shelter
#Can be built from start, requires same resources as Shelter, only bamboo instead of wood.
-Towers
     Watchtower
#Can be built after you build a Big Fence or Storage, or reach a high hunting skill.
-Misc.
     Barrel
          #Can be built after any Shelter is built. Stores items.
     Crates
          #Can be built after any Shelter is built. Stores items.
     Dock
          #Can be built after a high fishing skill is reached, or Hut\Treehouse built.
     Water Trough
#Can be built after a fire or storage is built. Fills with water when it rains, depletes after being drunk from.
     Big Fence
          #Can be built after you build a Fence.
     Boardwall
          #Can be built after you build a Watchtower.

New Materials:
-Metals
     Copper
          #Can be found inside Copper Rocks. Use a pickaxe to extract the ore.
     Coal
          #Can be found inside Coal Deposits. Use a pickaxe to extract the ore.
     Coal Dust
          #Made from Coal. Crush coal with a hammer to get Coal Dust.
     Steel
#Made from Coal and Iron. Combine Coal Dust & Iron while standing next to a fire to get a steel rod.

New Weapons:
-Melee
     Sword
#Can be made from cord, iron bars, iron bolts, copper ore, branches, and a hammer. Make sure to be standing next to a fire and holding a hammer.
-Ranged
     Flintlock Pistol
#Grip can be made from cord & branches. Body can be made from a hammer, a log, branches, iron bar, and some copper ore. The firing system can be made from copper ore, iron bars, some flint. Make sure to be standing next to a fire and holding a hammer. The barrel can be made from a hammer, iron bars, and copper ore. Make sure to be standing next to a fire and holding a hammer. Combine the four items to finish the hammer.
-Ammo
     Bullets
          #Bullets can be made from a copper nugget & iron bar. Make
          sure to be standing next to a fire and holding a hammer.


Old:
http://jblack.logical-host.com/mods.rar (Mirror, thanks to Evilking1!)

Just extract to your Stranded II folder, it will automatically replace the default "mods" folder with these updated features.

Official Thread:
http://trickyservers.branzone.com/forum/viewtopic.php?t=544

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(UPDATE)Changes:
-Coal icons for "Coal Nugget" and "Coal Dust"
-New model, ANVIL (made by Wesnc)
-New building, ANVIL
-New textures for anvil
-New items: "Coal Nugget", "Coal Dust", "Steel Rod"
-Lotsa misc. changes
-More stuff, but I forgot the specifics
-New skills. Forging (implemented, part way), Mining (implemented very slightly)
-New WIP skills: Foraging\Cooking\Survivor
-Overview: Lots of stuff important for me, very little that you may encounter ingame currently


Quote
(UPDATE)Changes:
-Skills improved upon, implemented a bit more
-Various tweaks and edits


Quote
(UPDATE)Changes:
-Terraforming bug fixed. No more terraforming without penalty.


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(UPDATE)Changes:
-Coal script implemented.
-Forge script overhauled. Combine the items, while holding the hammer and standing next to a fire.
-Bottle scripts implemented, part way.
-Kickass and Take Names implemented.
-Download this awesome update.
-It is teh roxxorz
-Trust me
-It really does Kickass and Take Names
-Alpha ain't got nothin' on this!
-And neither does Tricky
-PS: Increased frequency of vines. Lawl


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(UPDATE)Changes:
-New icons and textures! For the copper nugget, pistol grip, pistol firing system, pistol barrel, and pistol body! Wala!
-Includes Guide to the Modification


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(UPDATE)Changes:
-Can now assemble Flintlock Grip & Flintlock Body
-Can now forge Flintlock Firing System and Flintlock Barrel
-Can now combine all Flintlock parts to assemble Flintlock Pistol
-Can now forge Bullets
-Various misc. changes


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(UPDATE)Changes:
-New material: Copper
-Ability to build a sword, you'll never find out how!
-Ability to forge items, currently just a sword.
-Working on ub3r dup3r h@ck3d menus, so you've got a "Can Forge" menu.
-OMFGAwesomeSauce updates
-Various misc. changes
-Trust me, download this
-Dude, I'm serious
-It's awesome
-Hell, I bitchslapped a parrot!


Quote
(UPDATE)Changes:
-Various misc. changes
-Increased frequency of vines
-Small chance to find flint in stone


Quote
(UPDATE)Changes:
-New Weapon: Spear, melee only.
-"Spear" changed to "Throwing Spear"
-At Hunting Level 25, Spears can be picked up after thrown
-Various misc. changes
-Lions\Raptors drop 2 skins
-Tent Kit requires 10 branches, 5 skins.
-New edible item, "Egg". Can be found in Raptor nests, Parrot nests, Kiwi nests, and Bird nests.
-New edible item, "Fried Egg". Can be made from Eggs, use them near a fire.


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(UPDATE)Changes:
-5 new buildings!
-At high fishing skill, you unlock the ability to build docks from which to fish!
-Building any type of shelter allows the ability to build barrels and crates, to store items in.
-Building a small fence allows you to build a Big Fence.
-Building a fire or storage allows you to build a Water Trough, which will fill with water when it rains but if you drink too much...


Quote
Changes:
-New Shelter (able to build at beginning): "Bamboo Hut"
-Gore enabled
-3 Grain to make Flour, not 9
-Hammer now requires a vine
-Spear now requires a vine
-Includes new map, "Desert Island". Access it from the "Single Islands" menu.
-Torch & Fence required materials shortened to a more realistic amount.
-Building "tech tree" edited slightly to allow more "paths" through it.
-New Building: Stance, can be built once you have a Storage or Fence (by default it was unlocked after a Hunting level was reached)
-New Building: Boardwall, can be built once you have built a Stance.
-Various misc. changes
-Speeds for "Levels" updated. You reach higher levels faster, but not to fast. Max level is "200" for all paths.
-Some typos fixed.


Comments appreciated! Feel free to also request new additions.

-Builder2.0
edited 13×, last 17.07.07 03:51:50 am

old Re: Massive Mod

Builder2-0
User Off Offline

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http://www.megaupload.com/?d=3BUPLG22

New version. Lotsa "OMFG" features. The guide explains it all. Includes terraforming.

Quote
A Guide to the Stranded II “WIP” Modification (WARNING: Spoilers)
By Builder2.0, Aseospadez, & Wesnc

Major Changes:
-TERRAFORMING!
You heard me. Spade renamed to shovel, and now there’s a new tool, the Spade. Right click and you lower the land, while also getting a nice pile of dirt. While holding the spade, “use” some dirt and you’ll raise the land. Coded in *under* 2 hours. And, it’s not a huge “drastic” raise\lower. It’s very slight and takes quite awhile.

-Forging.
     You can forge items, increase your forging skill, and unlock new combinations.
     Currently still a WIP.

-New skills
Forging\Mining\Cooking\Foraging\Survivor, are all new WIP skills being added to the mod. Forging determines what items you can forge, mining allows you to prospect, cooking allows you to make nutrient filled meals\drinks\potions and brew beer\wine, foraging unlocks useful combinations for various herbal remedies and survivor increases every day you survive while helping you survive the next day as well.

-Bottling System
You can reuse bottles, awesome eh? It’s still a WIP. For example, the dough needs to be edited so it doesn’t “eat” the bottle.

-Various WIP
Copper, coal, steel, and other changes are WIP but do work.

Minor Changes:
-Increased Frequency of Vines
-Hammer\Spear require a Vine
-Spear renamed to Throwing Spear
-New Weapon: Spear, same materials as Throwing Spear and is a melee weapon

New Buildings:
-Shelters
     Bamboo Shelter
#Can be built from start, requires same resources as Shelter, only bamboo instead of wood.
-Towers
     Watchtower
#Can be built after you build a Big Fence or Storage, or reach a high hunting skill.
-Misc.
     Barrel
          #Can be built after any Shelter is built. Stores items.
     Crates
          #Can be built after any Shelter is built. Stores items.
     Dock
          #Can be built after a high fishing skill is reached, or Hut\Treehouse built.
     Water Trough
#Can be built after a fire or storage is built. Fills with water when it rains, depletes after being drunk from.
     Big Fence
          #Can be built after you build a Fence.
     Boardwall
          #Can be built after you build a Watchtower.

New Materials:
-Metals
     Copper
          #Can be found inside Copper Rocks. Use a pickaxe to extract the ore.
     Coal
          #Can be found inside Coal Deposits. Use a pickaxe to extract the ore.
     Coal Dust
          #Made from Coal. Crush coal with a hammer to get Coal Dust.
     Steel
#Made from Coal and Iron. Combine Coal Dust & Iron while standing next to a fire to get a steel rod.

New Weapons:
-Melee
     Sword
#Can be made from cord, iron bars, iron bolts, copper ore, branches, and a hammer. Make sure to be standing next to a fire and holding a hammer.
-Ranged
     Flintlock Pistol
#Grip can be made from cord & branches. Body can be made from a hammer, a log, branches, iron bar, and some copper ore. The firing system can be made from copper ore, iron bars, some flint. Make sure to be standing next to a fire and holding a hammer. The barrel can be made from a hammer, iron bars, and copper ore. Make sure to be standing next to a fire and holding a hammer. Combine the four items to finish the hammer.
-Ammo
     Bullets
          #Bullets can be made from a copper nugget & iron bar. Make
          sure to be standing next to a fire and holding a hammer.


Just extract to your Stranded II folder, it will automatically replace the default "mods" folder with these updated options.

-Builder2.0
edited 1×, last 09.07.07 08:00:58 pm

old Re: Massive Mod

Guest

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Hm... Sounds very interesting, your Mod! Especially it seems that you are favoring good scripts. Maybe you want to take a look at my "LeafFall-Script". You can find it for example in the S2Ext-Mod (by bizzl).

old Re: Massive Mod

Builder2-0
User Off Offline

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IMPORTANT: http://files.filefront.com//;8009525;;/

New version!

Includes hotfix for a fatal error that slipped past me.

Just extract to your Stranded II folder, it will automatically replace the default "mods" folder with these updated options.

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(UPDATE)Changes:
-Fixed mining skill.
-Fixed coal, it will now appear correctly.
-Various tweaks and edits.
-Added two new ways to build the Hammer, Spear, Throwing Spear. Branch + Cord + Stone.
-Edited damage of melee spear, now it is less of an uber 1 hit weapon.
-Better balanced.

-Builder
edited 1×, last 10.07.07 06:35:53 am

old Re: Massive Mod

E_net4
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You have been working quite fast!
I wonder where is this going to reach...

old Re: Massive Mod

Nuklearni-okurka
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E_net4 has written
You have been working quite fast!
I wonder where is this going to reach...


Welcome to Stranded III! Moded version of Stranded II!

old Re: Massive Mod

Builder2-0
User Off Offline

Quote
http://files.filefront.com//;8016308;;/

New version.

Quote
(UPDATE)Changes:
-Major changes to the anvil menu, WIP. It is now more awesome ingame than ever before. Build an anvil, right click it, and go to the menu.
-Includes an explosive barrel that when it explodes it plays a sound effect, has a massive fireball, smoke, and shockwave, and to top it off does massive damage within it's huge radius. Did I mention it digs craters? Hidden in editor, inaccesible to those playing the game and not digging through my scripts.


-Builder

old Re: Massive Mod

EwokChieftain
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I've taken a look at your mod and tried out the new things.
I find your speed of development impressive and the whole mod is quite properly done with the models and interface graphics of the items.
But I cannot see a great sense in the new things - maybe you should broaden the mod's profile:
You're going very far into chemistry, you're going very far into metallurgy, but that's all far beyond survival.
The new weapons, sword and pistol, just deal more damage and make hunting more boring.

Questions:
1. Why should the player make all the new stuff, except for sheer curiosity?
2. Have you already imagined sources for all the new raw materials?

Suggestions:
1. How about letting the spade also modify the colourmap? It's very strange that grass remains where one raises or lowers the ground.
2. I believe you could make gunpowder with coal dust instead of charcoal as well.

old Re: Massive Mod

Builder2-0
User Off Offline

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EwokChieftain has written
I've taken a look at your mod and tried out the new things.
I find your speed of development impressive and the whole mod is quite properly done with the models and interface graphics of the items.
But I cannot see a great sense in the new things - maybe you should broaden the mod's profile:
You're going very far into chemistry, you're going very far into metallurgy, but that's all far beyond survival.
The new weapons, sword and pistol, just deal more damage and make hunting more boring.

Questions:
1. Why should the player make all the new stuff, except for sheer curiosity?
2. Have you already imagined sources for all the new raw materials?

Suggestions:
1. How about letting the spade also modify the colourmap? It's very strange that grass remains where one raises or lowers the ground.
2. I believe you could make gunpowder with coal dust instead of charcoal as well.

Before starting my explanation and answers to your questions, I would like to point out one thing...

The Flintlock Pistol does not just deal more damage, it was actually a test of adding effects to weapons. The "normal" (editor only) pistols\shotguns only went "pop". That was all. My new Flintlock Pistol now goes "bang", includes a smoke cloud, and I'm working on various changes to how it fires (using proper "balls" you must make from either stones\chisel or metal).

Now, onto your questions. The reason I've added all the new chemistry is because at times I felt confined to what I could do in the game. I'm adding more items, and although currently they only "combine" to form 3 or 4 "final" items, I'm hoping to establish a large "spiderweb" of new options\items\combinations.

When making my mod, I was imagining a different situation than the default one. Instead of surviving and eventually escaping\being rescued, I imagine you do *not*. Therefore, I wanted to open up more options for the players who survive longer.

1. As I work more on the mod, many of the items will be useful for a great deal of tasks. Explosive barrels could be used to clear away huge rock formations or destroy lion\raptor rocks\nests in one large blast. With nitroglycerin you'll be able to make various new weaponry and tools, capable of doing explosive damage or terraforming the landscape with large blasts.

2. Many of the new raw materials already *have* sources. I tried to be as realistic as possible, but did need to "cut corners" in a few places. Saltpeter and Diatomacious Earth are found in brown rocks, while Diatomacious Earth and Sulfur can also be found in all other rocks. Charcoal is gained from burning logs in a fire, while Fat is found on animals (larger animals = more fat, to a degree). Sodium Hydroxide is gained by burning seaweed, and Sulfuric Acid from Sulfur and Saltpeter. Ect.

Suggestions:
1. Good idea, and I've looked into it. However, I cannot find any commands for modifying the texture\color of a specific XY (or apparently XZ if you're German) coordinate. I looked at "terrain texture" but that appears to be global?

2. Thanks for the information, I'll see about adding it in!

PS: The new update will fix a lot of bugs that I was previously unaware of.

-Builder

old Re: Massive Mod

Guest

Quote
First I'd like to say hello to all and especially to the people who came from the Monkkonen forums.


Now speaking of which about giving more options to long-term survival players Builder, you may have already considered this when you said you were gonna fix some bug you were unaware of but how about tree and animal regeneration?

I am one of those who would love to survive on a *HUGE* island and construct a great complex foundation even if it takes a long time and I thank you greatly for being the first after my long long search for a game that is what your trying to form out of this one.

Now about what I said earlier about animal and tree regeneration, how about making tree regeneration a little faster and adding "Tree Seeds"? I have cut down trees for logs to construct certain objects but the scenery around my "foundation" gets boring cause there aren't many trees around. But as for making a tree stop growing back in a certain place you can use a shovel/spade to dig out the "Tree Roots". Lastly Animal Regeneration, that you most likely already considered (or was that what those lion, raptor ETC. rocks for?), but even so if any of the animals go extinct it'd make the game a little less fun but I can't really think of a way to keep all the tame/wild animals populated right now...



Thanks for a pontentially great mod, SpeedBlade

old Re: Massive Mod

Builder2-0
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SpeedBlade has written
First I'd like to say hello to all and especially to the people who came from the Monkkonen forums.


Now speaking of which about giving more options to long-term survival players Builder, you may have already considered this when you said you were gonna fix some bug you were unaware of but how about tree and animal regeneration?

I am one of those who would love to survive on a *HUGE* island and construct a great complex foundation even if it takes a long time and I thank you greatly for being the first after my long long search for a game that is what your trying to form out of this one.

Now about what I said earlier about animal and tree regeneration, how about making tree regeneration a little faster and adding "Tree Seeds"? I have cut down trees for logs to construct certain objects but the scenery around my "foundation" gets boring cause there aren't many trees around. But as for making a tree stop growing back in a certain place you can use a shovel/spade to dig out the "Tree Roots". Lastly Animal Regeneration, that you most likely already considered (or was that what those lion, raptor ETC. rocks for?), but even so if any of the animals go extinct it'd make the game a little less fun but I can't really think of a way to keep all the tame/wild animals populated right now...



Thanks for a pontentially great mod, SpeedBlade

1. You can already plant seeds, you just need a high planting skill. It was something crazy by default.

2. Yes, lion rocks and raptor nests = "spawn points". Same for bird nests, kiwi nests, parrot nests, coral, and a few other objects.

3. Interesting idea to have trees grow back in by default. I'll look into it.

PS: Monkkonen forums...?

-Builder

old Re: Massive Mod

Builder2-0
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Quote
http://www.wikiupload.com/download_page.php?id=176454

Quote
(UPDATE)Changes:
-TNT = DNT + MNT + Nitric Acid
-Toluene = Coal + Fire
-DNT = Toluene + Nitric Acid + Sulfuric Acid
-MNT = Toluene + Nitric Acid + Sulfuric Acid
-Black Powder = Saltpeter + Sulfur + Charcoal
-Saltpeter = Mining brown rocks with pickaxe
-Charcoal = Log + Fire
-Sulfur = Mining stones with pickaxe
-Diatomaceous Earth = Found in rocks with a hammer
-Nitric Acid = Saltpeter + Sulfuric Acid
-Sulfuric Acid = Saltpeter + Sulfur
-Nitroglycerin = Nitric Acid + Glycerin
-Glycerin = Sodium Hydroxide + Animal Fat
-Sodium Hydroxide = Seaweed over Fire
-Animal Fat = Gotten from killed animals
-Starch = Found in plants
-Paper = Bark + Stone + Sodium Hydroxide + Starch
-Fuse = 3 Cord + Black Powder + Starch
-Stick o' Dynamite = Nitroglycerin + Diatomaceous Earth + 4 Paper + 1 Fuse
-Black Powder Keg = 10 Black Powder + 2 Ironbars + 1 Log + 10 Branches

~~~

-Various bug fixes & tweaks.
-Bownet should now work properly.
-Survivor skill "weight" should work properly. At 25, 75, and 200 "Survivor Skill" your weight will be increased by 5000, going to a max of 40000 (default weight: 25000).
-Stick o' Dynamite does massive damage to all wood, stone, and glass objects.
-Awesome bug fix, by me. I've coded the Stick o' Dynamite so that if it explodes on an object (read: Not near ground) it will not dig a pit for some random reason. It only digs holes if it hits the ground.
-Melee spear bug fix. I accidentally ended the script with "script-end" not "script=end". Ooops.


And thats the end of the "explosive pack". If anyone asks me to code another material or explosive I will kill them. Any further explosive weaponry I make will have to be constructable from the above materials. I will not add any more explosive materials and components.

Next update will include more elaborate skills and more ways to build items. IE: Wood Pole + Vine + Stone or Wood Pole + Cloth + Stone. Yes, spears will now require poles, atleast the melee spears. Throwing spears will still be made from branches.

-Builder

old Re: Massive Mod

Guest

Quote
Builder2-0 has written
2. Yes, lion rocks and raptor nests = "spawn points". Same for bird nests, kiwi nests, parrot nests, coral, and a few other objects.

PS: Monkkonen forums...?

-Builder


Eh... but if nests go boom won't animal species go bye bye forever?

A fortress with good defence would have no purpose if no dangerous animals live, all that work go bye bye for long surviving players.

P.S. Oh, and some of us has come from the forums at www.monkkonen.net it has a great survival game (but diffrent from this one) and other games.

P.S.S. When the heck will ewok activate my account manually? (Didn't receive registration E-Mail)

old Re: Massive Mod

EwokChieftain
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Builder2-0 has written
The Flintlock Pistol does not just deal more damage, it was actually a test of adding effects to weapons. The "normal" (editor only) pistols\shotguns only went "pop". That was all. My new Flintlock Pistol now goes "bang", includes a smoke cloud, and I'm working on various changes to how it fires (using proper "balls" you must make from either stones\chisel or metal).

I was talking about its function in the game. I mean: the weapons the player can make in the basic game are already very powerful and I cannot see why I should do all these efforts just to obtain even better weapons that kill a lion 2 seconds faster.
Builder2-0 has written
1. As I work more on the mod, many of the items will be useful for a great deal of tasks. Explosive barrels could be used to clear away huge rock formations or destroy lion\raptor rocks\nests in one large blast. With nitroglycerin you'll be able to make various new weaponry and tools, capable of doing explosive damage or terraforming the landscape with large blasts.

Well, if there's a campaign or maps that embeds that stuff into tasks, that could really be great.

@ SpeedBlade: I am merely a decent little moderator. I cannot do that. You must wait for DC, the admin, to do it.

old Re: Massive Mod

Guest

Quote
Memory Access Violation happens when I'm trying to get leaves from plants and I'm lack of space (sometimes).
And how can I get starch?

old Re: Massive Mod

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Oh, forgot, and how to prospect ground? (mining)

old Re: Massive Mod

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The memory error is actually from starch, lawl. I misnamed an ID, and because it doesn't exist, the program decides to fuck up instead of simply saying "Error". *sigh*

I wish their was a code debugger. Like an external program, just link it to your folder and it would go "zzzzzzziipppp" and run through it seeing if anything didn't work out... IE: "Warning: objects_trees.inf has invalid ID "4800""

Or something like that. That would be awesome.

Anyway, back to work for me. I'll work on all these goddamn errors.

-Builder
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