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Stranded II Mods TheSurvivalist:Christmas Update 12-24-19I will hold on to my next long post, he he. But I like all the new things, especially the big tweak to skills. And a BIG THANK YOU for the awesome new knife system.
If you explain me by e-mail how to have access to the info, (i.e., names, hit points, damage, timing, etc) including taking graphics and pasting to word, I will put in a few hours updating the guide (I know long promised and overdue).
edited 4×, last 30.07.14 03:20:57 am
day 95, early winter.
Just made my 33 piece of glass for a greenhouse...waiting to ship all the materials to the island you see there.
Eventually looking to make my base on the island out there, gunna build a dock out to it. Will post a screeny when I get that far. IF I do not die! I start anew if I die.
Feel free to post a screen shot of your own if you like...I might use some of them in the front page description "Images" section if you do not mind. Maybe any other cool snapshots you can conjure up.
I found 2 minor bugs: only info I have atm is, I have to drop my snowsuit on the ground to cure frostbite at a fire. Like taking off your wet cloths and warming up by the fire i guess.
the other bug, The heartbeat is getting interrupted during events...no biggy, will fix them in the later updates.
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Aedow,
Hey cool man. I will email you soon with what I got, ty.
Myst,
hmmm...maybe having the wood grill burn up once in a while is reasonable, good idea. Would give good reason to appreciate the iron grill late game at cooking skill 1000.
Hey cool man. I will email you soon with what I got, ty.
Myst,
hmmm...maybe having the wood grill burn up once in a while is reasonable, good idea. Would give good reason to appreciate the iron grill late game at cooking skill 1000.
P.S.
I guess the main aim atm is building the glass house before winter?
Myst: please instruct me on how to do those videos. I want to tie to the guide (a) after 1 year, show/explain all you can have, and (b) 1 week strategy. Maybe you can take over that.
BTW JJ, go all in, make time go a bit faster, and make it a whole year, three months each season -- note, plants will require big tweak, as the should. Make it way harder!!
edited 8×, last 30.07.14 05:36:13 am
JasJack67 has written
hey odie,
good luck on your exams!
I am not sure about the mine yet, I do not think it will be back in this mod...just not definite yet. However, if you remember the old Cooking Pot? I may bring that back soon.
Next update or so the skills will peak at 1000 instead of 500. At peak each will unlock new items/buildings...for cooking skill I decided on the old Cooking Pot from Massive Mod that is broken and I took it out, plus an Iron Grill that will hold 12 pieces of food vs 10 max currently on the wooden grill. Other skills will bring more too, but the skills will peak at 1000 skill each then. Except for "survivor" skill (days survived) I don't know yet what it will peak at.
The fish fillet combo is currently active yes...once you cook and eat the old "Whole Fishes" they will be gone for good from your current game.
Knife+Fish=Fillet
Rainbow=2 Lg.Fillet
Bass=2 Sm.Fillet
Angel=2 Sm.Fillet
Sunfish=1 Sm.Fillet
Piranha=1 Sm.Fillet & 2 Teeth
good luck on your exams!
I am not sure about the mine yet, I do not think it will be back in this mod...just not definite yet. However, if you remember the old Cooking Pot? I may bring that back soon.
Next update or so the skills will peak at 1000 instead of 500. At peak each will unlock new items/buildings...for cooking skill I decided on the old Cooking Pot from Massive Mod that is broken and I took it out, plus an Iron Grill that will hold 12 pieces of food vs 10 max currently on the wooden grill. Other skills will bring more too, but the skills will peak at 1000 skill each then. Except for "survivor" skill (days survived) I don't know yet what it will peak at.
The fish fillet combo is currently active yes...once you cook and eat the old "Whole Fishes" they will be gone for good from your current game.
Knife+Fish=Fillet
Rainbow=2 Lg.Fillet
Bass=2 Sm.Fillet
Angel=2 Sm.Fillet
Sunfish=1 Sm.Fillet
Piranha=1 Sm.Fillet & 2 Teeth
Thanks for the good luck JJ.
Yes i rmbr the old cooking pot. Ah maybe its great to bring that back. In fact i always think its weird to store food like stews in bowls..... :X Maybe the cooking pot can become a distiller of sorts when u dump in ingredients, and then out comes food when u can 'scoop and scoop' until dry. i always tot it should work tat way. I rmbr scripting it liddat back then. Lost my version of that when i tried out massive mod's later versions and survivalist.
Having skill peak at 1000 is logical. Everyone may wanna specialise somewhere first.
And fish fillet was a good clarifications.
I am asking abt fish regen rate and ratio at midnight actually.
And oh, also knives, even flint knives, do not break so easily. EXTREMELY rare. So i doubt u should break it. Better knives though, obviously cut faster and better.
And yeah back to work and studies.
edited 1×, last 30.07.14 06:51:50 am
https://obsproject.com/
If you're going to record commentary, I had to cut the game audio on OBS to 50% or it would drown me out, though I do speak rather softly most of the time.
Anyway, do let me know when you have vids up.
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odie,
oh i see...the fish spawn rate was outta control. As posted before my fish counts test reveiled a ridiculas amount of fish I believe is to blame for much lag. It also lead me to BUGS. Counting them across the island reveiled the same thing. Together the amount of fish and bugs was surly the cause of a large amount of lag and poor performance.
So...I put in a script that works about like this. When you sleep past midnight, if the "counts" are to high, the script loops all fish and bug and deletes all of that bug/fish that is to high.. Then the script re-generates a new batch of that bug/fish with an "amount" set...so they can never spawn "to many". When any bug or fish is reset, it spawns a "specific number" every night at midnight rising up to just below maximum...where it is once again deleted if you influence the population to break the maximum.
What I like about this script and why I decided to do it like this is:
1) Everyday/night you have very different amounts of bugs and/or fish...sometimes plentiful and sometimes scarce. I liked the idea of this diversity.
2) It keeps the fish and bugs population down to a good balance between fair gameplay, and performance. (from what I witnessed during the test, high counts)
the low & peak numbers are set like the following...dependent on the size of the chosen island. Small island min, Medium island mid, Big island max.
rainbow 35-50
bass 50 (the larger the map the harder to fish)
angel 50-60
piranha 35-50
sunfish 50-70
shark 5-8
whale 3-4
butterfly 30-40
bees & snails 20-40
dragonfly,flies, spider & grasshopper 40-60
Those numbers are the min-max. At max then they are deleted and are spawned approx 5-10 per day until they are just below max again.
Other factors will affect the outcome, such as how many you catch or kill of a type. If you build Habitats, or make fish attractors and use them...etc. So the out come will vary and the population will stay under control...reducing lag.
oh i see...the fish spawn rate was outta control. As posted before my fish counts test reveiled a ridiculas amount of fish I believe is to blame for much lag. It also lead me to BUGS. Counting them across the island reveiled the same thing. Together the amount of fish and bugs was surly the cause of a large amount of lag and poor performance.
So...I put in a script that works about like this. When you sleep past midnight, if the "counts" are to high, the script loops all fish and bug and deletes all of that bug/fish that is to high.. Then the script re-generates a new batch of that bug/fish with an "amount" set...so they can never spawn "to many". When any bug or fish is reset, it spawns a "specific number" every night at midnight rising up to just below maximum...where it is once again deleted if you influence the population to break the maximum.
What I like about this script and why I decided to do it like this is:
1) Everyday/night you have very different amounts of bugs and/or fish...sometimes plentiful and sometimes scarce. I liked the idea of this diversity.
2) It keeps the fish and bugs population down to a good balance between fair gameplay, and performance. (from what I witnessed during the test, high counts)
the low & peak numbers are set like the following...dependent on the size of the chosen island. Small island min, Medium island mid, Big island max.
rainbow 35-50
bass 50 (the larger the map the harder to fish)
angel 50-60
piranha 35-50
sunfish 50-70
shark 5-8
whale 3-4
butterfly 30-40
bees & snails 20-40
dragonfly,flies, spider & grasshopper 40-60
Those numbers are the min-max. At max then they are deleted and are spawned approx 5-10 per day until they are just below max again.
Other factors will affect the outcome, such as how many you catch or kill of a type. If you build Habitats, or make fish attractors and use them...etc. So the out come will vary and the population will stay under control...reducing lag.
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Aedolaws,
Ha! Show me what cha got "snapshot"! soon as you feel its worthy!
Yes at trying to make a greenhouse by early winter. I think I decided this mostly because I wanted chickens. Keeping the coop full of grain is actually quit a chore. I needed enough high end feed to last all winter, since we can not plant in winter without the greenhouse. Thus I can feed them with what ever I can grow in there before i run out of my summer and fall yield...looks like it will be close, I may run out of feed before I get some grown if I go out to the island with it. I may have to stay at base camp till spring. I seem to have plenty of food at this time, the threat of starvation has vanished. I still need to get the event animals to loot resources though, that is still missing.
level 3 in 2 months sounds about right...balanced...my goal was to peak in most all skills at the end of 1 year. (game year, 4 months) Or into the following spring somewhat.
when I get the skills modified to 1000, it will likely span 2-3 years. After 2-3 years if a player is still alive, this is when I would like him/her to be introduced to the few possible end game scenarios, with an ability to signal fire a plane or boat... or build the sail boat to escape.
Ha! Show me what cha got "snapshot"! soon as you feel its worthy!
Yes at trying to make a greenhouse by early winter. I think I decided this mostly because I wanted chickens. Keeping the coop full of grain is actually quit a chore. I needed enough high end feed to last all winter, since we can not plant in winter without the greenhouse. Thus I can feed them with what ever I can grow in there before i run out of my summer and fall yield...looks like it will be close, I may run out of feed before I get some grown if I go out to the island with it. I may have to stay at base camp till spring. I seem to have plenty of food at this time, the threat of starvation has vanished. I still need to get the event animals to loot resources though, that is still missing.
level 3 in 2 months sounds about right...balanced...my goal was to peak in most all skills at the end of 1 year. (game year, 4 months) Or into the following spring somewhat.
when I get the skills modified to 1000, it will likely span 2-3 years. After 2-3 years if a player is still alive, this is when I would like him/her to be introduced to the few possible end game scenarios, with an ability to signal fire a plane or boat... or build the sail boat to escape.
edited 2×, last 30.07.14 08:21:56 am
Would be much more filling than grain too.
Alternatively u can just check these out:
Starfish Meal
Have u tried looking at the diary??
All the help related to this mod are mainly there.
The rest discovery.
I guess its survivalist after all.
If its really becoming a bummer, try easier mode.
Else just post qn again.
PS: Try looking at the Change_Log_History.txt that comes along with your archive. It contains all the revisions and updates. But again, tats a spoiler isnt it?
Oh, actually the graphic on the previous page shoes a handle instead of a branch, but that's not correct. Can't make a handle without a knife.
On another topic, I'm not sure when I'll be able to start recording again. Not making any progress. I got a fire going, some meat, a shelter, but still couldn't find any flint, and hostiles eventually spawned on all sides, cutting me off from the rest of the island, and me with low health. Gonna have to start again.
edited 1×, last 30.07.14 10:00:58 pm
FLINT SHARD= flint + stone
FLINT KNIFE= branch + flint shard
All the new stuff in the last several updates have been added to the Diary under the category I felt It would fall under. In the future I will try to make the Diary easier to browse. Like make it alphabetical under some better titles. IDK though it is pretty limited.
your rucksack weight can also be slowing you down a bit too. The more you carry the slower you go.
The start speed is however a tiny bit lower, like -.2, I didn't think it would be too much, after 7 days you get your first boost in speed and rucksack capacity. On the flip-side, run speed was increased a bit.
but still, if your loaded with rocks or branches and your 20k rucksack is loaded over 10k, you are being penalized. Up to survivor level 5 it is every 10k you carry, your speed is reduced. Drop anything you do not need, or near your camp to get below 10k will help a bit.
I had to change it for the math to work out with every 10k up 6 levels...if I increase the math at the start, the end level 6 is ridiculously too fast, and visa-verse, if I made the top level 6 slower then the starting level was even slower then now. too slow. So...it was a happy medium to lower the start a bit, so the end level is not to fast.
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TheD,
Thanks for the compliment, glad you enjoy the mod.
Thanks for the compliment, glad you enjoy the mod.
edited 1×, last 31.07.14 06:02:34 am
I cannot help but noticed that with the introduction of alot more foliage and trees, the tree house cannot be built on quite alot of trees now, compared with last time.
I used to enjoy living up in the trees above dangerous animals... something any survivalist should aim for.
Could you check your codings on the trees? I did a quick run thru and cannot differentiate which trees are which. I believe u did not code the tree house(s) (few types of houses) into them.
I do agree while fruit trees, seaside trees are unsuitable, most of the inland BIG HUGE trees should be good candidate. Though in real life, the taller the better. (Think Navi in Avatar)
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And noticeably on a sidetrack, there are alot less fishes now comparatively, and my islands are always filled with pirahnas.... too much. In the wild, there are rarely pirahnas. I think the figure ratio i provided - even that, might need tweaking to downsize pirahnas. Even on normal mode - they are ridiculous on my islands. :X
edited 1×, last 31.07.14 07:11:25 am