Forum

> > Stranded II > Mods > TheSurvivalist:Christmas Update 12-24-19
Forums overviewStranded II overview Mods overviewLog in to reply

English TheSurvivalist:Christmas Update 12-24-19

2,257 replies
Page
To the start Previous 1 215 16 17112 113 Next To the start

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

JasJack67
Super User Off Offline

Quote
1) yes i agree with everything you have said about the fertile system. I only spent the time to get it into the game for now as far as scripting...it will take some work to get it right, and I do have every intention making them require some attention of sorts, along with extending the growth to maturity.

right now the unfertile food crops 14 days, fertile is 10 days, (to full fruiting) small trees are 9 days, while large trees are 15 days. If I change one I need to change them all, already the large trees mature near the unfertile crops time....thats not right. But yes...i do need to "re-address" the crops and grow times soon as I finish the planting menus I got caught up into. Thanks bro for the boost in motivation

2) yes I still love this idea...and i WILL implement something to the likes of craving a certain food. I am adding it to the todo list now

3)LOL@ leaving the island. Umm no, you can't leave yet, there is no phone. However, we are getting closer to the end game work. I foresee my putting out about 3 more major updates and then I will finally get to at least 2 probably 3 end game scenarios. (build/repair a ship to leave, rescue by signal fire to either a plane or ship, and a cell phone option once it can get a signal from having batteries or some other aerial signal per antenna.) Then i will do debugging for a little while, and say my good byes...only until stranded 3 comes out ofcoarse HAHAHAHA!

so 5-6 major updates till im done with what I would think we need to make the game "finished", cuz this could just go on & on if we don't MAKE it end LOL.

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

kname
User Off Offline

Quote
I have to disagree about increasing the growth time to a ridiculous amount. All that accomplishes is pushing back the endgame without adding anything but a bit of realism that isn't worth the cost. For example, making fertilizer requires a planting skill of 50. If we assume say even 15 wheat plants on the island, that would still take two cycles to reach 50 and allow fertilizing. Even with the current time, that lasts a month. Making it 60 days each cycle would push the midgame back to 4 months in. That really takes out the fun in the game. Furthermore, I recommend alternative reliable sources of food similar to the kiwi breeding. With the ability to choose the tree you want to make, that allows the making of birdhouses without making a new model. They could be placed on the small vine trees. This would also add a use for the net which has sadly become neglected by making the capture of a parrot required for building. I will agree that fertilized plants that produce repeatedly should need to be watered but not as often as those that haven't been fertilized. My final thought is that the endgame, when food is plentiful and there is very little danger, should start maybe a month and a half in if you are fast. That would give a certain amount of survival challenges while providing a reasonable time-frame for victory, or at least travel to another island.

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

Firefly
BANNED Off Offline

Quote
I
completely agree, it would be worth it to make the fruit and stuff grow
faster so that way we can experience more of it. and planting tree and
make bird nest should require wheat(since that it have no use beside
turning them into grain so far) and on a tropical island there should be
some more new plant like peanuts, greenpeas, orange, mango (make it on
eating then drink water cause diarrhea) and stuff. One more thing
though, MY pc have a few lag when playing I lower some detail and it's
okay just wanna have both performance and graphic any ideas? And i found the answer to the water through... If you can't rotate it by the mouse wheel then try click and hold the left mouse button and drag the mouse it will rotate!

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

JasJack67
Super User Off Offline

Quote
Quote
And i found the answer to the water through... If you can't rotate it by the mouse wheel then try click and hold the left mouse button and drag the mouse it will rotate!


That is how I do all my buildings...with the mouse. That is why I could not find the issue with the trough i guess. Cuz I have always used the mouse holding the left button in.

HOW ARE YOU GUYS ROTATING BUILDINGS OTHER WISE? rolling the mouse wheel? I have never even tried that.

Quote
kname,
your post makes alot of sense as far as growing crops. I have a plan in the end that will likely solve the growtime for everyone. When i am done with what I am going to do with the mod, I will be deleting Easy mode, moving Normal mode to the Easy mode slot....then moving the Hard mode to the Normal mode spot...THEN MAKING HARD MODE AN EVEN MORE EXTREME MODE.

So when that happens...Normal mode will have the reasonable growth rates as we have now along with all the challenge and hostile animals and natives.....just like Hard mode is right now. THEN the "new" Hard mode will have longer growtimes, more extreme conditions then currently...as Aedolaws suggests.


Quote
Firefly,
I do have plans to add some more food crops before to long...I had been working on a CornStalk model but it turned out bad so i missed adding it this last update. I wanted to add corn, apple, orange, mango and greenbeans out of all the ideas...maybe some peanuts & peas idk.
edited 2×, last 13.02.13 03:14:34 am

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

JasJack67
Super User Off Offline

Quote
Quote
Adoelaws,
Awsome man thanks alot!


So I have finished my Cornstalk and now fully implemented. The back row is fertile although the purple glow is not showing, so it is taller at maturity. Visually you will see 4 cobs on fertile stalks, and 3 cobs on non-fertile stalks.
IMG:https://www.mediafire.com/conv/2a445ed6774edd898efb5f90dbf59b13c8c4cbfd628dc16e7e395a4c7961c8846g.jpg

here is the breakdown...similar to other food crops.
IMG:https://www.mediafire.com/conv/d5eeb811e1ebd278bbc0c6618775508a8f33edf572bfbcbdc169958a80ce125d6g.jpg


So you find a corn plant and cut it down you receive 3 corn cobs of corn.

You use your knife to "shuck" the greens from it producing a edible corn-on-the-cob.

Or...you can use your knife again and shave the corn off the cob making plain corn you can simply eat "as is"...or you can plant it...OR mix it with compost to produce Fertile Corn seed.

To eat the corn-on-the-cob you cook it on a fire with your clay pot and some water producing cooked corn-on-the-cob.

Again you need your Iron hoe to plant the fertile seed. Fertile again takes 7 days to mature producing 4 fruit, while unfertile is 9 days producing 3 fruit..

Anyways, I will also make a few recipes for corn and uses.

Before too long we will be able to mash the juices from the corn to ferment in a barrel producing Ethanol...a fuel. This fuel may be used in the end game scenario idea of building a Signal fire for rescue. For now I will get it so we can use it for fuel in the torches and campfires. Or maybe soak burnable materials in the fuel for longer burn times or something.
edited 2×, last 14.02.13 04:36:24 pm

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

Aedolaws
User Off Offline

Quote
Hey let me know when you plan to release a new version and I will send you the guide the night before so you can check , edit, etc. Until then, I will keep working on it. I am probably going overboard, but I think new players will appreciate it. (I wish I had this 2 years ago when I first played this, shit, I learned by trial and error). BTW, I need your e-mail or a way to get it to you, I don't see how to attach a file in the forum msg system.

Now, a couple of suggestions:

1) Tools

All tools of the same kind should be able to do their jobs. The difference should be in cost, damage value, and how often they break.

For example, we should have iron knife and steel knife, and allow them to do all the carving, etc. Same thing with hoe, the steel hoe should be able to plant every plant.

MOST important perhaps, the damn hammer, why do we have the stone hammer as the only one that can do most things? Also, all the combos that need a stone to process an item should also allow to use a hammer instead.

I would not even reserve steel for advance tasks, i.e., planting fertile seeds or bananas. I would simply make it that the better the tools, the less resources (fixing broken tools and all 4 bars loss value) and time (performing the task) we will spend performing any given task. If we want to delay certain actions, i.e. planting bananas, I would accomplish that by skill gain and maybe by having the action to entail a high risk of tool damage (although, I am not sure whether you can do the last one).


2) Distiller

Why not just have it as part of the production menu? Unlike a tent, there is really little need if any to disassemble and carry with you.

3) Planting/Composting

I really like this. This version was definitely planting friendly. However, as it is it is too easy, and I would like to see it evolve.

a. Fertile seed plants MUST need watering, but less often.

Indeed, all planted fruit trees need watering, otherwise there is no way of preventing a player from having 20/30/40 of each, banana trees, or Coffee, or grapes... just to mention the 3 key ones.

b. No need for glowing purple, it is confusing. Let them just glow red when they need water (they will glow less often).

c. Somehow should figure out how to use the composting bin more often. Maybe reduce the quantity of required ingredients (although you should increase the possible items to be used). Also, make it so that each bucket fertilizes less seeds. And, differentiate between wheat seeds (i.e., 6) and potatoes (i.e. 3) and fruit trees (i.e. 1). Maybe even make it possible to use compost instead of water. Maybe have it as a water reservoir?

d. Also, empty bucket has problems. Before using it with the compost bin I first need to drop it, pick it up, and then use it. Otherwise the bin does not recognize it in my run sack. Also, sometimes it disappears!

e. The crackling sound of plants dying should come BEFORE they die, i.e., when they start glowing red. Maybe make it: easy: no need for watering, normal: 1 or 2 crackling/warning sounds before dying, and in hard: only 1 or none.

f. You should bring back plagues. All plants should bring a risk, but the greater the number of total plants the greater the chance for a locust plague. And maybe you want to add snail, worms, spider, birds, frogs plagues. (This could be disabled in easy mode).

g. A side note, we should be able to use coconut milk for all the soups.

4. You can easily reduce survivor skill gain by 25 to 50%, at least! Indeed, you can go ahead a reduce all skill gain values.

5. Pirate

I am not sure I need to buy items that I can produce myself (i.e. berry pie, coffee beans, iron machete, etc). I would just leave in those that we cannot produce. Maybe, maybe, add seeds of all fruits (until we add a native or some other character (i.e., hippie) we can trade seeds weed). Maybe pirate wants to also buy joints.

Also, I am not sure if the pirate is always in the island, or if it comes and goes. If the later, can we make it so that when it arrives we hear a couple of cannon sounds, or something indicating he has arrived?

6. Charcoal

Forge should consume more, and fires produce less.

7. Fire arrows

Is there a problem? Could not get it

8. Fly rod

Something is wrong. Sometimes I get a msg that it is broken but it does not really break, I can still cast it, but it won't use any hooks, baits, etc and I am not sure it actually fishes.

9. Hostiles

BTW, I have noticed that piran~as and shark disappear as time go by. After 4 months I still see a few around, but not many. I am not sure if fishing somehow reduced their numbers, but if so, then we should try to make them not fishable and somehow ensure that there is always a healthy number of them. Same thing with hostile animals and hostiles.

ALSO, is there any way to make a native to constantly spawn, and add up, in EVERY tiny island adjacent to the main island? Otherwise if we set up camp in one of those islands it soon becomes unnecessary to go into the main island, unless we want to trade.

Hostiles, in general, must be made more of a nuisance. We need to somehow make fences and palisades more relevant. The thing is that once we clear an area it stays pretty devoid of hostiles, there is not even a need to build the defensive structures.

10. Foods: wild/raw vs. cooked

All wild/raw foods should carry a chance of puking/disease; which should impact the health/hunger/thirst/fatigue values (AND all foods should require shitting [and increase requirement for composting bin]). Cooking dramatically should reduce the risk of getting sick.
Same thing with water. Maybe we want to add “boiled water”.

Once cooked/boiled, the chance for food poisoning reduces dramatically.

Some wild edibles, however, should have extremely low chance of poisoning, i.e., bananas and fruits in general.

Once again, sorry for the long speech!
edited 12×, last 16.02.13 04:14:36 am

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

JasJack67
Super User Off Offline

Quote
Quote
1) Tools

the hammers are being worked on yes. currently they all break now and the knife will also break & dull. I will be making the hammers able to do tasks equally yes. meaning any hammer will be used at the forge, or any hammer can be used to smash coal for example. partially fixed


2) Distiller

I move my distillers alot. Especially in the beginning when I am forced to make a camp somewhere I dont like, and later move to a better location...then I want to take the distiller with me also. Sometimes I have dismantled the distiller to make a woodgrill, and visa versa, depending on if I need to cook food or I need the water.

3) Planting/Composting
a. We will be watering fertile plants soon,but less then other non fertila plants. For now i have to leave it until I have the time to script all the fertile plants with a watering script. but will do asap.

b. No more glowing fertile plants fixed

c. Yes the composter will be further developed asap.

d. empty bucket is fixed

e.You get a message now when plants require water that 1 day before death. fixed

f. I want plagues too...I just hated the grasshopper eating the wheat crops Idea. Will have something added later maybe because I want to have the hostile animals invade our camps at night randomly...then consider the plagues again. They may not be needed once you lose food and stored food to invading hostile animals. unless you can fend them off

g. a good idea!

4. I'm actually considering this. OR to add more levels instead of stopping at level 200.

5. Pirate

yes trading is still being implemented, it is not really complete atm. Still working on "rare" items.

6. Charcoal

Forge now consumes charcoal 5x faster then before. fixed

7. Fire arrows

fixed

8. Fly rod

fixed

9. Parana and sharks spawn randomly as other animals, on hard mode this random is set pretty low yes. Fishing does not affect sharks or whales, but yes, when you fish... for every fish you catch it is taken from the sea population. If you don't see fish you have to wait for them to spawn. If you do not "over-fish" the population won't disappear. It is directly related to how much you fish. yes.

10. very good idea!


To All,
I am going to post a new update tomorrow with everything new I have on the "todo" list up top of page 1.

Then I will have to take a break for a week or so because I have to re-write the mod scripts completely. From the beginning of this mod it was first stranded 2 and then builder and his helpers built the Massive Mod and then we have made it the survivalist. With all the different script writers I feel 90% of my bugs come from a disorganized system folder that is full of many scripts by many scripters. This is especially a problem when it comes to my working with ID numbers. I HAVE TO RE-DO THE SCRIPTS. So be sure to download this new update that fixes most everything to date to be bug free. Then just go play it for a week and come back here. As of this update I will not go further until i am done cleaning up the mod folders and re-writing the script files. Should not take long, maybe not even a week.

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

Aedolaws
User Off Offline

Quote
Thank you dude!

1. Chocolate cookie
the chocolate dough also has a bug. If you put it in the grill, and pick it back up before is cooked, you get 12 dough (instead of the cookies). Repeat...

2. Monkeys/School
Also, we need to explain monkeys better.
a. Once we order them to do a task, how do we get those resources?
b. I have gotten the school before, but it is very hard to know how from the game, or the guide. I am trying to get the school now, but I don't remember how. I have spent a few bananas on the monkeys, they are glowing, but I can't build the school yet. I am not sure whether I need to keep throwing bananas, something tells me that the glowing is just but an indication to continue feeding them... but I am not sure. Can you clarify please?

3. Starch
I got tons of starch that I can’t use (paper and fuse have pretty limited uses as well). Maybe we want to add as an ingredients for “some” soups or other foods or combos. And maybe also combine with corn for ethanol.

4. Storage
a. Stone storage should be able to hold all mineral items, including soft iron and steel, etc
b. Same with wood storage, it should be able to hold bamboo.
edited 1×, last 17.02.13 03:40:44 am

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

JasJack67
Super User Off Offline

Quote
Hey guys...sorry for the delay in getting the latest update posted.

My computer hardrive crashed or something...I have been unable to boot my computer for the last 3 days.

Well I have bought a new computer, I need to put my old hardrive in it and see if I can save any of my files. THIS INCLUDES ALL MY WORK ON THIS MOD.

I don't know how this will turn out, I may have to download my last update and start from scratch there. If this is the case it will be a while for any update...If I can save my old harddrive stuff I will post the update asap with the new "todo" list fixes and additions.

Please be patient, I will return as soon as I find out if I can save my old hardrive content.

Quote
Aedolaws,

I think it was like 6 bananas for the money to be tame, then build the school and click on it for instructions. Once trained he basically has a back pack you can keep stuff in he carries around and he follows you around where ever you go.

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

Aedolaws
User Off Offline

Quote
Sorry to hear about your computer.

-

Monkey. I can tame them. They start glowing. You can then give orders (gather water, branches, etc) and I noticed that they tend to drop it around you.

Where I am confused is building the monkey school. I have not gotten the option. And its been a while, a a few monkeys, that I have tame. Does it need to also be unlocked by other buildings? if so, which, because I have built almost everything.

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

Anna
User Off Offline

Quote
Hi guys :D. I just signed up. I've been playing through Stranded 2 and am now playing through this mod.. And I love it! It's a great job you have done! I was quite entertained by Stranded 2, but this even more so! The realism is great! In Stranded 2, I would quite often find my person to be lacking a bit of imagination.. What do you mean it's not possible to make papyrus out of bamboo and stones??
Anyway, one of my favorite added things is the cooking! But I find it hard to cook anything in my current state (been alive for ~month, I'm not starving, I've plantet about 15 plants, got loads of water [despite being on a desert island]). The reason being the high amount of food required. It would be nice with smaller portions, or even better, more statisfying meals. Or better yet, both! Oooor, you could make a few more recipes with a mix of ingredients. Ex: 2 potatoes, 1 tomatoe, 2 mushrooms and 1 goatmilk.
All of this has actually nothing to do with why I originally signed up, haha! It's about this sound.. Or, breathing. Every 2nd or 3rd night, a scary breathing will sound when the clock hits 12, and a new "day" starts. What is this? It's scaring me every time!

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

Firefly
BANNED Off Offline

Quote
Huh?
Sound? I don't know maybe JJ knows right JJ? I haven't played much yet
nor I stay up till 12 maybe you shouldn't play slender the 8 pages too
much. Lol. Just kidding I just don't like slender cuz my hand shakes
even before the first note is found!:-(

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

Aedolaws
User Off Offline

Quote
user Anna has written
Hi guys :D. I just signed up. I've been playing through Stranded 2 and am now playing through this mod.. And I love it! It's a great job you have done! I was quite entertained by Stranded 2, but this even more so! The realism is great! In Stranded 2, I would quite often find my person to be lacking a bit of imagination.. What do you mean it's not possible to make papyrus out of bamboo and stones??
Anyway, one of my favorite added things is the cooking! But I find it hard to cook anything in my current state (been alive for ~month, I'm not starving, I've plantet about 15 plants, got loads of water [despite being on a desert island]). The reason being the high amount of food required. It would be nice with smaller portions, or even better, more statisfying meals. Or better yet, both! Oooor, you could make a few more recipes with a mix of ingredients. Ex: 2 potatoes, 1 tomatoe, 2 mushrooms and 1 goatmilk.
All of this has actually nothing to do with why I originally signed up, haha! It's about this sound.. Or, breathing. Every 2nd or 3rd night, a scary breathing will sound when the clock hits 12, and a new "day" starts. What is this? It's scaring me every time!


1)      We do not have papyrus, we have paper: starch + bark + stone

2)     Cooking: after you build the grill, you can cook meats. You should be able to do this from day 1. Indeed, you should do it from day 1.

a. After you get some cotton, you should start fishing asap and cooking fish.
b. With a bit more of work, and luck, you can actually make a soup pot or a frying pan and cook more advanced meals within a few days – but you need clay (which is not as important as water, food and shelter during the first week), and you also need sheep milk, and whatever else you want to throw in the soup pot, i.e. clams, tomatoes, potatoes, etc., which usually take a few days to find and harvest, if not weeks.

I believe this is explained in-game and in the current printable guide, if not, it will be in the next release.

3)     Baking: once you harvest those wheat plants, you could bake bread. And, if you have fruits, you could mix the dough with the fruits to get enriched items such as cookies and berry-dough. However, efficient baking requires large amounts of grain and a steady source of water, which should take you at least few days to procure, if not weeks.
edited 3×, last 23.02.13 12:13:34 pm

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

Anna
User Off Offline

Quote
@user Firefly: I haven't played Slender - I'm way too scared to do that, haha! But thanks for the advice anyway

@user Aedolaws:
1) I know, it was merely an examble of him not having much imagination.
2) I know, I've already done it. But I think it would be realistic to at least have a bit smaller portions, or a bigger variety of recipes - so that you can use whatever you have access to.
3) As I said, I have plenty of water. I'm just waiting for the crop to mature. But AFAIK, you need to reach level 25 in cooking to bake bread, yes?

You seem to know a lot of this game. Do you know anything about the sound/breathing?
To the start Previous 1 215 16 17112 113 Next To the start
Log in to reply Mods overviewStranded II overviewForums overview