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old Re: Massive Mod

Aedolaws
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Hah, n00bie comment, you know the whole frustration of the forge?

When you first suggest building the forge in the default tutorial, besides explaining that you have to build this building in top of an empty water rock, and what materials it would take, etc, you should also explain that once the forge is built then you have to hit the rock with the hammer, then you will have completed the forge. (At least that is how I got mine - and it took me hours, I got iron, charcoal, torch, etc... nothing, it was back and forth to the forums and ctrl+f forge, etc)
edited 1×, last 08.08.11 06:31:23 pm

old Re: Massive Mod

murlocdummy
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@Builder2-0

I apologize for not sending you a save file with more lag. The files that I had seem to have disappeared. The ones that I sent you have a rather paltry amount of lag.

Again, it hangs when loading the grassmap, when changing the day at midnight, and when using the pick-up all key.

old Re: Massive Mod

Cleric_Shiro
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I have seen people having the memory access
violation problem. So I'm wondering if there's anyway to fix this? because i have an old bugged version of the mod which works. Also good work on the mod

old Re: Massive Mod

Builder2-0
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user Aedolaws has written
When you first suggest building the forge in the default tutorial, besides explaining that you have to build this building in top of an empty water rock, and what materials it would take, etc, you should also explain that once the forge is built then you have to hit the rock with the hammer, then you will have completed the forge. (At least that is how I got mine - and it took me hours, I got iron, charcoal, torch, etc... nothing, it was back and forth to the forums and ctrl+f forge, etc)
...when you complete the forge shelter, it says "You now need to hit the rock with a hammer"... Meh, I'll make it clearer. Hope no one has a problem with 100 foot tall flaming palm trees spelling out "HIT THE ROCK WITH A HAMMER".

user murlocdummy has written
@Builder2-0
I apologize for not sending you a save file with more lag. The files that I had seem to have disappeared. The ones that I sent you have a rather paltry amount of lag.

Again, it hangs when loading the grassmap, when changing the day at midnight, and when using the pick-up all key.
Pick-up key lag is (was) normal. That should be fixed in the new update.

I took a look at your savegames. First, there did not seem to be any runaway scripts per se. The changeday lag is probably from the billions of scripts running on changeday. Now you're wondering, "Why are billions of scripts running on changeday?" Easy. 1. Because I'm an idiot. 2. Because your games are being spammed with ocean critters. Fish. Piranha. Sharks. Etc. I forgot that sea creatures tend to migrate a lot more than land critters, so the radius for spawners is far too small. On:changeday, you have hundreds of new creatures being spawned every day (since the spawners think there are no creatures nearby).

Should be able to fix that easily. Also cut down on the crazy ocean spawning. I started a new game, looked at the number of units (102), changed the day, new number of units was 258 or something. Most of them fish and sharks.

Now, why is it lagging while loading the grassmap? I have no idea. I'll fix what I can, and maybe that'll fix the grassmap issue, but I don't know what specifically would cause it to hang on that like it is.

user Cleric_Shiro has written
I have seen people having the memory access
violation problem. So I'm wondering if there's anyway to fix this? because i have an old bugged version of the mod which works. Also good work on the mod
Depends. That error gets caused by dozens of things. Sometimes it's an actual bug (eg; I forgot to include an icon, or a model path is wrong, or a script is doing something stupid). Other times it is the normal S2 executable crashing on newer operating systems.

old Re: Massive Mod

murlocdummy
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user Builder2-0 has written
I took a look at your savegames. First, there did not seem to be any runaway scripts per se. The changeday lag is probably from the billions of scripts running on changeday. Now you're wondering, "Why are billions of scripts running on changeday?" Easy. 1. Because I'm an idiot. 2. Because your games are being spammed with ocean critters. Fish. Piranha. Sharks. Etc. I forgot that sea creatures tend to migrate a lot more than land critters, so the radius for spawners is far too small. On:changeday, you have hundreds of new creatures being spawned every day (since the spawners think there are no creatures nearby).

Should be able to fix that easily. Also cut down on the crazy ocean spawning. I started a new game, looked at the number of units (102), changed the day, new number of units was 258 or something. Most of them fish and sharks.

Now, why is it lagging while loading the grassmap? I have no idea. I'll fix what I can, and maybe that'll fix the grassmap issue, but I don't know what specifically would cause it to hang on that like it is.


I suspected critter spawning was related, but I hadn't guessed that it was that dramatic. Also, flying creatures also seem to contribute to the issue. Wandering about the island and the surrounding ocean, you'll begin to notice flocks of birds flying about. Occasionally, you'll float your ship out to areas of open sea with dozens of birds, flying in circles. The critters tend to migrate quite far. Eagles and parrots, though, don't seem to stray very far from land, but the seagull-looking ones do.

Edit:
I'm looking into the files myself to see if I can fix anything, and I really have no idea what alot of this stuff does, like "ratio." There's no cohesive guide that tells you exactly what each of these variable are, or at least there's none that I found. I'm going to fiddle around with the range and ratio numbers and see if it makes a difference.

Edit 2:
"range" probably has to do with where in the map the unit spawns, so I suppose if I increase that, it'll make the unit spawn even further out? Well, really, the only reason I'm messing around with this is because the increasing lag is really the only thing preventing me from playing this game, so the earlier it gets fixed, the faster I can get back to playing. Right now, I've gone ahead and nerfed the "ratio" of the sea and flying critters for all the game mode inf files. I'm assuming that it'll have some effect, but not enough of an affect to really prevent the lag from continuing to spiral out of control eventually. I've also gone ahead and removed the line that causes birds to spawn on changeday. I haven't figured out what lines mess with the specific spawnpoints of the critters, though.

Edit 3:
Just realized that the random colored fish swimming around in the ocean are actual critters, and not just there for decoration. It's really quite funny to pull Fish out of a Fish, then leave the empty fish there in the water.

Also, an important find:
I've gone ahead and fixed the keys.inf file, where the Z and Y keys were switched. A minor inconvenience before, but now it's fixed. Okay, so it wasn't really important, but at least it's proof to myself that all this script-digging isn't going to turn out to be a waste of time for me.

Edit 4:
This actually has very little to do with the issue at hand, but before I decided to look into the files themselves for a solution to the memory leak issue, I had suspected that the number of critters on the island map was behind the problem. What I did was go around the island, killing everything that moved, eventually building a boat and shooting up the ocean and the skies, leaving an endless pile of corpses in my wake.
Once this is fixed, I shall miss my genocidal ecological cleansing sprees.
edited 5×, last 09.08.11 03:27:37 am

old Re: Massive Mod

Aedolaws
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Builder, you are right, it shows right after finishing the forge. BUT, it shows for 2 seconds. Perhaps you want to leave the message up until it is actually done.
edited 4×, last 12.08.11 12:45:53 am

old Re: Massive Mod

teh bacon
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maybe a stupid question but is there a way i could incorporate this with another mod?

old forging

monkfish
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Hello,

I've just installed massive mod. Everything runs fine but i don't know what i'm doing wrong when i temper the iron nails and spearheads. i put them in the forge wait for them to go red hot but then when i through water(i've tried liver, bottles and waterskin) nothing happens, the fire isn't put out and the soft iron items stay red.
Any ideas?

Thanks

old Re: Massive Mod

Mesarobert
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user monkfish has written
Hello,

I've just installed massive mod. Everything runs fine but i don't know what i'm doing wrong when i temper the iron nails and spearheads. i put them in the forge wait for them to go red hot but then when i through water(i've tried liver, bottles and waterskin) nothing happens, the fire isn't put out and the soft iron items stay red.
Any ideas?

Thanks


You have to get some clay to make a bucket, fill that with water, then right click near the red hot items with it in hand. I'm not sure if you can directly fill it with leaves, but I believe you can combine it with bottles and maybe livers to fill it.

old Re: Massive Mod

monkfish
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Thanks,

I'm on the first island and i don't know where to find clay. I assumed i need a shovel for that?

old Re: Massive Mod

HudaJan
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You mine/gather clay out of those brown stones. In the first island as far as I know those are only on the shore with lions

old Re: Massive Mod

Aedolaws
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1) Do items decay? I mean, do they collapse if left on the ground? I have noticed that some disappear, and others do not. Which do and which don't? Whats the time they take?

2) FIRES: Is there any way of fighting fire? My hut caught fire the following day after constructed, I tried using buckets and bottles of water to no avail.

Do structures have a "fire likelihood" value? can we check that somehow? Does it increase over time, and does it decrease with rain and with buckets of water poured into it?

2) COMPASS: Did MM remove the compass from the adventure and random islands?

I assume that MM will give me the choice to find or build a compass later on, at least on random islands?

How can I build/get one?
edited 3×, last 13.08.11 01:34:03 am

old ID error

uberkuroe
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when i try to run the batch file, i get an error saying id between 1 and 5000 expected.
i downloaded and patched like i did b4.
and the resaon i tried to start again was because i patched after i started a map i made, and the mine wouldnt load the underground map. then my meat started falling through the grill unless i stood a distance away b4 i threw it.

old Re: Massive Mod

Builder2-0
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My friend Ominus compiled my source code changes for me. With that done, my forge overhaul is finished. The process has been completely redone. You will *need* to start a new game.

Forging items is now much simpler-- it should be self explanatory. Put ore on the forge (hard point system like the grill), wait for it to turn red hot, pick it up to acquire workable metal, combine the metal with a hammer (while standing near the anvil), hit the metal on the anvil with your hammer until the item is finished.

The distinction between soft\hard items and slow cooling vs quick cooling has been removed. The buckets are gone.

Much more streamlined, much easier, and much less scripting\definition overhead. This means that I can add more types of metals and items, if necessary, without crying myself to sleep at night. Interestingly, this makes pottery even more useless now.

With the changes to the grill\forge system, I saw fit to remove the pick-up key from the game. It should no longer be necessary since you will not be throwing any more items.

Changelog has written
-Fixed fishing rod (there were a few other things broken with it besides the IF statement)
-Added combinations for poison arrows with steel\iron arrows
-Grain + water = undistilled grain water
-Distill undistilled grain water in the distiller to get distilled grain water
-Sugar + water = sugarcane juice
-Find sugar in bamboo!
-Added combinations for fishing hooks from bone\branches\bark
-Alcohol! (unlocked at cooking skill 50) ( )
-Fill normal barrels with juices to ferment them into alcohol
-Make wine out of grape juice!
-Make rum out of sugarcane juice!
-Make wheat beer out of distilled grain water!
-Or, fill barrels with black powder! Yay, explosions.
-Soup pot, to make soup out of your misc food items!
-Make unbalanced bowls of soup! ( )
-Bread becomes unlocked at cooking skill 25
-Cooking descriptions updated
-Take down distillers\grills after you've built them. ( )
-Glass making improved (no longer requires hammer)
-You can use a Shark's Liver to get the oil out of it
-Pick up key removed
-Added "The Watchmaker"; a physical object for handling timers within maps
-Removed dozens of items to simplify forging
-Forge updated ( )
-Grill updated! ( )
-Watering\quick-cooling items scripts edited to be less laggy
-Lava forge fixed! ( )
-Animal spawning on:changeday removed.
-"Chef" bonus at cooking skill level 200! (All cooked foods restore slightly more health\hunger\thirst)
-Numerous other script optimizations
-Nearly all item descriptions edited to hint at the combinations possible. This should greatly help new players. If anything is still confusing when you're playing, send me a message about it or post in the forum.
-MM uses the new German source code. This means it has built-in achievement support.
-Old MM achievements use the new achievement system.
edited 1×, last 19.08.11 04:42:16 am

old Re: Massive Mod

murlocdummy
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user Builder2-0 has written
My friend Ominus compiled my source code changes for me. With that done, my forge overhaul is finished. The process has been completely redone. You will *need* to start a new game.

Forging items is now much simpler-- it should be self explanatory. Put ore on the forge (hard point system like the grill), wait for it to turn red hot, pick it up to acquire workable metal, combine the metal with a hammer (while standing near the anvil), hit the metal on the anvil with your hammer until the item is finished.

The distinction between soft\hard items and slow cooling vs quick cooling has been removed. The buckets are gone.

Much more streamlined, much easier, and much less scripting\definition overhead. This means that I can add more types of metals and items, if necessary, without crying myself to sleep at night. Interestingly, this makes pottery even more useless now.

With the changes to the grill\forge system, I saw fit to remove the pick-up key from the game. It should no longer be necessary since you will not be throwing any more items.


That's good to know, Builder2-0.

As for the units spawning issue, I messed around with the values for the ratios, and found that the lag really does become a lot lower with lower ratio values. I played around with values of between 1-20, and found that it was just barely tolerable. I lowered everything to 5 and below, and it was playable, but still annoying. I'm going to experiment with values between 1 and 3. BTW, I set fish to 2 because I rarely ever attack them, and the multicolored things just pile up. Sharks and piranhas are set at 3. There's still tons, though.

I lowered bird to 6, but I'm expecting the place to still have more than enough birds.

BTW, when do you expect to make the actual release of the new version? I'll expect to have to re-modify it for efficiency and gameplayability once you do release it.

Edit:

All ratio values are equal to or less than 3. There's plenty of animals on and around the island, including fish. The lag is down to a slight increase in the load time for a 35 day play, as compared to near a minute of load time for a similar play experience.
edited 1×, last 19.08.11 01:36:00 am

old Re: Massive Mod

Aedolaws
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Either have some of animals eat others or simply have them die after some time.

I find that after the first few days it is easy to survive simply given the abundance of resources - animals become way too abundant, especially birds and fish.
edited 1×, last 20.08.11 04:27:17 am

old Re: Massive Mod

uberkuroe
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you have a good point. after the first few days, its easy to survive. it should be a strugle to live in the wild at least a little bit. i usually get bored and try to build a city on the island lol. Btw, im tryin to learn how to script, but i need some help. i dont know what all the commands on the .inf files mean. i already made a hut on milkshape. so i need to learn how to code other objects i may make, or objects already made. i would appreciate any help you can give. if you need my contact info, hit me up. i have msn, yahoo, facebook, and cell phone.
thank you for your time
edited 1×, last 21.08.11 11:55:41 am

old Massive Mod Mod 3a

murlocdummy
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I started to get a little tired of waiting for the next installment of Massive Mod to come out, so I decided to take the initiative and make my own rendition of it.

http://www.mediafire.com/?do7zlee7l1dt0iy

This is Builder2-0's Massive Mod patch 3, with some modified values to enable a better, more balanced playthrough. The modifications enable the player to more easily appreciate the game's challenges without the annoyance of having to grind through many aspects of the game.

I modified the item descriptions and changed some of the watering parameters for bushes, as well as dropping the spawnrates of animals. I'm planning on releasing a more polished version in the future, if Builder2-0 doesn't release Massive Mod patch 4 soon.

Edit:
FYI, it's untested, so please see if there are any problems with it for me to fix.
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