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old upcoming update information

Builder2-0
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Next update to MM will feature a completely, honest to everything worth swearing to, FIXED grill.

It's also slightly more balanced than it was before and that's a nice bonus.

Basically, every grill has 10 hardpoints arranged on it. When you place food on the grill (by pressing E with the food in hand), it gets placed on any available hardpoint. When you first start the game, only 4 hardpoints are available. At cooking level 75, 2 more unlock, and at 125, 2 more unlock, and finally at 200, all 10 hardpoints are available.

They kind of spiral out from the center as you unlock them which is cool, I guess.

So the way this works is I coded a template 'dummy' food object, and then using some scripting magic that dummy inherits the model and stats of whatever creates it. This is probably not a very good way of handling it but I didn't want to make a dozen different static objects for food.

So you take a real food item, press E, that creates a fake food object on the grill. That object then "cooks", you then 'use' it, and you receive a real cooked food item. At any time you can pick up the fake object to get a real item back.

Cool features in a nutshell:
-Grill can hold a max of ten items at once, at max cooking
-If you want to cook more food at once, build more grills
-All cooking is handled by a single 'dummy' object
-No more stuff falling through the grill!

Btw, to clarify, this is semi-working right now. There are a few things to iron out but it WORKS.

Also likely to be included:
-The soup pot which has been on paper for ages
-Various fixes to bugs people have been reporting
-The promised ability to take down grills and distillers once you build them, so you can rebuild them elsewhere
-Some other stuff

old Re: Massive Mod

travman84
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*thumbs up* awesome.

sounds great, i'll have to test it out soon. any news with the lava forge, builder?

old Memory Access Violation AGAIN

murlocdummy
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I've heard about this mod, but it's too bad it doesn't work. I've tried going through the forums and the internet, looking for a solution to this annoyance, but it seems that there is none. Well, it was a good idea for a mod, but just like many others like it, it failed in the end, and we must all move on.

old Re: Massive Mod

travman84
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@murlocdummy
are you high?
this mod works great. it does have a few issues here and there but overall it is a great mod. if it didnt work then there wouldnt be almost 100 pages of forum. obviously you dont know how to install and run the mod. read back a couple of posts... if that doesnt work for ya then im not sure..... maybe your are just incompetent? but hey, on the bright side, at least you suit your username

old Re: Massive Mod

Builder2-0
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user murlocdummy has written
I've heard about this mod, but it's too bad it doesn't work. I've tried going through the forums and the internet, looking for a solution to this annoyance, but it seems that there is none. Well, it was a good idea for a mod, but just like many others like it, it failed in the end, and we must all move on.

Thank you for taking the time to make a post without actually explaining what the bug\crash was beyond "memory violation error". There are twenty dozen things that cause that. Some of them I can fix. Others happen in Stranded 2 regardless of any changes Massive Mod makes; for instance the MAV error when running S2 on any OS other than XP (last time I looked it tends to crash on Vista\7 with equal randomness).

If you ever read this, please post exactly what happens before the crash.

old Well, it works now

murlocdummy
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After completely exhausting every other option available, I decided to simply install the game on a virtual machine using Oracle VM, then assigning several gigs of RAM to the partition's machine for good measure. Installed Windows XP on it, as well as DirectX7.

Works now, but I'm sure that there isn't a single person out there who was as determined as I to get this damned game running. Of course, a VM usually solves all of our problems, anyway.

After playing around for a bit, I've realized that the game needs a proper manual/player's guide in order to be fully appreciated. Going through 80+ pages of forum, using Ctrl+F is not the best method to find out how to make "gunpowder" or "poison machete"

About the gameplay itself, a few hours into the game, and I've found that cooking is rather difficult with the small and large meat at night. The color change for both of them is rather subtle, the small meat's color change being more so. On more than one occasion, I've sat in front of the meat, waiting for it to cook, only to have it burn right in front of me. Perhaps it would be much easier if the texture for the cooked meats included large, black grill marks on them. Fish and bread, of course, are obvious to cook, since the color change from bright green to brown can't be mistaken, and the dough changes shape upon finishing.

Another annoyance is the fact that sometimes, items thrown into a grill/forge will get stuck in the fire. It takes a little bit of skill to throw the item into the right place so that they're retrievable when they're done. I've lost countless pieces of meat and tool items in fires after dejectedly pressing the "pick up item" key in front of said item hundreds of times in vain and being forced to give up.

One fact that shall always remain an annoyance is having to constantly press the right mouse button repeatedly in order to build. Not like anyone can change that game mechanic, but it's just one of those things that annoys me to no end.

One thing to mention: I never figured out how to cut up bacon/steak. I don't know if it wasn't implemented or what, but the skill description under "Cooking" claims that a diary entry is supposed to pop up. It never did. If the ability isn't implemented, it would be nice to have a diary entry that says so.

EDIT:
There really needs to be a blog or some sort of central place to access information about this mod. After so many pages and over 1700 replies in a single thread becomes nearly impossible to navigate. It's become much easier to ask simple questions and add to the mess of replies rather than sift through the entire thread, looking for what you want to know. For instance, it took me near an hour to figure out that steel and salt don't work.
It didn't help that charzy misleadingly claimed that silica dust could be turned into fused silica with fire, leading me to try and create class with crystals for near half an hour before giving up. Upon coming back, I eventually found out the real way to create glass, which is to use a hammer with crystal and fire, then use a hammer with silica dust and fire, then to use bamboo with fused silica and fire.

EDIT 3:
I've been playing for a while and I've found the end of my mine. After finding the lava forge, I thought that that might have something to do with steel making. I looked up the Stranded 2 Mod Viewer and used to it find out that you, Builder2-0, have spent a good amount of time making steel items. Too bad that it doesn't work on mmpatch5. I spent the better part of an hour trying to figure out how to make steel, and all it resulted in was a lot of wasted effort and several forges full of unobtainable iron chunks and coal dust pieces. I found that throwing large amounts of stuff into a forge causes the items in it to totally mess with the game when you throw water on them, causing forges to become increasingly bothersome to use, the more items you lose in them, forcing you to construct new forges every now and then.

The mod viewer didn't let me know what was supposed to be the intended method to make steel, but from the false information that I've gained from this thread, the player was supposed to throw coal dust at red-hot lumps of iron while they're in the forge. Obviously, something went wrong somewhere, and it can't be made.

Also, the fishing rod doesn't seem to work. I assume that steel hooks have something to do with them. Of course, without an inventory editor, the steel hooks can't be obtained and the fishing rod becomes rather useless.
edited 3×, last 11.07.11 03:44:49 am

old wtf, really?

travman84
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@Mdummy, god where to begin.

1) the virtual machine was actually a good idea. in fact i would recommend VM's to anyone that runs modable games or any cheap game that requires an install. however massive mod will work without doing that. i described a method that worked for me not long ago. 10 or so post back. this method also worked for a few of my friends... and hate to say it but one of them has a few nuts loose in his head but even he figured it out

2) manual/players guide? would you just like a full list of things for you to build them? sounds to me like you just dont want to use your head and just want to cheat your way through it. in which case you can simply look at the combination files and figure it out. from what i can tell some things are not implemented yet but this is an ongoing mod that just keeps getting better.

3) builder already stated that the cooking would be fixed in his next release. this was described about 5 posts ago i think. patience.

4) there is a "pick up all items around you" key. look in your key settings because i dont know if off the top of my head. it doesnt work all the time, but at least a good 95% of the time.

5) pressing the build button over and over is an annoyance i would have to agree. not sure if there are plans on updating that or not.

6) cutting bacon/steak, i dont think i has been implemented yet. as with salting meats and a few other things. unless i just havnt figured it out yet (could always be the case)

7) a massive mod web site would be nice. with easy to access download links, new/organized threads, ect.
@builder~~~ something i can maybe help you with?

about the silica to glass.... see, just keep trying stuff... eventually you will get it.

9) last i checked the lava forge didnt work in the mine. it does work fine if you make one on your island with the editor tho.

10) i dont think i've had a problem making steel itself. but some of the items wont heat up or harden making them inaccessible. it's probably being worked on. to make the steel you do throw coal dust on hot iron clumps. maybe you are not clicking the correct mouse button? play with it a little more, im sure you can figure it out.

11) im not sure on the fishing. last i checked it worked fine. but i dont think i tried making hooks. ill have to check it out next time i play.


hope some of this helps

old Re: Massive Mod

murlocdummy
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Thanks, travman, about the "pick up all items" key. It'll undoubtedly help in clearing out all the chunks of iron ore and coal dust in my forges.

As for not wanting to use my head, it's oftentimes not me using my head that gets the combinations I'm looking for, but instead, clicking through every possible combination of items that I can possibly make. Grinding through stuff like that tends to take the fun out of a game. I'd rather have hints placed in the game that lead me to the idea of certain combinations, instead of having to look them up on the Mod Viewer. Not everything's implemented, so I don't want to spend hours looking for recipes that simply don't exist. Without the Mod Viewer, I'd still be trying to cut up and salt meat, and would have completely given up on creating salads.

For fishing, maybe it's because I loaded up a savegame from before I applied the mm5 patch. I had forgotten I had it halfway through my playthrough and decided to use it. It fixed the loss of items from the mine and also caused my fishing rod to stop working. I'll just start a new game and see if steel is working.

It's kind of disheartening for me to find out that my suspicions were correct. The game's made by someone that's more of a programming engineer than anything else. I've played games made by those kinds of people before. They're well-programmed, and the things that are meant to work work, but it lacks the touch of an artist, like Notch with his Minecraft, or Moromisato's Transcendence. Those designers, after several years, learned to polish up the edges around their works. Even if a particular feature wasn't ready yet, it "felt" like it was already done. Placing things like skill description entries into the game that tell you of abilities and recipe possibilities that don't yet exist in the game tend to make the mod seem more amateurish than it really is.

I'm actually quite surprised that after this amount of time and this level of sophistication for a piece of programming there lacks a cohesive website for the game. travman84, you should really consider starting up a fanmade wiki page for this mod. The mod has been in development for too long and is far too good for it not to have its own webpage.

EDIT:
I found out how to make steel, and guns for that matter. It seems that using the alternate fire button instead of primary fire button with coal dust turns the iron into steel. You're not supposed to throw anything onto the lumps, after all. Also, the lava forge works, but it requires you to sleep while in the mine. It pretty much is only useful if it's raining and you need to forge stuff. It's kind of a bother building a shelter in the tunnels, but at least it prevents you from losing health.

EDIT 2:
Man, this mod has ALOT of loose ends. If I spent a while remaking some of the combinations, I'd probably be able to overhaul the entire feel and perceived quality of the game without actually doing a whole lot. Unfortunately, I just don't have the time on my hands to study the files and program the code. A series of "simple berry salads", made from grapes or berries would help the player figure out that salad combinations are possible. What little I could do right now is to change up the descriptions. That's something that I might do, actually. I've already made the pearls that you find in seashells "Aerogel", and made their weight a negative value. As for its description, it's a rather long explanation and backstory of how aerogel got into a seashell in the first place. If I can figure out how to make combinations, I'd put the gold bow back into the game and call it a "Golden Compound Bow". The description will say that it's gold colored because the player gold plated it or something. Well, it'll be enough of an effort to redo the descriptions right, so I don't think I'll get around to learning how to do combinations.

EDIT 3:
Started a new game. Nope, the fishing rod does not work. It doesn't catch anything, nor does it use up bait. It increases the fishing skill, though. I tried running around the island, fishing, and found that it still recognizes places that you're supposed to fish at, in that it'll give a negative sound when you fish on land, but even though everything else about the rod seems to work, it won't take bait, nor give fish when you use it. I can't for the life of me figure out what went wrong with the coding.

EDIT 4:
I fixed the fishing rod by using the old Stranded 2 code for it. It's fun to go lava fishing.

Anyway, I've encountered an interesting problem. With large islands, as you continue playing, the game takes longer and longer to load. I really don't know why this is, but the number of animals on the island appear to increase over time, so that might have something to do with it. Also, the amount of time it takes for the "pick up all" function to run its course is correlated with the map's load time. Currently, it's taking near a minute each time I use that key. It's pretty annoying, so now I'm cooking and forging in bulk to save time. I'm not at all hopeful that this issue will be fixed. Just something players will have to live with. On a related note, every now and then the game freezes up for a good while, then resumes. The amount of time it takes to freeze up is also correlated to how large the island is and how long you've been playing on said island. The freeze up seems to happen before certain events occur, such as mass wilting of plants, and sleeping.
edited 4×, last 13.07.11 04:06:26 am

old Re: Massive Mod

ricebag123
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Ive been reading all of this for a while now and i see you have updated alot of stuff on it but is all of that on the first page in the link?

old Re: Massive Mod

Yerica
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@Travman:

I honestly think that a manual of some sort /would/ be helpful. I'm not going to use it to 'cheat' my way through the game, but at time I /do/ have questions or confusions (like how to MAKE A FRIKKIN IRON AXE T__T, how do I get a handle, I ask you?) that would be much more quickly solved with a wiki.
So... I made one >__>
It's right here
I'll be adding as much to it as I can, hopefully other people will pitch in. I really enjoy playing MM, and a wikia would just make things a bit more streamlined to play.

@Rice:

Yes, it is.
edited 1×, last 22.07.11 09:25:51 pm

old Re: Massive Mod

ricebag123
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@yerica Thanks, Ive been thinking it wasent the one with all of the extras

old Enjoy your answers!

Builder2-0
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user murlocdummy has written
After playing around for a bit, I've realized that the game needs a proper manual/player's guide in order to be fully appreciated. Going through 80+ pages of forum, using Ctrl+F is not the best method to find out how to make "gunpowder" or "poison machete"

Part of the goal is to have that be explained through the game. I haven't yet decided on a method I really like to do so though.

Quote
About the gameplay itself, a few hours into the game, and I've found that cooking is rather difficult with the small and large meat at night. The color change for both of them is rather subtle, the small meat's color change being more so. On more than one occasion, I've sat in front of the meat, waiting for it to cook, only to have it burn right in front of me. Perhaps it would be much easier if the texture for the cooked meats included large, black grill marks on them. Fish and bread, of course, are obvious to cook, since the color change from bright green to brown can't be mistaken, and the dough changes shape upon finishing.

How long the food is on the fire actually has no relation to whether the food burns or not. It's a random chance modified by your cooking skill.

Quote
Another annoyance is the fact that sometimes, items thrown into a grill/forge will get stuck in the fire. It takes a little bit of skill to throw the item into the right place so that they're retrievable when they're done. I've lost countless pieces of meat and tool items in fires after dejectedly pressing the "pick up item" key in front of said item hundreds of times in vain and being forced to give up.

Hit U. It's a bit of hack fix and hopefully will be unnecessary with the newest update. Which is currently delayed until I can either get my source code edits to compile correctly, or wait for the other S2 source code edit to add in the commands I requested.

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One fact that shall always remain an annoyance is having to constantly press the right mouse button repeatedly in order to build. Not like anyone can change that game mechanic, but it's just one of those things that annoys me to no end.

Can't fix it.

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One thing to mention: I never figured out how to cut up bacon/steak. I don't know if it wasn't implemented or what, but the skill description under "Cooking" claims that a diary entry is supposed to pop up. It never did. If the ability isn't implemented, it would be nice to have a diary entry that says so.

Some diary entries are implemented, some aren't. It *is* possible to cut up meats into steaks. Combine a large meat with a knife to cut it into steaks or small meats. Bacon no longer exists.

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For instance, it took me near an hour to figure out that steel and salt don't work.
It didn't help that charzy misleadingly claimed that silica dust could be turned into fused silica with fire, leading me to try and create class with crystals for near half an hour before giving up. Upon coming back, I eventually found out the real way to create glass, which is to use a hammer with crystal and fire, then use a hammer with silica dust and fire, then to use bamboo with fused silica and fire.

You *can* make glass with crystals. Although to be honest, I'm not sure why it requires a hammer. I suspect that is a bug. Thank you for bringing it to my attention.

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EDIT 3:
I've been playing for a while and I've found the end of my mine. After finding the lava forge, I thought that that might have something to do with steel making. I looked up the Stranded 2 Mod Viewer and used to it find out that you, Builder2-0, have spent a good amount of time making steel items. Too bad that it doesn't work on mmpatch5. I spent the better part of an hour trying to figure out how to make steel, and all it resulted in was a lot of wasted effort and several forges full of unobtainable iron chunks and coal dust pieces. I found that throwing large amounts of stuff into a forge causes the items in it to totally mess with the game when you throw water on them, causing forges to become increasingly bothersome to use, the more items you lose in them, forcing you to construct new forges every now and then.

The mod viewer didn't let me know what was supposed to be the intended method to make steel, but from the false information that I've gained from this thread, the player was supposed to throw coal dust at red-hot lumps of iron while they're in the forge. Obviously, something went wrong somewhere, and it can't be made.

Forges have been dealt with in the same way that the grill was fixed. They will be much better in the next update. Steel items are made by placing iron on the forge, waiting for it to turn red hot, then right clicking with coal dust in hand. Also, looking at this, I can really clean up the code. It's terrible.

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Also, the fishing rod doesn't seem to work. I assume that steel hooks have something to do with them. Of course, without an inventory editor, the steel hooks can't be obtained and the fishing rod becomes rather useless.

You don't need steel hooks to fish. Or hooks at all. Even if you did, you can make hooks from tooths, claws, and iron. I'll soon add bones and wood to that mix. With that said, I don't understand what you mean the fishing rod doesn't seem to work. Then again, looking at the code in front of me, there is an IF statement missing the IF and out of place. That could very well break the fishing rod. I also have no idea how long that has been there. You would've mentioned this before you.

user murlocdummy has written
As for not wanting to use my head, it's oftentimes not me using my head that gets the combinations I'm looking for, but instead, clicking through every possible combination of items that I can possibly make. Grinding through stuff like that tends to take the fun out of a game. I'd rather have hints placed in the game that lead me to the idea of certain combinations, instead of having to look them up on the Mod Viewer. Not everything's implemented, so I don't want to spend hours looking for recipes that simply don't exist. Without the Mod Viewer, I'd still be trying to cut up and salt meat, and would have completely given up on creating salads.

You can create salads? I'm serious, I thought I removed that entirely. And once again, cutting up meat is knife + large meat. Hints/journal entries/etc are planned. It's just the problem of trying to decide when they should occur. Some of them are already in.

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For fishing, maybe it's because I loaded up a savegame from before I applied the mm5 patch. I had forgotten I had it halfway through my playthrough and decided to use it. It fixed the loss of items from the mine and also caused my fishing rod to stop working. I'll just start a new game and see if steel is working.

I checked the patch. It has the broken IF statement in it too.

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It's kind of disheartening for me to find out that my suspicions were correct. The game's made by someone that's more of a programming engineer than anything else. I've played games made by those kinds of people before. They're well-programmed, and the things that are meant to work work, but it lacks the touch of an artist, like Notch with his Minecraft, or Moromisato's Transcendence. Those designers, after several years, learned to polish up the edges around their works. Even if a particular feature wasn't ready yet, it "felt" like it was already done. Placing things like skill description entries into the game that tell you of abilities and recipe possibilities that don't yet exist in the game tend to make the mod seem more amateurish than it really is.

Oddly enough, I had the exact same thought about Notch. Come on, books? Although I think you'd take back the "well-programmed" comment if you looked closer at MM's scripting.

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I'm actually quite surprised that after this amount of time and this level of sophistication for a piece of programming there lacks a cohesive website for the game. travman84, you should really consider starting up a fanmade wiki page for this mod. The mod has been in development for too long and is far too good for it not to have its own webpage.

I hardly have time to program the mod, much less make a webpage for it. Someone else is welcome to do that though. If you ever need help understanding the code, just send me an email or message.

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EDIT:
I found out how to make steel, and guns for that matter. It seems that using the alternate fire button instead of primary fire button with coal dust turns the iron into steel. You're not supposed to throw anything onto the lumps, after all. Also, the lava forge works, but it requires you to sleep while in the mine. It pretty much is only useful if it's raining and you need to forge stuff. It's kind of a bother building a shelter in the tunnels, but at least it prevents you from losing health.

Steel, true. Lava forge, no. That's another bizarre bug. Every version I think I've found a fix for it, as it works on my computer, then I post it up, and nope. People still can't make the damn thing work. I had a suspicion it was because they didn't start a new game, but you did. ...It just occurred to me that I might need to fix the map itself...

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A series of "simple berry salads", made from grapes or berries would help the player figure out that salad combinations are possible.

Once again, what the hell do you mean by you made a salad? I deleted salads. They no longer exist. They got removed at the same time I removed bacon and dozens of other food items that overcomplicated everything. With that said, you gave me an idea about descriptions to simplify the effort of finding combinations. I'll put hints in them.

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Started a new game. Nope, the fishing rod does not work. It doesn't catch anything, nor does it use up bait. It increases the fishing skill, though. I tried running around the island, fishing, and found that it still recognizes places that you're supposed to fish at, in that it'll give a negative sound when you fish on land, but even though everything else about the rod seems to work, it won't take bait, nor give fish when you use it. I can't for the life of me figure out what went wrong with the coding.

item_tools.inf
Line 114-ish. There will be a line that reads ((playergotitem(98)+playergotitem(119))==0) by itself. Delete it. Should work after that. Haven't opened up S2 to test that fix, but I don't see what else could possibly be wrong.

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EDIT 4:
I fixed the fishing rod by using the old Stranded 2 code for it. It's fun to go lava fishing.

Thank you for pointing out that bug.

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Anyway, I've encountered an interesting problem. With large islands, as you continue playing, the game takes longer and longer to load. I really don't know why this is, but the number of animals on the island appear to increase over time, so that might have something to do with it.

I don't think it is the animals. The mod will spawn more animals to make sure that the island doesn't run out of them, but it is capped to prevent lag. I'll double check the numbers though. It might be a runaway script somewhere which is only being multiplied by the numbers of objects.

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Also, the amount of time it takes for the "pick up all" function to run its course is correlated with the map's load time. Currently, it's taking near a minute each time I use that key. It's pretty annoying, so now I'm cooking and forging in bulk to save time. I'm not at all hopeful that this issue will be fixed. Just something players will have to live with. On a related note, every now and then the game freezes up for a good while, then resumes.

The pick-up key is an example of terrible, terrible hacky scripting. I've got an idea of how to fix it so it doesn't suck so much. Basically what is going on is a ridiculous amount of loop statements, for literally every possible type of item to be picked up, that run all at once, then they all run an IF statement to see how close they are to the player. This same method is used for other things dependant on distance. It just occurred to me, I can fix it all by using event triggers instead with an area argument. So much cleaner. And it'll be handled by the hardcoded game instead, meaning it won't lag like hell. And it should also fix the problem with a loop being run on bloody everything. That's why it takes more time on larger maps.

As for the freezing, probably scripts running their course. Might be able to optimize them a bit more. Every time I release an update I tend to go back and cut down what I can. Always see something new to remove to make it work better.

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The amount of time it takes to freeze up is also correlated to how large the island is and how long you've been playing on said island. The freeze up seems to happen before certain events occur, such as mass wilting of plants, and sleeping.

Once again, scripts. But it is interesting that the freeze up relates to how large the island is. That narrows down which scripts could be causing it.

Ok, whew. Basically, here's what is going on:
The new version is close to finished. I however decided that I wanted to avoid another really hacky script, so I need to code in two new additional commands into the game's source code. However, despite being able to compile the code, the exe isn't working. Even when I try compiling the default S2 code, it produces a non-working exe. I have no idea what is happening. I've spoken to DC and the other Stranded 2 source code modders. None of them could figure it out either.

If anyone is able to compile working S2 executables, please contact me. I'll be able to write you the code for the new commands I need. It might take a few back-n-forth communications to get the bugs ironed out, but it'll greatly help.

Now... Here is a tentative list of errors pointed out above:
-Fishing rod doesn't work (fixed)
-Glass making requires a hammer (fixed)
-Fishing is possible in mine
-Lava forge doesn't work (already known)
-Game freezes at certain intervals
-Pick up key lags
-Forge is difficult to use (fixed)
-Cooking is difficult (fixed)

The others are added to my to-do list. Btw, if anyone has some suggestions for edited item infos that will give hints about what they can be used for, please feel free to post them. I'll add them in if they are suitable.

EDIT:
Oh, wow. I'm fucking retarded. I'm going to be issuing an emergency patch rather soon-ish. It'll fix some IDIOTIC coding I did when I was young and stupid.It'll also fix a lot of bugs, such as the ones reported here, and other bugs since the release on page 74.
edited 2×, last 30.07.11 10:42:52 am

old Re: Massive Mod

murlocdummy
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It's good to see you up and moving, Builder2-0. I never doubted that you were still working on the mod, but without a regular blog, it makes it a little difficult to see whether or not you're still up and around. Yerica created a wiki, so you can go on it and create a "Version History" page. It makes it much easier to see new updates if you post onto the wiki, rather than put it into a forum post or a txt file that comes with each release of your mod.

@Yerica
You can easily finish up the crafting portion of the wiki by using the mod viewer and simply posting every combination it shows you.

old New Update Soon! + Alcohol!

Builder2-0
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The soon-to-be-uploaded new version change log (from what I can remember):

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.
-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 changed & improved.
-Added "The Watchmaker"; a physical object for handling timers within maps
-Forge update postponed ( )
-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.


I'm probably forgetting other changes and bug fixes. As usual, when I upload the new version, post any bugs you find.

Now that I've edited all of these descriptions and such, I'll get back to adding features. Some of the new descriptions:

"a heavy stone. Much more useful than it appears! I can crush leaves and fruits to make juices, break coconuts, grind grains into flour, and tons more."

"A sharp knife, very useful for survival! I can make arrow shafts out of branches, bolts out of bamboo, turn clay into bottles, logs into handles, and cut meat up into smaller pieces. It was made from combining a suitable branch with a stone."

"This steel shovel can be used to dig for useful stuff. It can lower land, raise land, and prospect for new deposits of stone! Right click to change the current function. It was made from a log carved into a long handle combined with a hardened steel shovel head."

EDIT: Just figured out the lava forge bug. Fixing it now.

EDIT: Coded a physical object to handle the timers. If a map doesn't have one, it is created. If a map has more than one, they are removed until only one exists. It's called the Watchmaker. You can actually place it in your maps yourself to customize how quickly things cook\run out of fuel\etc. Otherwise it'll be placed automatically, with default settings. This will fix the lava forge bug. It was because timers did not carry over to the new map. So... Good news, the mine will work now! Bad news, this will totally break your current games.

EDIT: Finally got around to that other side of cooking:
Alcohol has written
Alcohol! There are three types of alcohol, and four levels. The levels are weak (aged 1 week), average (aged 2 weeks), good (aged 3 weeks), and excellent (4 weeks or more).

The different types of alcohol are:
•Wine: Healthy, not very intoxicating. Has a chance to act as an antidote to any poisons\toxins in you, furthermore, has a chance to NULLIFY the effect of anything dangerous you eat for a short time. In other words, if you're starving and all you've got is poison mushrooms and wine, DRINK THE WINE, then start eating.

•Wheat Beer: Drinking this will give you a slight armor effect (you'll take less damage). It's a midway point between wine and rum in terms of alcohol content. Drink enough beer, you get a temporary invulnerability.

•Rum: Slight speed boost. Not as healing as wine, but good for getting away from things in a hurry. Very intoxicating.

The more aged the alcohol, the stronger the special effects. It'll also have a higher alcohol content (so watch out!).

EDIT: At cooking skill level 200, your skill is listed as a Chef. All chef's receive a slight bonus when eating cooked food. It's usually something like +1/+5/+5 to health/hunger/thirst restored.


Teaser of another new feature.
edited 12×, last 05.08.11 10:27:36 pm

old Re: Massive Mod

invadernny
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I've been a lurker forever, and I just wanted to say I love this mod. I played vanilla Stranded II for about a week before discovering this mod, and I've been playing it off and on for about a year. Can't wait to the new update, and keep up the awesome work!

old Re: Massive Mod

murlocdummy
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The teasers are pretty nice, but right now, I haven't been playing this game all that avidly due to the simple fact of the slowdown caused by that "runaway script."

I love this mod, though, but that issue of the game slowing down as you continue to play a particular island is sucking all the fun out of the game. The game seems to hang the most when loading up the grassmap. Loading levels takes several minutes now, when it used to take several seconds. Each passing day takes more than a minute of loading to make it through midnight. Not to mention the aggravation with the pick-up all key.

I assume that animals spawning on changeday caused this kind of memory leakage to occur? I'd like to know if you've been able to fix the problem, so that I can fully enjoy running around islands, harvesting, building, and farming.

old Re: Massive Mod

Aedolaws
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Where can I go to get the latest version of MM? Would I find the latest patch to that version there as well? And once I get those two links and download the files, how do I install them?

(I spent a couple of hours reading the 1700+ post thread and I gave up)
---
EDIT: well, I installed the page 74 and page 80 links. And is running. I surprised myself how quickly I did it, first try. And usually I need to google "what is the enter key." I am still not sure whether those two combine all the modifications to the original game.
edited 2×, last 07.08.11 12:42:50 am

old Re: Massive Mod

murlocdummy
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user Aedolaws has written
Where can I go to get the latest version of MM? Would I find the latest patch to that version there as well? And once I get those two links and download the files, how do I install them?

(I spent a couple of hours reading the 1700+ post thread and I gave up)
---
EDIT: well, I installed the page 74 and page 80 links. I am still not sure whether those two combine all the modifications to the original game.


I do believe that it's a standalone, however, I had to do some tweaking to get it to work, like using the original Stranded 2 exe file.

Also, Builder, I anxiously await the new update. So long as it fixes the memory leaking problem, then that's good enough for me.

old Re: Massive Mod

Aedolaws
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A ten page printable beginners guide would retain a lot of newbies browsing the game. It gets frustrating at times.

Descriptions and tips must be a bit more elaborate in game. Especially the tutorial. Put yourself in a newbies' shoes. Things that seem obvious (i.e., like getting a forge going) can be heartbreaking.

Builder, I know you would say "Part of the goal is to have that be explained through the game. I haven't yet decided on a method I really like to do so though."

I am sure its been suggested, but why can't I point to any object, click, and get its info?
edited 4×, last 07.08.11 04:20:51 pm

old Re: Massive Mod

Builder2-0
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user murlocdummy has written
The teasers are pretty nice, but right now, I haven't been playing this game all that avidly due to the simple fact of the slowdown caused by that "runaway script."
PM me your savegames that are suffering from lag. The worse the lag is, the more helpful the game will be.

user Aedolaws has written
Where can I go to get the latest version of MM? Would I find the latest patch to that version there as well? And once I get those two links and download the files, how do I install them?
Even if I put the links in 100 foot tall flaming letters, people would still ignore them. The main download is page 74, the patch is page 80, and failing that, both should be linked to on the very first post.

user Aedolaws has written
A ten page printable beginners guide would retain a lot of newbies browsing the game. It gets frustrating at times.
A ten page guide would probably be helpful, sure, but you need someone to write ten pages of information.

Quote
Descriptions and tips must be a bit more elaborate in game. Especially the tutorial. Put yourself in a newbies' shoes. Things that seem obvious (i.e., like getting a forge going) can be heartbreaking.
The tutorial is a bit of a joke right now, since I don't think I've changed it at all. It doesn't teach you anything about MM's new mechanics. With that said, one of the new changes in the unreleased update are completely redone descriptions for almost *all* items. Also, I'll look at the forge. I could've sworn the entire process is explained when you build a campfire.

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Builder, I know you would say "Part of the goal is to have that be explained through the game. I haven't yet decided on a method I really like to do so though."
Hence why the new update has new descriptions that should be much more helpful.

Quote
I am sure its been suggested, but why can't I point to any object, click, and get its info?
Because that would require a new event on every object and a handwritten description too. It would also drive me insane. While you are waiting for the new version, could you just compile a list of all the things which are not intuitive to grasp (including combinations) and post it?
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