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Stranded II Mods TheSurvivalist:Christmas Update 12-24-19BeeHive - beehive tree
As for surveying the area...simply remove a stake you set before, would be a quick fix...I will have to modify that script, now that ya mention it...cuz currently you can remove them and set them at will. (meaning if you remove one, then you can set another because there is no "distance between them".)
thank you for the feedback, I will fix the surveying of small islands/stakes for next update.
Also wanted to know , I have a bunch of hollowable stone deposits , way to many , is there a way to destroy them ? Max lvl in mining .
You can set a planting stake to HOT KEY#1 and the seed to HOT KEY#2 then point at the ground where you want to plant and scroll your mouse wheel back-n-forth... to plant quickly.
To set a hot key, click to high-light the item/tool/weapon in your inventory, then press the number key 1-9 to set it to that key. Scroll your mouse wheel to change them on the fly.
Hmm...interesting. I will make a special tool have the ability to destroy any object...next update. Good call!
Finally made it into winter . Ice around the island is neat , but I kept falling in even without a hole nearby . And getting back out is impossible if there isn't a hole already above you . I noticed this especially happens if one of my chickens is wandering around under the water . Decided to solve the problem by just staying on land .
I had an idea on destroying the rocks , making dynamite would be a fun way to solve it . Always fun to blow stuff up .
Oh one other thing , when I stand on my dock or my boat I instantly get wet , kinda weird . My whole reason for building the dock across as a bridge was so I WOULDN't get wet lol .
1. items_stuff.inf line:337
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id=78 model=gfx\bottlemessage.b3d - need wilson.b3d
2. objects_stuff.inf
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Aerie, id=221 Not sure how to fix it. I walk through the texture.
3. items_edible.inf line:9628
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Potion of Chaos id=122 set $survivor is 0, and doesn't affect it, no randomly changing values. Maybe this is by design, but it's weird. All skills randomly distributed, and this is reset to 0
Also have some thoughts about the game balance, I would suggest it, maybe something will interest and will be realized.
Lower HP, and it turns out too big farm:
objects_stuff.inf
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id=197 a Nest kiwi, from 3000 to 300 id=198 Nest of parrot, from 3000 to 300 id=202 Moss, from 200 to 500 id=204 bird nest, from 3000 to 300 id=221 eagle's Nest, from 3000 to 500
Since some buildings may need to move in connection with the development of the camp, namely, to destroy and to build anew, propose to reduce the exorbitant value of HP in 3000-8000. This is especially true of the furnace in the forge and furnace. While 5K damage will cause torment.
Other buildings, on the contrary have low HP, resulting in accidental destruction,
especially advanced weapons, while random units spawn in your camp. For example, when
fighting off a bear or wolves, and deer hunting. So I suggest fix buildings.
Also offer to adjust the sizes of warehouse and storage facilities.
Fix HP buildings:
objects_buildings.inf
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id=159 Gates from 200 to 600 id=160 Bamboo hut from 300 to 700 id=161 Bamboo hut from 200 to 700 id=162 Bamboo hut from 200 to 700 id=163 Fence with 150 to 300 id=164 Fence from 150 to 300 id=165 Asylum from 300 to 500 id=166 the Torch from 150 to 200 id=167 Torch from 150 to 200 id=169 Wall boards from 250 to 600 id=177 the Boardwalk from 150 to 300 id=178 Marina from 250 to 600 id=179 Marina with 500 to 600 id=180 Marina with 500 to 600 id=181 Small store from 200 to 600, also to increase the capacity from 75 kg to 100 kg id=182 High fence with 300 to 500 id=183 Metal fence with 3000 to 1500 id=187 Chute from 125 to 500 id=188 Chute from 125 to 500 id=189 the Well from 2000 to 1000 id=218 Paling from 8000 to 2000 id=219 Gate in the fence from 8000 to 2000 id=220 Warehouse wood from 1000 to 800, also increase the capacity from 75 kg to 150 kg (well, what's the point then of the warehouse?) id=222 Warehouse stone from 1,000 to 800, to increase capacity from 75 kg to 150 kg (damn pebbles, they simply have nowhere to put) id=223 Protective tower from 3000 to 1500 id=254 Box from 150 to 500 (150 HP a little, got into it accidentally and shift items again) id=255 Barrel with 125 to 500 id=4938 Barrel (alcohol) from 125 to 500 id=4971 Barrel (wine) from 125 to 500 id=4956 Barrel (beer) from 125 to 500 id=4957 Barrel (rum) from 125 to 500 id=4946 Compost heap from 150 to 800 id=4945 Compost heap from 150 to 800 id=4944 Roost with 150 to 600 id=4955 Oven from 5000 to 2000 id=4958 Oven from 5000 to 2000 id=4995 Oven from 5000 to 2000 id=3578 Greenhouse from 800 to 1500 id=3599 fish pond with 300 to 500 id=3622 Tanning rack from 150 to 500
Fix HP buildings:
objects_stone.inf
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id=252 Coal Pile from 5000 to 2000 id=253 Kiln Add Fuel from 5000 to 2000
I also suggest to make changes in the process of diarrhea. It's not of course, occurs when walking. I would suggest to stop the player at this point.
units.inf line:169
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on:release_excrement { 		msg "Stomachache...",3; 		process "diarrhea",2500; 	$id=create("item",72); 		play "fart.wav";
P.S. apologize in advance for the Google translation. Thanks again for the work done in creating this. I like it!
edited 4×, last 20.02.16 10:04:46 am
On a side note I'm very shocked (Yet) happy to see that you are still working on this mod i mean holy cow so much more stuff has been done to the mod since i was last here.
PS: Is it normal for when you try to run the game freezes for 1 or 2 seconds and then you start to run and if you stop running the game freezes for 1 or 2 seconds just like when you tried to start the run?
edited 1×, last 20.02.16 12:27:31 pm
A. Animals:
Frogs: Any chance of frogs (tied to water rocks)?
Rats: You know I am a big proponent of rats. On Day 1 there should be a small population of rats, but they should explode as we build more storages. Rats should be the main aim of traps the first couple of weeks and months. Storages should spawn them, especially the big storages. There must be a negative for rats. I am not sure what should it be. Everything I think of I can see how it would be hard to code. So, any ideas?
Pigs: This should be easy to get done. It is the sheep code, just different graphics, more piglets that grow faster and more meat per animal instead of milk and wool, etc.
I went a whole year with a couple of "wild" male and female goats on a pen and they did not reproduce. Maybe you want to work on domestication. We can get a new unit, etc.
And more sharks man! And maybe it is time to upgrade the Piranas to Barracudas.
And add octopus! Do I hear seals?
B. Buildings:
Livestock Feeder: You should introduce this building. Livestock can survive and barely reproduce without intervention; but if you provide food then reproduction is increased 100%, more or less like the chicken feeder. (where it was 1 now is 2).
In addition, if you also provide water (i.e. water through), then reproduction should be increased another 100% (where it was 1, now is 2, or where it was 2 now is 4).
After the current fish trap last level, introduce a "fish farm" requiring rocks, and tons of other resources.
C. Other
Maybe get going the concept of using the scythe to collect grass, mostly for sheep, but the pigs and chicken could eat almost anything, maybe some super-mix that we can concoct at the composter box, with grass and some other food(s), etc.
Could you make the reeds graphics a bit larger, more of them, taking more area, a tad more real. You may want to consider a unit with a large area of grass and even bamboo.
Also, consider adding more marine vegetation (we could harvest for feeders, and maybe include "black coral" (which can be crafted into jewelry) as a luxury item to trade with pirate).
Please let me back through hut's windows.
The icehole works great!
As always, gracias!!!
edited 30×, last 27.02.16 02:21:45 am
Now enough of that, I'm off to go die horribly on an island!
Thank you to the new members and players for posting. As always, I read all even though I do not respond to all...Will consider all input and fix any revealed bugs asap.
Thank you all who enjoy playing and thank you for being patient. Will be back later next week with a more current change log for next update.
p.s. Aedolaws, lol, yes I will increase the size of the window so you can jump through it again.
Now Ive just bought my first pc in a couple of years, and downloaded the new xmas version(used link in first post) of the survivalist, but now it seems I get a 1-2 sec lag everytime I sprint and when I stop sprinting, which I didn't have before. Tried changing graphics settings to no help. Any way to fix this? Otherwise a fantastic game!
Thanks.
loving the survivalist. anyone mention that bug yet with the color palette (ground, sky, sea) changing completely when fullscreen mode is tabbed out of?
and a quick suggestion. i know the game already takes liberties (a stranded dude on a resource-rich island with a strange ecology forges shotguns and builds monkey schools), but could you make bamboo and sugarcane separate objects?
bamboo joints can carry water (and thus double as bottles), shoots are edible, but don't yield sugar, whereas sugarcane is really just for eating. i ask because making them distinguishable would be as simple as a recolor and it'd add much more utility to bamboo. balancing it might be difficult though.
objects_stuff.inf (Line 7465)
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on:return { 		$id=create("item",$cur,0,0,$amnt); 		store $id,"unit",1; 		msg "No place for the food on the fire!",3; 		speech "negative"; 		free "object",currentid(); 	}
Changed it to
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on:return { 		$id=create("item",$cur,0,0,1); 		store $id,"unit",1; 		msg "No place for the food on the fire!",3; 		speech "negative"; 		free "object",currentid(); 	}
That change gives back the single dough if the grill is full and still gives the proper amount of cookies when done cooking.
edited 1×, last 26.03.16 11:13:00 am
Before I continue to push out the next update, I would like feedback on how this sprinting patch works for you guys. I can only test it on my system and some players have issues with a lag spike when trying to sprint.
let me know if it is better like this. Download the 2 tiny files and drop them in the /sys folder and choose replace/copy over the old files.
units.inf
game.inf
There is some issue with the source code when pressing a "scripted key" using Windows 8 or above...I may have to release 2 versions in the future...one with a single press SHIFT to run, and one with a double tab SHIFT to run and double tap to walk again.
Thanks Vorpel for the bug report, fixed!
edited 4×, last 31.03.16 05:28:44 pm
Quote
game.inf
units.inf
units.inf
On a side note, those labels are opposite for the file they contain.
Edit- Nevermind, fixed the load issue. Adding bak to the file names wasn't enough, had to actually remove them from the directory.
Edit2- Upon testing, I am noticing a 1-2 sec delay after the slight pause before running kicks in sometimes.
edited 2×, last 28.03.16 06:13:20 am
currently working on a "food spoilage" script that will allow foods to spoil over time. It will come with a few ways to "preserve" foods to slow decay also. thanks again.