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old Re: Massive Mod

Kalrirr
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Thank you for looking into it, Builder. At the moment my cooking skill is 66 and still I have about 1/3 - 1/4 meat burns.

Here's a random thought, not sure if it'd work. When you kill an animal and you get it's hide, it's instantly usable. That's not quite realistic. Skin needs to be cured / tanned.
A system for this could be:
A new building, something simple that looks like a few sticks in the ground just, something that the hide ( for moddeling purposes just let the old hide model rest on a model of a few sticks ) can rest on.
So that's the tannery construction. Now to cure / tan the hide:
Salt is needed to cure skin. So a possibility to take: sea water + bottle = salt water.
Then the system you use to bake clay -> right click on "hide rack" with the salt water equipped to get a bar that fills up, when full your hide is cured and a timer of say a day, maybe less ticks before the hide is done. Perhaps a colour change ( something darker ) of the hide to indicate that it's complete.

The process seems a bit long for the limited uses hide has though. Perhaps getting some other things in that require hide could be neat.
edited 1×, last 25.12.09 09:28:36 pm

old Re: Massive Mod

Builder2-0
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mocnyfull has written
There arent diary entry when you get 75 cooking skill, how i can smoke,salt or drying meat?
And one more thing what i can do with cocoa (powder)?

The ability to salt\smoke\dry meat isn't added in yet. Cocoa powder should be used near water\fire which should give chocolate, which can then be used with dough to make chocolate dough.

need0help has written
Well, i thought that you could add a new tree, Birch! and a new building, (that thing what lets you get birch's juice)!
So that could be a new food source...(For example, to make that building, you need ???X Branch And a 1XBucket!) And by some time it fills up!

It's only a suggestion

I'm not sure why a birch tree would give juice, but it's an interesting idea (making a building that gives a food source over time). I'll think of adding something like that, if I can find something that makes sense. I'm currently working on adding hidden springs underground that will be discovered when digging (similar to the coal) and you'll be able to build a structure on them for a limited supply of water.

Kalrirr has written
Thank you for looking into it, Builder. At the moment my cooking skill is 66 and still I have about 1/3 - 1/4 meat burns.

Here's a random thought, not sure if it'd work. When you kill an animal and you get it's hide, it's instantly usable. That's not quite realistic. Skin needs to be cured / tanned.
A system for this could be:
A new building, something simple that looks like a few sticks in the ground just, something that the hide ( for moddeling purposes just let the old hide model rest on a model of a few sticks ) can rest on.
So that's the tannery construction. Now to cure / tan the hide:
Salt is needed to cure skin. So a possibility to take: sea water + bottle = salt water.
Then the system you use to bake clay -> right click on "hide rack" with the salt water equipped to get a bar that fills up, when full your hide is cured and a timer of say a day, maybe less ticks before the hide is done. Perhaps a colour change ( something darker ) of the hide to indicate that it's complete.

The process seems a bit long for the limited uses hide has though. Perhaps getting some other things in that require hide could be neat.

I'm not sure I'd go as far as an entire new building & method for merely curing hide. Making you cure hide though is a good idea. It would give the salt from distilling water another use.

old Re: Massive Mod

Kalrirr
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Well what sort of new ideas / suggestions are you looking for, Builder? Things that add items or rather not. New ways of doing excisting things or something else?

old Re: Massive Mod

Hanakin
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So... I've played the newest version of MM and one thing strikes me as odd. It's day 10 and it hasn't rained yet! There are no fountains (because I'm playing the "normal" difficulty) and all water rocks are guarded by those super-fast extra-tough lions, except for the one in my camp (that is empty as of now - 'cause of the lack of rain). So getting water is pain in the ass. I can't wait for the distillery. Hopefully it's just my bad luck and it's going to rain soon.
And one other thing - the difficulty settings should be balanced better. There's a huge gap between normal and easy (whereas hard is just plain hell).
Thirdly, I love the new "pick'em all" button. Makes my life a lot easier.
Finally, please look into the cooking. Around 6 out of 10 pieces of meat gets burned, even with skill around 65.
That's about it for now. I didn't test the forge though.

old Re: Massive Mod

atori
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Red iron in the forge doesn't cool down after time. I tried around 8 times. It cooled down only once. I did everything according to instruction - put charcoal into forge, used flint to make fire, took iron in hand and put iron on the forge, iron became red after ~30 seconds, then removed charcoal from forge, fire stopped shortly, forge changed color from red to white after some seconds, but red iron didn't become soft one no matter how long to wait. I waited for long, and iron is still red in the forge. If to use water from clay bucket on the forge, then red iron becomes hard iron and here comes another bug: if to ignite forge again while hard iron is still in the forge, then this hard iron won't become red iron. It will become red only if to take it from forge and put it on forge again. MM version is latest from page 41.

old Re: Massive Mod

Builder2-0
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atori has written
Red iron in the forge doesn't cool down after time. I tried around 8 times. It cooled down only once. I did everything according to instruction - put charcoal into forge, used flint to make fire, took iron in hand and put iron on the forge, iron became red after ~30 seconds, then removed charcoal from forge, fire stopped shortly, forge changed color from red to white after some seconds, but red iron didn't become soft one no matter how long to wait. I waited for long, and iron is still red in the forge. If to use water from clay bucket on the forge, then red iron becomes hard iron and here comes another bug: if to ignite forge again while hard iron is still in the forge, then this hard iron won't become red iron. It will become red only if to take it from forge and put it on forge again. MM version is latest from page 41.

Interesting. I'll look into it, sounds like a variable isn't being registered correctly or the 'forge' (handles heating\cooling of items) function isn't being called. It'll have to wait a few hours though, today being Christmas. I've got a party to go to. Although already I can tell one thing isn't a bug (or rather, it's working as it's been scripted): When soft iron becomes hard iron the event is on:create. The forge function only starts to call itself on:drop (ie; when you throw it at the forge). I could easily fix this though, just a few more lines. Theoretically on:create should work similar to on:drop, testing is needed.

Hanakin has written
So... I've played the newest version of MM and one thing strikes me as odd. It's day 10 and it hasn't rained yet! There are no fountains (because I'm playing the "normal" difficulty) and all water rocks are guarded by those super-fast extra-tough lions, except for the one in my camp (that is empty as of now - 'cause of the lack of rain). So getting water is pain in the ass. I can't wait for the distillery. Hopefully it's just my bad luck and it's going to rain soon. And one other thing - the difficulty settings should be balanced better. There's a huge gap between normal and easy (whereas hard is just plain hell). Thirdly, I love the new "pick'em all" button. Makes my life a lot easier. Finally, please look into the cooking. Around 6 out of 10 pieces of meat gets burned, even with skill around 65. That's about it for now. I didn't test the forge though.

The rain thing is just bad luck. Luckily there are other ways to get water (ie; leaves). The major gap between easy and normal is known. I see 'easy' as being default S2, normal as being a way to get used to the new MM features, and 'hard' as being the way MM should be played. (although I'm not happy with the current setup of islands on hard; it's as if 'hard' = lion stones every 5 ft, it needs to be changed)

I'm starting to wonder if the cooking burn rate *is* linked to the amount of food on the grill. The new system I'm working on should fix it though.

Kalrirr has written
Well what sort of new ideas / suggestions are you looking for, Builder? Things that add items or rather not. New ways of doing excisting things or something else?

Anything & everything. The suggestions you've been giving so far have been great. Even if I don't implement something exactly as you describe it I'll try and find some way to make it work. For example, your suggestion of an entire new building and system for curing hides would be overcomplicated (considering hides have few uses). However, I feel making a requirement to cure hides using salt would be a good halfway point.

The issue with merely suggesting new items is that often times the items suggested contributes little to gameplay. Having 30 different types of sword\axe\club\dagger really only comes down to one thing: A melee weapon designed to deal damage. I feel every item should have a number of different uses and contribute to gameplay in more than one area.

The best suggestions are ones that improve existing gameplay or create new gameplay.

old Re: Massive Mod

bezmolvie
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Day 8 and only has rained once on hard. Maybe later in the game you will be able to create a distiller which can be filled with salt water, and after using it a few times you can drink it for a lower hydrational value than normal water.

old Re: Massive Mod

mocnyfull
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Birch gives juice?
Its pretty strange maybe try with maple?
Sometimes my items stuck in campfire/forge.

old Re: Massive Mod

Sirnik
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There is a bug with "pick up all" button - it picks up more items then there were on the ground. Say, two pickaxe heads instead of one. It's a good thing for sure.... but I don't think it was intended

UPD:
A couple more bugs:

1) When making transition between mine and surface, some of staked items disaapear from the inventory (namely iron)

2) At the same transition, all stats return to normal (i mean, health full, hunger\thurst\fatigue null) I suppose it is connected with the way the transition happens, but it is a rather fat exploit...
edited 1×, last 26.12.09 02:29:58 pm

old Re: Massive Mod

atori
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Builder2-0 has written
Interesting. I'll look into it, sounds like a variable isn't being registered correctly or the 'forge' (handles heating\cooling of items) function isn't being called. It'll have to wait a few hours though, today being Christmas. I've got a party to go to. Although already I can tell one thing isn't a bug (or rather, it's working as it's been scripted): When soft iron becomes hard iron the event is on:create. The forge function only starts to call itself on:drop (ie; when you throw it at the forge). I could easily fix this though, just a few more lines. Theoretically on:create should work similar to on:drop, testing is needed.

I checked forging_scripts.s2s. Real problem was in this line:
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if ((count_inrange("state",5,100,"item",$i)+count_inrange("state",4,100,"item",$i))>0){
As I understand, it means that "if" is positive only if there is no fire 100 points around iron. But it also means no fire even from campfire nearby! I put campfire out and oh yea red iron became soft after some moments. Well, I can understand that any fire within 100 points can maintain iron red no matter of fire source, but I doubt that it is intended being scripted this way. I would decrease 100 to some lower level, cuz I so want to cook food on grill while I am dealing with smelting.

Edit: with range 20 it works nice. Maybe it is reasonable to put even lower range. During my test that line looks like this:
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if ((count_inrange("state",5,20,"item",$i)+count_inrange("state",4,20,"item",$i))>0){
edited 1×, last 26.12.09 09:32:00 pm

old Re: Massive Mod

mocnyfull
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Erm who know how melt copper and make grenade?
Hmmm I have log,branches,black powder and iron rod what i need for black powder keg?
edited 1×, last 26.12.09 09:45:19 pm

old Re: Massive Mod

bezmolvie
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Mabey this
1
if ((count_inrange("state",5,100,"item",$i)+count_inrange("state",4,100,"item",$i))>0){
Should be this
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if ((count_inrange("state",5,100,"item",$i))+(count_inrange("state",4,100,"item",$i))>0){

old Re: Massive Mod

mocnyfull
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Hmmm there shoud be fixed diary entry,i still cant make fertilizer,black powder keg,cooper weapon,stell

old Re: Massive Mod

atori
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mocnyfull has written
Erm who know how melt copper and make grenade?
Hmmm I have log,branches,black powder and iron rod what i need for black powder keg?

As I see from config files you need [snip].

To make Paper you need [snip]. Starch can be took from some grass.

To make Fuse you need [snip].

To make Black Powder you need [snip]. Charcoal can be got from fireplace.

Maybe other combinations are possible.

Edit:
mocnyfull has written
Hmmm there shoud be fixed diary entry,i still cant make fertilizer,black powder keg,cooper weapon,stell

For black powder keg you need [snip]

Fertilizer is probably [snip]

Copper weapon? Can' find this.

Bloodshot has written
Mabey this Code:
if ((count_inrange("state",5,100,"item",$i)+count_inrange("state",4,100,"item",$i))>0){

Should be this Code:
if ((count_inrange("state",5,100,"item",$i))+(count_inrange("state",4,100,"item",$i))>0){

Well, I think additional parentheses are redundant here
edited 3×, last 26.12.09 11:17:31 pm

old Re: Massive Mod

atori
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mocnyfull has written
Hmmm how i can use charcoal dust for making stell?

What do You mean by "stell"? A shelter for sheep? I can't find such building.

Edit: guess I got you. You mean steel. I see Steel rod in config files, but I don't see any script, which creates this rod. Maybe it is not yet implemented. I don't know. You can read in forge skill:
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!175 - Forge semi-professional
You can now forge all iron items, and some steel items!

old Re: Massive Mod

mocnyfull
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I have forge semi-professional
I cant melt copper too, why my iron axe breaks after 3 hits?
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