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old Re: TheSurvivalist:Christmas Update 12-24-19

Eliijahh
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I really loved the mod.

Just a question: Is there a way to make hostile natives respawn when they're killed? It would be more fun to have natives respawn, and maybe not in fixed places like wild animals, but all around the map, to keep the player always be careful.

EDIT: I'm also having problem with saltwater. How do I get it? If I use a bottle near the sea it says that I need freshwater and I can't carry saltwater. O.o
edited 1×, last 08.12.12 06:17:39 pm

old Re: TheSurvivalist:Christmas Update 12-24-19

JasJack67
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Eliijah...hey glad you enjoyed it. The update is even a bit better coming soon.

You collect salt water with an empty bottle in your hand at the sea. As long as you have an empty bottle in your rucksack hit your "E" button at the sea to collect the salt water. Or you can put the empty bottle in your hand and hit the "E" button, at the sea.

Hostile natives spawn at random a the beginning of the map. I may be able to widen their "range" though...to make them move around the island more. Once your in range they will chase you until you get out of range again...but yeah, i understand what your saying.

old entering mine

newsubzero
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my item missing while entering mine if i put item in my hand like pickaxe

old Re: TheSurvivalist:Christmas Update 12-24-19

Eliijahh
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Yeah I have the same bug when entering the mine.

In any case, the problem of stranded 2 whatever the difficulty is the endgame. After people have settled in and managed to get a reliable source of food, there isn't a lot to do.

Maybe going to another island and losing all the items apart one and all the skills apart one. Or using a hardcore mode, in which if you die, you're dead and the savesgame are all deleted. Boh.

old Re: TheSurvivalist:Christmas Update 12-24-19

JasJack67
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hey guys thanks for the feedback...As of late I have had to do some serious overtime at my regular job, due to upcoming Christmas.

I am aware of the "mine bug" and will address it soon as possible.

between now and x-mas break I will post the lastest update with the latest fixes...for those who may want to play over x-mas break from school or what ever. These include some cool-stuff like the new weather systems that will come n go, the stepping stones building, hitting a fire or torch to put the flame out, fire and torches now stay lit in the rain under a hut or tepee (so far, will add more buildings)...and other stuff in my Next Update "to-do" list at the top of page 1.

I will not be online here much until new years, but will stop in to respond occasionally. murlocdummy has some new stuff he is preparing like some better graphic "icons" for items and such...he will likely add his to my next update posted before x-mas break, but he also has limited time until break.

I welcome all feedback, suggestions, and bug reports until then. Thanks!

old Re: TheSurvivalist:Christmas Update 12-24-19

Aedolaws
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NO! Thank you! And happy holidays!

The sheep are reproducing too fast. And in hard mode, plants should reproduce much slower. Especially planting, it should require more time and water!

In hard mode, everything should be made more difficult than it is right now. Maybe u wanna move current hard to normal, and make easy even easier. But hard mode should be much harder.

Btw, the cooking pot should be made simpler. Just have it as a mixer building. Maybe keep the one at the moment as an upgrade for really advanced players. As it is, it is not worth the time/resource investment.

I am looking forward to the meteorology upgrades, etc! Kudos!

old Re: TheSurvivalist:Christmas Update 12-24-19

kname
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Sorry I haven't been doing much coding, I've been busy with the holiday coming up and dealing with a broken mouse. I do however have a prototype for fertilizing grain which can also work for hemp leaves.

This first bit goes in the objects_stuff file.

More >


while this part replaces the grain planting in game.inf file

More >


I haven't decided how to implement fertilizer for the things that produce every few days, but I'm thinking that they should take one less day to produce. If JasJack gives me the go-ahead I'll finish the rest of the plants and maybe the herbal garden.

old sail

newsubzero
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i don't know this is bug or not but driving sailraft still bite by pyranha

old Re: TheSurvivalist:Christmas Update 12-24-19

kname
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Newsubzero: I haven't noticed that bug myself but as far as I know the piranha and the sailboat haven't been modified in Massive Mod so that is likely a glitch with the original stranded 2. I will see if anyone has mentioned that bug elsewhere on the forums.

Edit: On looking it up, it does seem to be a problem with massive mod. I'll see what I can do to fix it.

Edit again: I don't see any difference between massive mod and the base stranded 2 for these. Does it also work with a dugout? If it does, I think there isn't much we can do to fix it.

Also Jasjack, I have an idea for an adventure that I think would go well with the random island aspect that you want to focus on. Since you can easily turn saves into maps for the editor, It should be possible to make 20 or so maps that you can use to restart the game while keeping your skills and a few items. I hope to give the sailboat an option to travel to another island, leaving you only the provisions you can take in the sailboat. It might be a good idea to reduce the storage capacity in that case though. If I do it this way, you should either be able to start a random map normally and then travel to one of the premade islands or use adventure mode to randomly start at one of them.

Before I start on this, I need to know what you want the islands to be. Should they all be on hard or should they be a mix of all the difficulties? What size should I make them? Do we want all of them to have every resource or should some be missing various non-essential resources like crystal coal or tomatoes. I personally like that idea because it means that you will have to plan carefully what you will need on the next random island.
edited 1×, last 14.12.12 06:27:12 pm

old Re: TheSurvivalist:Christmas Update 12-24-19

murlocdummy
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kname:
Having different resources for each island sounds good, although I think that coal is a pretty necessary resource for alot of the more advanced items. Especially the ones that I'm currently making.

Then again, most resource rocks are coded to give a little bit of each resource when your Mining skill is high enough, so you'd still have access to all of the necessary tool-making resources. The only other thing to worry about is the agriculture for those of us that neurotically want to create a farm with everything on it.

You could always make each island themed to a particular kind of survival style, like having an island largely made up of sheep and little else, one with nothing other than trees and a few rocks, and another one with tons of hostile animal spawning objects.

old Re: TheSurvivalist:Christmas Update 12-24-19

Aedolaws
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I see little point in moving on to different islands... unless, (a) you can go back to the old ones OR (b) looking for something that would give you a way back to civilization (game over).

The thing is, I am not sure whether we can do (a).

The second choice could work very nicely. I imagine having a % chance of finding a bigger boat in the next island, that you could fix and once completed, could take to the open ocean. This would force players to explore every island as soon as possible, and delay building the larger buildings (i.e. wooden house, large storage, etc) until they have found the island with the boat, where the amount of work and resources required to fix the boat will take so long that a strong settlement is called for. Especially, if we make it that once the player starts working on the boat, the natives will constantly try to destroy it.

old Re: TheSurvivalist:Christmas Update 12-24-19

JasJack67
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kname,
nice work on the fertilizing plants...i would not mind if you continue working on fertilizing other plants too, yes. However, I think it would have to be added to the "next" update, as I am about to post the new update by friday...for x-mas vacation.

also note...I see your scripts for the fertilized grain and the growing plant....but how does the player acquire the fertilized item? Did you have a "combo" too...to create the item? You could either have the player add the seed and the excrement together to make a fertal seed that grows faster...OR...you could have the player add the excrement to the plant AFTER it is planted...to make it grow faster. If you even use excrement for fertilizer.

the island jumping idea is a lot to add by friday I will not get that far...there is sever small things that still need to be fixed and balanced before I can take on big game changes.

just saying...


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Aedolaws,
I think i totally agree with your thought on the hard level being even harder. I will probably shift the hard mode to normal mode and make the hard mode even harder like you suggest. (but next update unless i can get to it by friday).

I agree...


To All,
NEXT UPDATE WILL BE POSTED BY FRIDAY , DEC 21st. includes the new stuff on my "todo" list on page 1.

thanks again all...i am listening and working on stuff as it is possible.

old Re: TheSurvivalist:Christmas Update 12-24-19

kname
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The way fertilizing currently works is similar to the way bait is used when fishing. If you are carrying excrement when planting, it is automatically used to make a fertilized plant rather than a regular one.

Edit: I think I see what you were talking about now. I just noticed the fertilized grain planting in game.inf. I didn't make that and i'm not sure if it is a remnant from the original massive mod or something you added but it has nothing to do with the fertilizing system that I'm making.

Edit again: I finished the fertilizing scripts. They currently work by using excrement if you have it when you plant and creating a fertilized version of the plant. Wheat and hemp simply produce more when you kill them, while grapes, tomatoes, berries, bananas, coconuts and the other spawners produce their fruit in one day less. I may eventually change it so that they need to be fertilized again after a couple weeks in hard mode, but I ran into trouble trying that with the herbal patch so That won't happen in the near future.

Is there anything else you want me to be working on? If not I will be adding some more random items to the game like maybe a harpoon that slows down and does extra damage to whales.

Final edit for the day: Here's the harpoon code:
More >
edited 3×, last 17.12.12 06:42:41 pm

old Re: TheSurvivalist:Christmas Update 12-24-19

JasJack67
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cool kname!

hey i got the Harpoon script...do you have a combo for it, for the player to make the harpoon?

and if you send me a link to the fertilizing scripts or post and example of an actual edit i can copy them over...and for the record...im saving your potion scripts you made for a trading post idea we spoke about before...next update. Those would make good trading items among other "special" items.

i'va also added you to the scripting "credits" for your recent work...thank you.

p.s. I will also make a note in the diary for fertilizing with excrement.
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