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

JasJack67
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Not without re-scripting many of the scripts to work on a custom map, and re-compiling the game.

This mod is based on the random map generation, with a few options your able to choose. It was intended to be this way so every new game will be unique, as far as the terrain is concerned. Other factors were implemented to make every new game entail different circumstances additionally, in many aspects of the game-play it's self. (most notable on med and large maps)

Thus why there is no Editor button in the menu (not compatible). Those who have attempted to make a custom map, incorporating them into the the maps folder, have experienced anomalies like odd weather, time and season miscalculations, and even fire and cooking issues. (also bad saves among other issues).

I'm sorry, but this mod will not be re-compiled to incorporate custom maps, unless someone else re-compiles the game and re-scripts the mod to work on custom maps.

edit:Sorry for the delay in posting the new update. Im trying to include a few more things from the To-Do list on page 1. Will post what I have ready this Friday. Just ran into a snag making the new wolfdog tame when you feed him 2 small meats. Works now, but I want the player to have wolfdog respond to a few simple commands like "stay" "come" "go" and hopefully "attack".
edited 1×, last 08.04.14 04:11:15 am

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

ralphienator
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I've just looked through To-do list.

Instead of making heat packs, you (i mean the in game character) could just make some warm clothes. They would last longer and be more economic (despite high initial cost and higher weight).

How about that?

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

JasJack67
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ralphienator
hmm...that is pretty cool

wearing nothing for winter would be 100% chance of frostbite when away from fire...as it is now.

if you make a pair of gloves from 2 skins, and 2 cords... you would get -5% chance. Once you "use" it.

if you make snow-boots from 3 skins, 3 cords, and 10 wool... you would get -10% chance. Once you "use" it.

if you make snow-pants from 4 skins, 4 cords, 10 wool, 30 feathers...you would get -25% chance. Once you "use" it.

if you make a winter-coat from 6 skins, 6 cords, 25wool, and 60 feathers...you would get -35% chance. Once you "use" it.

So if you make all 4 items and use them together you could lower your frostbite from 100% to a 25% chance of frostbite when away from a fire. This leaves room for the hand torch or lantern too, if you additionally have a torch or lantern (-20%)THEN you would be 95% immune to frostbite.

There would always be a 5% chance of frostbite unless you make a SNOWSUIT gloves+boots+pants+coat=snowsuit...and you would only have to click use one item instead of all 4 all the time. It gives -80% total plus a hand torch or lantern -20% would make you 100% immune to frostbite when away from fire.

But even if you could only make boots and a hand torch at the moment, you would still be better off at -10 + -20 = -30%...so you'd have a 70% chance of getting frostbite when away from fire.

so yes...your idea of making cloths is a lot better than making a heat pack! thank you!
edited 7×, last 09.04.14 12:59:09 am

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

SurvivalGal84
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Clothes would be a great idea, winter or not. Its a pity that we cannot look 3rd person and see ourselves on the one hand, although I realize the need for it. I would love to see clothes used as a type of armor maybe? Something to reduce damage taken from arrow shots or etc. I'm not talking about full iron full plate, but basic armor to give durability to people that like to poke around areas the shouldn't poke into.

If you do make a snowsuit, or protection against frostbite, include a check if the character walks into water. Regardless of what kind of snow outfit you have, if you go wading in the water, you are certainly going to get frostbitten.

As an aside, thanks for helping to stop the bats problem with that script, it worked flawlessly.

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

JasJack67
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heya, sure am...it's 10:30 here...i need the other hour and 1/2 to finish the chicken feeds and to fix if you tamed the wolfdog he will attack on command. Got the friendly commands to work so far...come! ,stay!, and go!

sorry for the wait i had worked late tonight at my regular job...infact i put in 53.5 hours this week

old some bugs

Brever
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first, your work with the survivalist is amazing jj , so many hours of fun (and starvation)
second, i've found some bugs
-when it says"the crossbow has been broken" it destroy shortbows instead (if you carry one)
-"you've burned the soup" (e.g. shark fin soup) doesn't work, you get the soup anyway (intentional?)
-to craft a bow net you need 5 brances, when bow net is broken you get 8-12 brances aprox instead.
-"the iron handle hammer has broken" it doesn't broke your hammer and give you a free iron hammer head (only tested with iron hammer)

ps: the crossbow is too powerful and its ammo (wooden bolt) too easy to get
ps2: sorry for my bad english

edit: another bug: "summer will arrive in 3 days" if you save/load your game 3 times, summer will arrive instantly (tested with autumn too)
edited 1×, last 12.04.14 03:42:06 pm

old Update

JasJack67
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here is a link to the upcoming update. I want to finish a couple things before releasing it from page one...so basically only for you who are follow this thread. Thank You!

I will post the official one soon as I add more this weekend.

NOTE: Your save will work, but in order for the chicken coop to function you would have to build a new one, then tear down your old coop. Check the to-do list for info cuz the stuff is not added to the diary (instructions).

I did not get the tamed wolfdog finished, but it is functional in come, stay, and go...along with tracking hostiles...if you see him during a wolf event, throw him 2 small raw meat.

ADDED
https://www.mediafire.com/?a8tr0u3ka91p75t 34.28 MB - 04-11-2014

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

Zenonx
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Brever,

1. The crossbow there is an error in the script
### Arbalest
id=64
...bla-bla.. on:attack1 {
          if (random(1,100)==1){
          freestored "unit",1,59,1; //59 its ID BOW(not arbalest)
msg "The crossbow has broken!"
Correct to freestored "unit",1,64,1; and goodbye my liked crossbow

2. Soup burned... there's a right way and there are no errors.Loss ingredients and -(minus)1 soup.
      msg "You've burned the soup!",3;
      freestored "unit",1,4908,1; //4908 its ID sharkfinsoup

3. And with Bow Net what's unclear? During his work he crammed a lot of branches
### Broken Bownet
id=209
....bla-bla...      on:use {
          play "mat_wood1.wav";
          speech "negative";
          msg "It is broken",3;
          find 24,random(9,12); //9-12 branches really

4. Iron(steel) hammer - also an error in the script
### IronHammer
id=3553
### SteelHammer
id=3554
...bla-bla...     on:impact {
          if (random(1,500)==1){
               freestored "unit",1,30,1;//30 its ID Stone Hammer

I have already 8-10 Iron Hammer Head in my backpack

5. save/load after message "summer(fall,winter) will arrive in 3 days"....About the problem I already wrote above.However, the author (JJ) has not responded...
p.s Also sorry for my bad english

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

JasJack67
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Brever,
Thanks for the feedback and complements! When i post a "link" i try to make the post solely about the link it's self. I wasn't ignoring your post


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Zenonx,
Thanks a million for looking into those fixes! Making my work a bit easier
1.√ crossbow fixed
2.√ no error found
3.√ bownet returns 2-5 branches fixed
4.√ hammers subtracted correctly when breaking fixed
5.× still looking for save/load season change bug.


I have not posted anything about the time changing on save/load cuz I'm still trying to figure out how to resolve the problem. I have not been able to "re-create" this issue, so I cannot fix it yet.

When i'm saving and loading, the "days survived" seem to be correct, I can not find where it is adding days to make the messages and the season change, come early. Any more precise details on this bug would be helpful...'still looking for the bug at this time.

To All,
If you downloaded the temporary update in the link above(4-11-2014)...please let me know if your "sprint lag" is resolved using the new script for sprinting please?
edited 1×, last 13.04.14 07:48:18 pm

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

MystBunny
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Meant to test it before, but got busy and exhausted.
I'm sad to say the sprint lag is still there, maybe worse than before, not just if you're moving, but it lags the entire time the shift button is held.

old Sprint Lag solved!

JasJack67
Super User Off Offline

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Myst,
ok ty...will probably change it back then before i post the actual update on page 1.


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Aedolaws,
yes...I almost have the cloths finished too. My cloths script is incorporated into a timer/check script that will check if you have frostbite every approx 10 sec. I can add a timer to it that will check if your near a fire, and if so, you will cure frostbite, within those 10 sec intervals. Currently, as you probably know, it only checks for frostbite on the game hour.

So that will be addressed in the update i post here in another day or so. Want to finish the wolfdog command menus and it's ability to track units, hunt/attack game, and hunt/attack hostile units. On command of the player.

The player may have to make a "dog whistle" from a knife+branch. Then you'd blow the whistle (use) to make the dog come to you...cuz he will tend to wander off from you, and/or track the animal you told it to and lose him. The whistle will always make the dog come to you from where-ever he is on the island. Then use your "E" to pet him, and bring up the comand menus.

currently, the wolfdog "friendly" commands work, but the "hostile" tracking is weak, and the attack is not implemented yet.


EDIT:
To all,
> EUREKA! Sprint Lag solved!

The script from massive mod required the player to "hold down" the shift key. While holding down a key it is "parsed" to the engine every second telling it your holding down a key. THAT IS CAUSING THE STAGGERING LAG while sprinting.

So i re-scripted the shift key to be a "toggle". Now when you "hit" the shift key you will toggle between run and walk. So now you only parse the engine ONCE when you actually hit the key.

here is the solution script...it is a "on:keyhit" script...instead of a "on:keydown/on:keyrelease" script.

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// SPRINTING you can copy-paste the below script
//to your game.inf file at the very bottom, BEFORE
//the words "script end". You will have to delete the
//other 2 on:keydown01 and on:keyreleased01 scripts that
//are just above that same location. Delete both on:keyreleased01 and on:keydown01 and {everything
// between their 2 brackets AND the 2 brackets too}
//then click FILE and SAVE n Close the window.
	
	on:keyhit01 {
                local $run;
                if ($run==0) {
                msg "Run",5,1000;
		player_speed $s2g_sprint;
                $run=1;
                }else{
                msg "Walk",5,1000;
		play "gasp.wav";
		player_speed $s2g_walk;
                $run=0;                 
                }
	}

If you cannot edit the script per the instructions in the code box, no worries, it will be fixed this way in the next update. Should be sometime Thursday night if i get what else i wanted to finish, done.
edited 9×, last 16.04.14 06:15:59 am

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

Zenonx
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Wow......ingenious solution.
I edited the script.......no lag, everything's just fine      Also now I understand why in the original script was commented out the line //consume 0,-.25,-.25,0; When constantly pressed key rapid onset of hunger and thirst.
Thanks, JJ !

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

JasJack67
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ty sir

I moved the "consume" part, into a different script. There is a "fuel-check" parsing the engine constantly that checks if burnable items are burning(campfire,torch,forge etc) or your fire has "run out of fuel". So I attached a tiny command to it to check if you are running, if so then you consume 0,-2,-2,-2 (health,thirst,hunger,sleep)

This fuel-check parsing the engine only happens about every 8 sec, so if running you will increase your bars accordingly, and at the higher rate. It is only checking every 8 sec...so you'd have to be running a long time to make -.25 an effective number so i increased it.

I figure as in real life i can run less then 8 seconds and not feel tired at all...so you can also ingame, running will randomly affect your bars depending on how long you run and when you actually hit the shift key. For example: If the fuel check is 3 seconds into the next parse, you will lose -2 bars in 5 seconds instead of 8 sec...etc...so it will be random in a sense, unless you run for over 8 seconds every time you run Basically: if you run in short spurts your not as likely to get to tired from running, but if you run long lengths of time its -2 every 8 secs. (8xhigher then the original -.25 per sec for the duration of holding the shift key, cuz now it's every 8 sec)

this was just a tiny improvement to reduce any kind of lag while running, and is the reason i moved it to a different script...though the sprint lag was clearly the on:key issue in my other post above.
edited 2×, last 16.04.14 11:49:03 pm

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

Zenonx
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Error in the script- file game.inf
if ($difficulty>2){
if (count("unit",60)<=1){//60 its ID Amature Native
if (random(15)==15){
$id=randomcreate("unit",61,50,10000); //Expert Native
Correct, please)
And the value of the random can be increased .... on the island, and so very few mobs. Below is an example of my game
if ($difficulty>2){
if (count("unit",61)<=2){
if (random(2)==2){
$id=randomcreate("unit",61,50,10000); //Expert Native
....... etc. other aggressive units. So it is more cheerful
Can add in files "random_02_endless_n" and "random_03_endless_h" into group
### Reproduction
object=199//Lion stone
ratio=(1-2-3..)
Otherwise why Parrot Nest,Aerie Nest,Black Bird etc. always a lot, but Lion Stone      always ONE even on the big map?

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

Aedolaws
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There is a slight problem with the chicken/coop system.

As is, after a few weeks the chicken population explodes (really, on Day 100 I have released hundreds of chickens into my main island and still have well over 100 in my mini island offshore), this I got without providing ANY food, and the whole time obtaining tons of eggs.

So, I would suggest:

1) that without a coop the chickens DO NOT reproduce and DO NOT lay eggs.

2) And, I would add more items that can be used as feed, like insects, fruits, SEAWEED, flowers, etc.

In addition, I would also consider adding a coop like mini barn for the sheep, without which they would not reproduce, and without which they would run away, etc.

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

JasJack67
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Z,
thanks again and nice find! fixed √


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A,
If you downloaded the 4-11 from the last page, you may have missed where it says "you must build a new coop and destroy your old coop...if your playing a saved game from the lased version 3-22." The coop should only work with the new feeds upon it's creation, an existing coop can't get access to the feed script.

part of the raising of chicken could be for slaughter...if you start getting to many chickens on your farm you should simply slaughter them for meat and feathers. Also note: When i finish the event animals, the wolves will raid your storage's for any meats. Though it will be important to balance this raid against available meat sources...like chicken breeding. I big element to having event animals raid different item, will be defending your camp/storages...or you will end up lacking meats/fish/fruits/grains/corns/and a few others. Key resources to make other important items. Without them you can not make many things. Thus over-all adding difficulty to the game.

Once i get that far...if chicken breeding seems to abundant, yes, i will lower the possibility of breeding success.

please let me know if your updated coop is not consuming the feed and if your coop is empty you should get a message that some chickens have died. Worked when i uploaded it


Update coming later tonight, when i finishing tying up some loose ends. Thanks for your patients...i just want the new download to be further along and error-free, for all of you.

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

Aedolaws
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JJ, I did both, downloaded new version and built a new coop.

The coop works fine, I put some food in there, ran out, and some birds died (am pretty sure). When this happened, I thought: let me try just to have the birds running free in a tiny island off my main island, even if they don't produce or reproduce, at least they won't die and I can wait until I get some fertilized feed. And I could wait indefinitely because they could not run away because I had them in a tiny island off my main island.

This worked TOO WELL. I did not pay attention to them for a couple of months since I had enough food from fish and turtles from my nets. So when I finally paid a visit to the tiny island after the last day of winter, I found hundreds of birds (hens, roosters, baby chicks, fledglings) and hundreds of eggs.

I picked up and released the birds in the main island and now I have hordes of hundreds of chicken running wild. This would be paradise for a survivor, but it is quite unrealistic, neither the tiny island nor the main island could support such number of birds, EXCEPT perhaps if feed is provided, maybe. Moreover, I do not know the impact this may have on memory use, lag, etc.

So, again, the coop works, what needs to be tweaked is to make that the birds DO NOT produce and reproduce UNLESS they are tagged to a coop or hatchery, see below

Perhaps even,

a) make it so that once we catch+release a bird, it will require supplemental food, from a coop or a hatchery. Both coops and hatcheries function as feeders, but the coops provides eggs only, while the hatchery only provides chicks and fledglings and only if both rooster and hen are tagged.

b) more importantly, if not fed (at a coop or a hatchery) within X days, then birds would die (Sort of like planting).

note: This timer would have to keep running even if the birds are picked up again (otherwise it would be a loop to exploit).

c) INTRODUCE disease event once X or more birds are tagged to a coop or hatchery.

d) INTRODUCE animal and natives attacks to domesticated animals (birds, sheep, tamed monkey and dog).

e) INTRODUCE % chance of loosing animals during winter and rain storms.

f) add more variety to what we can feed them, including fruits, barks, insects, slime, even flower seeds (but at tremendous amounts).

g) reduce how far land animals can go below water, make it so that immediately upon touching water they head back to land - right now they are master scuba divers.

----
Note, in a tangentially related topic, you should reduce the net catch or/and make the nets break more often, or both.

Questions:

1. any way of adding tides?

2. adding: honey bee colony (natural beehive), bees, honey comb, honey, wax (for candles), injuries and remedies. Bears can attack it and destroy it. Shamans (natives with masks) can deplete them. If the natural beehive is destroyed, bees will die UNLESS player has an artificial beehive.
edited 20×, last 19.04.14 06:12:37 am
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