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

txtrung0
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Lol man i guess you should go to the bath room more frequently. Or try to get a mirror. That's how you meet him lol. Seems like you haven't take a shower for age.
And can we have some sneak peak about your work?
Edit: so I've been thinking. after playing around with some other sandbox MMO like Wurm Online, Xsyon Online, etc... I think we could partially bring some of their features to the mod.
like the building materials. Since you can make distiller above campfire, I think it is possible for you to make some building parts that have to be connected with another one to be built, like roofs. the only problem now is that it seem like we cant have building above the ground level. if so, we cant make the roofs "float" to cover the building.
oh yes, I forget to says it clear : I have an idea of implementing single walls, wall with windows, wall with doors, roofs, floors, etc... to the game. with these raw materials, we can actually build a house, bigger house, multi-storey house, fortresses, dungeons, blah blah...
but of course, this is just "ideas" this could fit the game, or not. what do you guys think? is it "fun" and possible?
I just think a little more "sandbox" flavor will work somehow. but as always, trust me not lol
edited 1×, last 23.01.13 07:24:13 am

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

Firefly
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Hmm...
Yes it would be good to build those, but I think we should include just
house? Really what we need is some ground transports. like a horse or something and I like fortress as a guard from wild animal and native, but I have no idea what a house, a dungeon, a blah blah will brings any good.
edited 1×, last 23.01.13 08:28:06 am

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

kname
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user txtrung0 has written
Lol man i guess you should go to the bath room more frequently. Or try to get a mirror. That's how you meet him lol. Seems like you haven't take a shower for age.
And can we have some sneak peak about your work?
Edit: so I've been thinking. after playing around with some other sandbox MMO like Wurm Online, Xsyon Online, etc... I think we could partially bring some of their features to the mod.
like the building materials. Since you can make distiller above campfire, I think it is possible for you to make some building parts that have to be connected with another one to be built, like roofs. the only problem now is that it seem like we cant have building above the ground level. if so, we cant make the roofs "float" to cover the building.
oh yes, I forget to says it clear : I have an idea of implementing single walls, wall with windows, wall with doors, roofs, floors, etc... to the game. with these raw materials, we can actually build a house, bigger house, multi-storey house, fortresses, dungeons, blah blah...
but of course, this is just "ideas" this could fit the game, or not. what do you guys think? is it "fun" and possible?
I just think a little more "sandbox" flavor will work somehow. but as always, trust me not lol


I think that modular buildings are possible, but they would be very difficult to make. To even make a small multi-room house, you would have to have a fairly large level piece of land, and second story rooms will need either precise placement or an elaborate code to make sure the orientation fits the lower floor. However, I think it is possible if you can level the land somehow. I'll see what I can do about that but the rest will be up to jasjack since I cant make models

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

Aedolaws
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Dear coders,
Thank you all coders. Great work! And I am sorry that I am so succinct giving the good news and so ignorant as to proposing the ideas below.
As to the latest version:
1.     Too much coastal resource at the start and too much resource from bark.
2.     I got a house slowly sink into the ground. It did not happen while I was playing, but after I saved, and I saved each day, I came back and i.e., days 21 to 25 and the house sank until day 25 entirely when it was totally under ground. However, I re-played from day 18 and house did not sink. So again, it did not sink when I first played it, or when I last played it. It went down somehow after saving. I am not sure whether it is a bug or normal "erosion."
3.     Did not have a chance to test the sheep spawning rate. And did not play much with the pirate, so I am reserving my opinion as to these. Will get back to you on these.
As to the future:
4.     I do not think the way to go is to focus on coding for “NEW” items the character can build, i.e., modules for better habitation and defense, any new buildings, tools, etc. I would kick that project down the road, and for now just simply focus on truly making it more about “survival.” Just in tweaking what we already have. Really, I say just make it more difficult and expensive, but ALSO more logical, to advance in every line of development, and continue adding better descriptions and tips (so far you have done a great job on descriptions). Except, however, items truly needed, like for example, a light-weight gate for the fence. GREAT JOB! And in so short time after requested: impressive!
5.     If anything, maybe creating beds (in top of which fatigue regeneration is more efficient), or a table (when hunger and thirst is more efficient). OR, cmmm, the backpack should be a great project, carrying capacity and speed... and ALL four bars should be impacted by weight.
6.     Instead, I would like coders to focus coding on improving graphic and sound quality and diversity (i.e. plants and animals AND the resources we can get from them, and what could be obtained from processing, and how, etc., AND in explaining everything, which is probably the MOST important); or meteorological effects AND its effects on the character (very important yet currently meaningless), or making and exploring AND recording in the map more cumbersome and REAL.
7.     If any, if I had to go for creating new items, I would cheer for work on biodiversity and the ability to influence it. I know it is probably hard coding. The fish, birds, sheep, etc, that we already have would give u m8s enough work for a year. But if you want more, you could easily create cows and pigs from the sheep, just change the color. Same with birds, i.e., the parrot could be multiplied to green and gray parrots. Same with fish.
8.     But if you really ask me what I want: creating a hostile “wolf,” which just attacks like a lion at different speed, range, etc. That “wolf” can then be slowly morphed (coded into) to a pack hunting animal. Then to having puppies. They can slowly be made (I mean coding), to from a simple attacking animal, to a pack attack, to rearing tiny ones [that do not attack, but follow them]. AND PUPPIES can be domesticated, like hostile monkeys. Once we get a puppy we can domesticate to dog. And maybe, as the animal (coding) evolves, the dog can be made more efficient, i.e., at first it does nothing, just eats your food, then later it will follow you, then later (with later generations)... or just plain and simple a "shield" that follows us from domestication.
9.     NATIVES:
a. I think one of the natives (the one without a mask) should be made that he can be made into a slave at first. Something like what we have with the monkeys. Maybe attacking him with a whip? Getting him to get glowing, and then giving him food, water, resources, etc… then he becomes a slave? And he can be made to gather resources. But we would have to provide, roof, food, liquids, etc... Later, we can free him and make it a “friend” and he would no longer collect stuff for us, and we will no longer have to provide for him, but he would stay around camp OR around us, and attack hostiles (maybe a choice?). Then upgrade to ally, and he can trade with us resources. Keeping in mind all the time that he would be a handsome target, but if we attack him once we will make an enemy of him until eliminated. I know, a lot of coding, but for the future, I am saying!
b. The native with the mask, in the other hand, should be more aggressive. Could we make it that is goes at the same speed that it currently goes, and then, suddenly it jumps at x5 the speed. So something like, every 5 seconds slow, and then a sudden jumpx5 the speed.
10.     We need more hostiles and less prey food.
11.     I would make it so that eating nasty food items, i.e., starfish, slime, uncooked food, even raw cacao, etc., would make the character puke, at a substantial random chance, and impact negatively the stats, i.e. thirst and fatigue.
12.     What about creating a radio for the fuck of it? Can get random news. And eventually, with enough coding, weather reports.
13.     We should work in the endings. They should be challenging.
14.     We should have 1 custom map: the largest possible and deeply edited for background story. Then make it so that we can play any level (easy to hardest).
edited 10×, last 01.02.13 01:10:15 am

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

txtrung0
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about number 10: it can be easier if we make the hostiles eat our prey food. so you have to hunt them all or they will eat all of your beloved prey.
about the house bug: hmmm, let me guess, you saw some grass inside your house, and you didnt like it. you dug it out. you saved, then logged back in => the house sunk. just like me? then next time just leave the grass alone lol.
anyway, I just think about making the game more "sandbox" while you guys are focusing on "survival". that's fine tho, since you're right about the main theme of the game. Just some opinions, dont worry about it.
a bed... nice! grass bed at first, then cotton bed, then better! reduce your hunger and thirst gain when sleep while recover more health. nothing is better than a comfortable bed.
edited 2×, last 24.01.13 06:04:07 am

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

Aedolaws
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I do think I dug in the first run. I think u r right and that was what made the house sink.

I am in for hostiles consuming prey. But I am not sure how easy that would be.

I am in for sandbox. But I think a custom map that slowly develops together with the mod might be helpful and fun. I am not sure how difficult it would be to implement, so it might not be worth the trouble.
edited 3×, last 24.01.13 06:00:39 am

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

Firefly
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A nice warm bed NICE! A custom map GOOD! ESP for beginners who know nothing. slavery system, friendship system, wolf pack system... good but that's going to be very hard to make those.

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

JasJack67
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Hey, thanks guys for all the ideas. I do not know what I can do in terms of scripting and the knowledge to do some of the stuff we talk about. Due to the over-whelming amount of time and brainstorming it takes me to do this kind of work...I have decided to post-pone advancing the game for a short period of time. I have to spend some time playing the game from a new map on all three levels, so I can experience fully what we have to this point. THEN, I would like to consider some more ideas.

So for the next couple of days I want to finish up the "fertilizing" idea i have had on hold for the last 2 updates. It is about done now.

Then After I play for a bit, and as I play for a bit...fix any bugs I come across, and add "details" that are missing. Meaning I fully agree with what Adolaws was talking about in that aspect. Ultimately rounding my play experience out with adding the "achievements I have had on the "todo" list also for a few update.
-----------------------

So here is the fertilizing system I have devised thus far, with helpful comms with kname & FireFly:

IMG:https://www.mediafire.com/conv/3aaf1641380393f803bc2e1f18d6aff5ab72218d409296d8f34037858a5287404g.jpg

You can click the image and zoom in at the top

Everything kinda starts with the new "empty bucket" on the left. You need that to Lower Land now with your shovel. Upon lowering land you get you empty bucket filled with dirt...on the right in the pic. If you raise the land, you use the dirt and get your empty bucket back.

If you leave the empty bucket out in the rain...it fills with rainwater and you can drink from it, and fill empty bottles. But once filled with water it cannot be moved at this point. If you drink/use all the water, you can pick up the empty bucket again.

As for composting. You unlock the composter as shown above at "planting" skill level 50. Once you add the 3 ingredients (charcoal, excrement,leaves) it will make 3 full buckets of fertilizer in 3 days time. When it is not ready for 3 days it smolders some smoke...after 3 days when it is ready it glows purple glow. You can the retrieve up to 3 buckets of fertilizer if you have the "empty buckets" to take it out. You need your shovel in hand to get it also.

Finally...you can take buckets of fertilizer to your gardens and using you new "Hoe" tool shown above...hoe your plants using the fertilizer compost. This will make the plants use less watering, and reduce the days to maturity.
As you empty the buckets you get the empty bucket back...1 bucket will do some 10-12 planets.

When you empty the Compost Bin of the 3 buckets of compost, it will be shown empty...you can then add the ingredients again to start another batch of fertilizer.

The dialog as you use the items is informative as to how things are used, and then a couple things will be in detail in the Diary, and Instruction Manual. Such as the combo to make a empty bucket being your knife, 6 short handles, 10 bark, and 8 chords. Or like going to dig now, if you do NOT have a empty bucket you will get a message and the "voice guy" says something negative. "Did you expect that to work?!" lol! ..."Don't be stupid!" LMAO!

P.S. before i go into playing the game for a couple weeks, I will post an updated fullgame, or a patch if I can make it easily compatible for saves. So you all will have whats in the todo list TOO...while I take a short break to play the game for a bit.

p.p.s. As always...thanks for the feed back above. I do read it all, and consider everything on the topic. I just somehow try to blend it all in under the rules it must be close to "realistic" as possible. Thanks all for your insights!
edited 6×, last 25.01.13 06:18:03 am

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

Firefly
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Awesome! FINALLY shit can be useful now! Lol. Can't wait for the next update.
and the men voice was the stranded guy he didn't say it out loud but he thinks out loud, I know this because I used to be stranded before! LOL!
edited 1×, last 25.01.13 07:39:31 am

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

JasJack67
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edit:

ermm ...I had an epiphany about how I am trying to script the crops to grow faster when fertilizing.

I will update this post asap with what I came up with. Should be all three improvements when fertilizing:

grow faster
less/no watering
and produce 1 extra fruit.

composting over 3 days is a demanding task...the rewards should be worth the effort.
edited 2×, last 29.01.13 02:45:44 am

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

kname
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user XnB Debeli has written
Oh my God this is amazing. Downloading it right away. I love that screenshot, where you built your little base on that tiny island... A big thanks to everyone who did this mod.


That was exactly my response when I first saw massive mod too.

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

Aedolaws
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Let me say, 8 weeks into it, and foreseeing compost, you HAVE TO reduce plant reproduction time. Cmm, how in the world can you get plants to produce in a few days... make it at least a month. I would set different # of days for each plant, but all at least each 1 or 2 months to reproduce. Or more, much more I would say!

Also, I did not have to water the big plants, Cacao, Coffee, etc. This is a flaw.

Also, gaining planting skill from planting flowers makes it too easy. Reduce it down pls! But it is cool how we can use it for decoration. Idea: flags we can build, with wood, cotton and the flowers as the raw material for the color. Some process involved. But flags, simple flags pointing direction, would be a nice touch.

In short, the whole tree/dev planting skill should be straighten up and made more difficult.

How about requiring to prep the ground to be planted? If done we get a bonus, like +1 production. Together with compost, +1 or +2.

But the whole process should be made much longer.

Heh, I am sorry for my latest posts, I shall edit it them down.
edited 5×, last 30.01.13 10:21:24 am

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

JasJack67
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Adeolaws...yes im working on it

but no, you dont have to water trees currently, that could change though.

as for farming...i had lowered the spawning of food crop plants to a single plant on each map at the start. (excluding Grain) To balance with growing food. I guess it might seem easy if you get to a point of ample food crops. I also extended the growing time to 9 days on food crops, then you have to wait for the food to spawn which is 3 days for 3 fruit totaling 12 days...maybe this can be extended but i want to play from a "new" map first, as a saved game with alot of food copied over to the update...it might seem easy/easier...then starting from 1 single grapevine or 1 single berry bush.

and yes i will make sure we get no skill up from planting flowers (fixed)...i didnt notice this because I need to play the game for a while, I just been endlessly on a test map doing tests/scripting. I need to play for a bit.


So I have completed the fertilizing/composting for the food crops only. this will be in the next update here shortly. (few days)


-All non-fertilized plants take 9 days to mature. (+3 for fruit spawn)
-during growth up to maturity, you get back 1-3 fruit, 3 if you wait to maturity.
-Requires watering as normal.
-Will die if not watered.

-All fertilized plants take 7 days to mature. (+3 for fruit spawn)
-during growth up to maturity, you get back 1-4 fruit, 4 if you wait to maturity.
-Requires no watering
-You must have a IRON Hoe tool in your rucksack to plant.
-You will notice fertilized plants grow larger then unfertilized.

-All Tree & Bushes (branch/leaf) plantings take 14 days to mature.
-Require a STEEL Hoe tool in your rucksack to plant.

IMG:https://www.mediafire.com/conv/4b20297b5f742adc5dc095f2b94c3477cec55fcc88742e129ab59e766700f7af4g.jpg

click image to zoom in

Above you see your rucksack. Once you make your buckets of compost, you will combo them with your seed of choice. Above I have mixed compost and grain to make Fertile Grain.
Currently you must use 12 seed to 1 compost making 12 fertilized seed.

My iron hoe is present as required. Next to them you see examples of other Fertile seeds...hemp, berry, & grapes.

And then my STEEL Hoe & banana, if I want to plant a banana tree.

To the right in the background you see a verity of plants that are growing from Fertile seed...glowing the same purple color as the compost bin when it it has ready compost. Also a reminder you do not need to water them.
-----------------------------

notes:
I will be adjusting yield, growth, and requirements as we move forward with updates. I have to actually play the game to make some assessments as Adeolaws suggests.

later, fertilizing will be done with trees, bushes, and flowers too.

All this may seem confusing in the thread here, but all info will be in the Diary and Manual. Also MUCH details you receive in messages when your playing with this stuff.
edited 4×, last 30.01.13 08:22:19 pm

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

Firefly
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Awesome! Finally playing this with a straw hat (like a farmer) will make more sense! one more thing... is there any chance that u make some special map? maybe in the next update or when you have nothing more to add into the mod.
edited 1×, last 01.02.13 10:51:58 am

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

kname
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As it happens, the traveling between maps that I have been working on requires premade maps. I did decide to take a break from that and start testing where the balance line should be drawn for them.

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

JasJack67
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If you guys liked the prior updates...your really going to like this one. The environment has been modified along with some new models and some more stuff i have to yet add to the "todo" list on page 1. Alot of new stuff and I think the game is finally BUG FREE!!!

This update will "not" be compatable with saves, unless your not interested in getting all the goodies this update has.

you should be able to play your save...but you wont get anything from the update that "a new start" will provide.

I should have it posted by the 5th of Feburary.

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

Firefly
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Awesome!

If the you 'think' it is bug free then it must be bug free right? I
didn't see anyone says this so I have to say that in hard mode if you
cheated in it then you didn't have the full experience of the game...
and I can't wait for the next release I really want to see the
difference between before and now! and I'm quite out of idea now but after you play it first then I'll pm you more if I can think of anything. One more thing, how the poo poo spawn? I still don't know much about it yet... I think if possible make it spawn AFTER EVERY MEAL EATEN if that's okay, I need as many shit to fertilize my crop as possible in the next update...
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