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old Re: Massive Mod

Aedolaws
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Hey, can anyone teach me how to mess with the code? I am most interested in making the island way more challenging in Hard Mode.

PART A:

1)      Is there any way of adding an “archipielago” mode when creating random islands? I would like to be able to get random maps with 3 to 8 islands. Something like the massive mod single island map?

2)     I want the fruit trees to produce fruits more slowly. Say, 3 or 4 times slower?

3)     Make the forge to consume way more coal. Say, 3 or 4 times more!

4)     Rescue fires. Can we build signal fires to get “rescued.” With the ability to build one such fire for every shelter we build (up to seven). Having them to consume a lot of fire. If we keep the fire(s) going, each fire would give a random tiny chance of rescue every seven days). So, if we get 7 fires going, there would be a tiny chance every day, sort of like a lottery. If we get an opportunity for rescue, then we can choose to end the game.


PART B: Special Characters

1)     How do I get ALL the special characters (pirate, prof., and natives) to appear in the random maps ALWAYS, each with a basic camp of their own (fire, shelter, etc)?

2)     How do I make the natives with masks to be hostiles?

a)     Somehow have them raid a random encampment every seven days, each raid lasting the whole day(i.e., show up at Day 7, Hour 0, and raid until Day 7, Hour 23)? Somehow make them approach and attack you if u r around, and if not then attack the buildings and damage them?

b)     At the end of the raid they just disperse back to the spawn point? Maybe make a few spawn points underwater around the island, they just come from there every 7 days, and go back to them at the end of the raid.

c)     Each subsequent raid adds one extra hostile. So, whereas in day 7, there is only one hostile raiding, by day 42 they would be 6, etc?

d)     They can be killed, and we could get gold, pearl, feathers, claws, primitive weapons, etc

3)     Making the "good" natives a trading post:

a)     We give: tools, weapons, paper

b)     We get: raw resources, except fruits & meats

4)     Making the prof. a trading post:

a)     We give: hemp, joints, coffee & juices, meats

b)     We get: all sorts of potions

5)     Making the pirate a trading post:

a)     We give: gold, pearls, alcoholic beverages, parrots

b)     We get: weapons, tools, processed food and drinks


**** Every trade for us to incur a severe loss ****

old Re: Massive Mod

Shiro Ookami
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user victorsena has written
new here, so how i can make nails ?


Find Iron
Mine the iron
Build a Forge
light the forge
once the forge is lighted, toss the iron ore either near it or hold the iron ore and right click on the forge, it'll stick it on the forge.
Wait a while.
Take the 'soft iron'
use your hammer and pick nails.
Your iron will appear on the anvil, whack it with your hammer and now...

Now you have nails.

user Aedolaws has written
Hey, can anyone teach me how to mess with the code? I am most interested in making the island way more challenging in Hard Mode.

PART A:

1)      Is there any way of adding an “archipielago” mode when creating random islands? I would like to be able to get random maps with 3 to 8 islands. Something like the massive mod single island map?

2)     I want the fruit trees to produce fruits more slowly. Say, 3 or 4 times slower?

3)     Make the forge to consume way more coal. Say, 3 or 4 times more!

4)     Rescue fires. Can we build signal fires to get “rescued.” With the ability to build one such fire for every shelter we build (up to seven). Having them to consume a lot of fire. If we keep the fire(s) going, each fire would give a random tiny chance of rescue every seven days). So, if we get 7 fires going, there would be a tiny chance every day, sort of like a lottery. If we get an opportunity for rescue, then we can choose to end the game.

**** Every trade for us to incur a severe loss ****


Holy crap... MM on hard is torture as it is and you want it harder?! You're insane.

To answer your questions.

First, you really should look through the 'scripting' forum, you'll learn alot.

To create an series of islands, I imagine it 'could' be possible but I have no idea how to do that with the random generator, but I think you might have to edit the random_03_endless_h file (this file generates random hard maps, I think)

To edit time for trees to bear fruit you have to find said fruit trees in objects_palms and objects_trees. It might be in those files... it might not, I barely understand the scripting for Stranded 2 so far.

For making the forge use 3 to 4 times more coal... hmmm find the file/script the forge uses to burn through coal and edit it. (I have no idea what file has this script in it)

As for rescue fires.... you have to make the texture, model and script for it to do all that then put it in the correct places to build/use it in-game.

...or you can just build campfire's, it more or less gets the same job done.

I wish I could help you out more but... eh I'm still learning to how script and mod this game.
edited 2×, last 05.05.12 03:03:10 am

old Re: Massive Mod

yates_rates
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user Aedolaws has written
PART A:

1)      Is there any way of adding an “archipielago” mode when creating random islands? I would like to be able to get random maps with 3 to 8 islands. Something like the massive mod single island map?

2)     I want the fruit trees to produce fruits more slowly. Say, 3 or 4 times slower?

3)     Make the forge to consume way more coal. Say, 3 or 4 times more!

4)     Rescue fires. Can we build signal fires to get “rescued.” With the ability to build one such fire for every shelter we build (up to seven). Having them to consume a lot of fire. If we keep the fire(s) going, each fire would give a random tiny chance of rescue every seven days). So, if we get 7 fires going, there would be a tiny chance every day, sort of like a lottery. If we get an opportunity for rescue, then we can choose to end the game.


1. dont quote me because im unsure, but to change the random map generator i think you may have to edit the source code.

2. shiro already covered that. it should be pretty simple.

3. similar to 2.

4. this would definatly be possible, although would take a fair amount of planning.


user Aedolaws has written
PART B: Special Characters

1)     How do I get ALL the special characters (pirate, prof., and natives) to appear in the random maps ALWAYS, each with a basic camp of their own (fire, shelter, etc)?

2)     How do I make the natives with masks to be hostiles?

a)     Somehow have them raid a random encampment every seven days, each raid lasting the whole day(i.e., show up at Day 7, Hour 0, and raid until Day 7, Hour 23)? Somehow make them approach and attack you if u r around, and if not then attack the buildings and damage them?

b)     At the end of the raid they just disperse back to the spawn point? Maybe make a few spawn points underwater around the island, they just come from there every 7 days, and go back to them at the end of the raid.

c)     Each subsequent raid adds one extra hostile. So, whereas in day 7, there is only one hostile raiding, by day 42 they would be 6, etc?

d)     They can be killed, and we could get gold, pearl, feathers, claws, primitive weapons, etc

3)     Making the "good" natives a trading post:

a)     We give: tools, weapons, paper

b)     We get: raw resources, except fruits & meats

4)     Making the prof. a trading post:

a)     We give: hemp, joints, coffee & juices, meats

b)     We get: all sorts of potions

5)     Making the pirate a trading post:

a)     We give: gold, pearls, alcoholic beverages, parrots

b)     We get: weapons, tools, processed food and drinks


**** Every trade for us to incur a severe loss ****


1. for them all to appear you only have to edit the random_start.s2s script in mods\Massive Mod\sys\scripts\random.
change the script so it doesnt randomly pick a character, instead just picks all.

2. this would probably be the most work out all the things you have mentioned. possible, but would need an experienced programmer, ask lion_hearted

3 - 5. all the trade changes would be fairly simple. the scripts for the special charaters are also in mods\Massive Mod\sys\scripts\random. have a read through and you'll soon catch on to the way the trading system works.

old Re: Massive Mod

victorsena
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i great ideia is to make a wikia with this mod

and where i need to place the forge ?
edited 1×, last 05.05.12 03:27:40 pm

old Re: Massive Mod

Shiro Ookami
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user victorsena has written
i great ideia is to make a wikia with this mod

and where i need to place the forge ?



Indeed, a wikia for Massive Mod would be a good idea.

To place a forge... you know those hollowed out rocks that collect rain/fresh water for you to drink?

You build your forge on them. In some cases you probably will not find any, BUT there is an answer to that as well.

If you don't find any, you can use your hammer to 'shape' small slabs of stone. These stones might 'look' like the hollowed out version but there's stone where it would be hollowed out. Just whack it with your hammer for awhile and you'll shape it.

My advice in such an instance, try and find two of those kinds of rocks nearby, hollow them out, use one for the forge and the other one you should keep around in case of rain until you have a distillery.
----

I have a question myself, is there any combination to create a floor or something like it onto the ground?

And anyone know the combo list for the arbalest? I have eagles to repay for several bumps on my head.

old Re: Massive Mod

yates_rates
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i dont think there is such a floor item, no.

and the arbalest should be iron bolt, iron bar, cord, branch hammer.

wait, i looked at the script... dont think it'll work, ill check it out

old Re: Massive Mod

Aedolaws
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Hey, thanks yates, but I don;t know what I need to change for the random characters. I got Notepad++ and I found the file, I just don't know what to change

EDIT: Well, I figured out a way to do it, just make all random=1 and then all of them event=1. But isn't that unnecessary? How can I remove the random command, and the if. i tried but it didn't work.

EDIT: How about sheep. How do I make sure I always get at least a couple?

EDIT: I just noticed that the hemp guy is not listed in the create random characters script. I was tempted to add it, but I do not know the unit number.

Heh, nvm, #37, figured out and added, working. Now I get all 5 characters in every island. Sweet!!!
edited 4×, last 06.05.12 01:45:59 am

old Re: Massive Mod

yates_rates
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you need to change the random_start script.

so it starts up and faces the player to the island, that can stay there, extending to the random_events script can also stay there.

the whole next part using the rand number can simply be changed to :
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//Chieftain
$id=randomcreate("unit",40,50,1000000);
addscript "unit",$id,"sys/scripts/random/random_charscripts.s2s","chieftain";

// Native
$id=randomcreate("unit",34,50,1000000);
addscript "unit",$id,"sys/scripts/random/random_charscripts.s2s","native";

// Pirate
$id=randomcreate("unit",37,50,1000000);
addscript "unit",$id,"sys/scripts/random/random_charscripts.s2s","pirate";

// Prof
$id=randomcreate("unit",41,50,1000000);
addscript "unit",$id,"sys/scripts/random/random_charscripts.s2s","prof";

$runonce=1;

the comments (lines that begin with //) are not important, simply there for readability.

this just needs to be copied over the section that looks the same but uses the random number.

havnt tested it, but it should work. and also add your script for the hippy(weed guy).

old Re: Massive Mod

Shiro Ookami
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user victorsena has written
but how i can make a anvil ?


...the anvil is that white weird-looking rock where you build the forge.

combine soft iron and your hammer and the soft iron will appear on the anvil, then it's just a matter of one's aim. (Honestly, hitting those things takes a couple tries.)
--------
And question... to stop all my little homes from going up in flames. Can I remove this script to stop that?

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//------------------------------------------------ Fire
		if ($event==8){
			if (getweather()==0){
				local $r;
				$r=random(1,12);
				$subevent=0;
				if ($r==5){
					//shelter (100)
					loop ("objects",165){
						$id=loop_id(); 
						addstate "object",$id,"fire"; 
						statevalue "object",$id,"fire",5;
						$subevent=1; 
						exit;
					}
				}
				if ($r==3){
					//storage (200)
					loop ("objects",181){
						$id=loop_id(); 
						addstate "object",$id,"fire"; 
						statevalue "object",$id,"fire",10; 
						$subevent=1; 
						exit;
					}
				}
				if ($r==4){
					//tent (100)
					loop ("objects",184){
						$id=loop_id(); 
						addstate "object",$id,"fire"; 
						statevalue "object",$id,"fire",5; 
						$subevent=1; 
						exit;
					}
				}
				if ($r==1){
					//treehouse (500)
					loop ("objects",190){
						$id=loop_id(); 
						addstate "object",$id,"fire"; 
						statevalue "object",$id,"fire",10; 
						$subevent=1; 
						exit;
					}
				}
				if ($r==2){
					//hut (1000)
					loop ("objects",206){
						$id=loop_id(); 
						addstate "object",$id,"fire"; 
						statevalue "object",$id,"fire",30; 
						$subevent=1; 
						exit;
					}
				}
				if ($subevent==1){
					msg "Fire!",3,10000;
					msg "Your camp is on fire!",3,10000;
				}
			}
		}
And also... how do you tame a monkey? I've thrown a bunch of banana's at one and all he does is run around in circles. (a few may have missed though)

And is there something like a trash bin or some way to permanently get rid of unwanted items? (cause sometimes I mine/find/gather or combine things that I want or need.)
edited 3×, last 06.05.12 05:06:20 pm

old Re: Massive Mod

Aedolaws
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Just keep throwing bananas at the monkey until he gets purple sparkles around him. Then you can approach, press E, and give commands.

I am not sure however, whether this does anything. I haven't been able to build a monkey school yet. I am not sure what I need to do or whether there is something wrong with the code. I know that a yer or two ago I built a school. But I have been playing the past few days without luck.

No garbage bin, just drop at a location and forget about them. Some of them will decay and disappear, I think.

old Re: Massive Mod

Shiro Ookami
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user Aedolaws has written
Just keep throwing bananas at the monkey until he gets purple sparkles around him. Then you can approach, press E, and give commands.

I am not sure however, whether this does anything. I haven't been able to build a monkey school yet. I am not sure what I need to do or whether there is something wrong with the code. I know that a yer or two ago I built a school. But I have been playing the past few days without luck.

No garbage bin, just drop at a location and forget about them. Some of them will decay and disappear, I think.


So he won't die if I bombard him with banana's? eh oh well either way it's win/win. 1 side I get a monkey, the other... I get stuff Now it's just a matter of waiting several weeks to get enough banana's again

old Re: Massive Mod

Shiro Ookami
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user victorsena has written
ok thx, but i forgot one question sorry XP, where i can get coal ?


I haven't gotten there yet but I assume in your mine. Once your mining skill is high enough, you can build a mine entrance and then mine those sort of things.

old Re: Massive Mod

yates_rates
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shiro - i would assume that removing that part of code will remove the possibilty of your building catching fire.

and the coal can be mined out of ANY rock, once you have a mining skill of 200 hundred i think

old Re: Massive Mod

Corvallis5
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He's done with stranded II you should just upload it anyway if it's just something small he'll be fine with it.

old Re: Massive Mod

Shiro Ookami
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user Corvallis5 has written
He's done with stranded II you should just upload it anyway if it's just something small he'll be fine with it.


Whether or not builder is done with the mod or not doesn't matter. In his last post he did say he was busy with schooling and such, so unless you have words from him that clearly state he wasn't continuing, don't put words in his mouth.

Builder did state in earlier pages that he didn't want such things released without his say so.
So while one can just release it, it's being very rude and disrespecting Builder's wishes.

And assuming "he'll be fine with it" is rather unfounded since you aren't him and I doubt you can read his mind and again unless you have words from him that state so, don't put words in his mouth.
edited 1×, last 08.05.12 06:52:54 am

old Re: Massive Mod

Aedolaws
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I am having trouble making alcohol, I am well past the 50 cooking skill, but I can't fill the barrels, I can only store items. What am I doing wrong?

Yates, any chance of you sending me your latest version with all the fixes?

Or post a link. Builder has not been on for a while, we don't know when he will show up again.

The version in p. 94 has lots of problems. If you have fixed some, the few players that play MM should be able to benefit.

And, you are not adding anything new. Or r you?

I agree that modding MM without Builder's permission would be discourteous. But in this case, is technically not modding MM, and it is clearly reasonable and solely for the benefit of MM and its players.

I vote do it.
edited 2×, last 19.05.12 08:25:29 pm
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