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 1 278 79 80112 113 Next To the start

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

Goberfish
User Off Offline

Quote
The fix hasn't done anything for me. Sprint still causes quite a severe stutter, as does setting crop stakes and planting, among other things. There's also a barely perceptible stutter when attacking.

To me it kinda feels like the stutter that happens from games that have fragmented assets. But I don't know much about programming.

Is there anyway I can help isolate the issue?

Also, is it intentional that sprint uses more hunger, thirst and fatigue the higher your survival skill? Seems the wrong way round to me
edited 1×, last 31.03.16 03:18:21 pm

old happy dance sprinting

JasJack67
Super User Off Offline

Quote
Ok guys n gals...I think this is the best solution to the sprinting lag spike. Download the 2 files again and drop them in your /sys folder replacing the old.

REMOVED
units.inf
REMOVED
game.inf

√I have figured out the faster way to change a local variable from a global script, which increases the response time when pressing SHIFT to sprint, and releasing it to walk. Huge improvement or my name is mud!

This fix will also be included in the upcoming update...should be next week sometime.(around the April 6 weekend?)

Quote
Hi Goberfish...thanks for the report. I thought as you level up you can run faster yes...but since you are running faster you would get more tired faster, and more thirsty/hungry. That make sense? So, the "survivor" levelup is not related to your bar stats,,,only speed and unlocking buildings. There is a couple of levelups in "cooking skill" that actually benefits your hunger/thirst bars however.

p.s. Also, the season temperatures effect your running/bars...heat in summer increases fluid loss/thirst through sweating, while winter cold makes you more hungry, while spring and fall are moderate in both aspects.
edited 7×, last 06.05.16 02:27:52 pm

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

Goberfish
User Off Offline

Quote
@user JasJack67:

I think there is an improvement, but there's still a very noticeable stutter also stutters still with crop stakes / sowing from what I've seen. I'm on a Windows 10 64-bit. What are the people who don't experience the stutter on?

Well I was going off the consume values in units.inf. A big part of humans getting better at anything physical is neuromuscular efficiency more than anything. When I train in real life, I can sprint faster and further with less effort - even if I'm not specifically sprinting in training. To me personally the difference in consumption between survivor levels doesn't make too much sense, especially considering the speed differences between survivor levels are minimal but the consumption jumps are quite noticeable. Try sprinting across an island at survivor level 0 vs 1200, for example. The new survivor can go much further in less time on less resources than the seasoned survivor, considering the fact that the seasoned survivor would have to walk to match the new survivor's consumption rates. I'd assume this holds true even with the seasoned survivor's bonus to cooked food consumption

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

JasJack67
Super User Off Offline

Quote
Hey thanks again for your input...this is what your referring too right?

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
}else{
				$tmp5 = $tmp4 - 0.2;
				if ($tmp1>=1200){
						$s2g_sprint=$tmp5 - 0.12;
						text 8,"$s2g_sprint",5,168,15,2;
						consume 0,-3,-6,-3;
				}elseif ($tmp1>=900){
						$s2g_sprint=$tmp5 - 0.12;
						text 8,"$s2g_sprint",5,168,15,2;
						consume 0,-2,-5,-3;
				}elseif ($tmp1>=600){
						$s2g_sprint=$tmp5 - 0.22;
						text 8,"$s2g_sprint",5,168,15,2;
						consume 0,-2,-4,-3;
				}elseif ($tmp1>=300){
						$s2g_sprint=$tmp5 - 0.32;
						text 8,"$s2g_sprint",5,168,15,2;
						consume 0,-1,-4,-2;
				}elseif ($tmp1>=70){
						$s2g_sprint=$tmp5 - 0.42;
						text 8,"$s2g_sprint",5,168,15,2;
						consume 0,-1,-3,-1;
				}elseif ($tmp1<70){
						$s2g_sprint=$tmp5 - 0.52;
						text 8,"$s2g_sprint",5,168,15,2;
						consume 0,-1,-2,-1;
				}
			}
This was done for balance purposes(especially for the larger islands)...as your speed increases per level up, you should not be able to transverse the map completely, or constantly on a small map(sprinting the whole time) without being thirsty or increasing hunger. As you can read the code and see it may not make sense "in code", it is not as pertinent to the average player who is simply playing the game. The increased speed is humongous over the coarse of the first year...without this balanced "consume factor" the player could, (at higher levels)simply run every where... all the time... without getting thirsty or hungry in a realistic fashion (in my opinion).

On-the-otherhand...If I reverse the order(making the lower level player consume more), when a player starts a game, they would be over whelmed with thirst and hunger (especially fleeing away from dangers) to a point where sprinting would be an absolute no no...and actually be obsolete because of it leading to death almost every game you start a game.

The reason I made it low at the start is: because "supposedly" you have just swam ashore and every ounce of your energy was used to even make it to the island to begin with. So your not in great shape, and the very little time you actually spend sprinting in the beginning is so minimal (because acquiring water/food is harder) that you do not consume much when you do sprint. REMEMBER: when starting off your living off bugs and snails...you are simply getting a speed level up for surviving as long as you have, it has nothing to do with the efficiency of the body. Your not getting healthier until you survive long enough to where your eating cheese steak burgers and corn-on-the-cob for dinner(that is cooking skill related)...so basically, the level 7 speed/jade is what is normal and healthy...where the level 1 speed jade is during recover, acquiring sustainable sources, and inefficient eating habits, along with living in the elements sucking on leaves just to get a small drink, while you hope to find a bug to eat before you starve to death.

A year into a game you sprint very fast with little effort because your "ability to acquire water and food" is so, "not so difficult" that without a thirst/food/exhuastion jade, you could run an unrealistic amount of "distance" without drinking or eating...running is a convenience, but also necessity. Nobody runs "all the time" like we do in most games. So, if you do choose to run there needs to be a jade in this case as you level up...just to keep it balanced.

In the end: you should get winded running away from a native shooting arrows at you, whether your a level 1 or level 7. Or if you choose to run all the time, or everywhere, or long distances. If you invest time and effort into cooking and eating healthy, the "cooking level ups" offset the speed/sprinting "consume factor"...hypothetically (and tested)if your still living off eating bugs and slime a year into the game, or only eating raw fish and mushrooms, then the consume factor will effect the player more, yes, because they did not level up in cooking...and they are not at peek health and have ignored what your body "craves"..
edited 6×, last 02.04.16 07:49:53 pm

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

PixiePrincess501
User Off Offline

Quote
Um, I was wondering about the new fruit trees (apple, orange, pear) I've yet to find any, unless I have, and they haven't bore any fruit yet. Are they seasonal, and I haven't seen any because its spring, or am I missing something?
Thank you, and sorry for the dumb question...

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

Wintermute
User Off Offline

Quote
Hello JasJack67,

I want to thank you for the time you are using to make this mod. I played Stranded years ago, found your mod when the mine was still in it and decided to give it another try; now I made an account here to share my thoughts.

I "won" the actual version: Got an OSR of 10 and built the last ship, but I could not escape because it is not implemented yet but for me this is kind of a "You won the game on normal". Now I am waiting for the next version to try the hard mode.

Here are some things I noticed while playing. I did not read all the pages of this thread, so please don't be upset if I am posting something someone already mentioned.

- Double Flint = Fire: This is wrong. You can make fire with a flint and a piece of iron, but 2 flints will get you nowhere. This can be easily handled: Iron + Flint = lighter. Weight about 100 grams; I actually got such a set IRL. Tinder is still needed, I don't know if wool will work, but normally you grab some dried grass for a fire nest.

- Tinder Cheat: You can add tinder to a fire, start the fire and remove the tinder. Maybe the start of the fire can start a script removing one piece of tinder? You can make clay items with that: Add soft clay to kiln, start with fat, remove fat, wait. Start again if needed and the item is ready.

- Progressing in leveling is sometimes too hard. Forging feels more like farming exp; I spammed fishing hooks till I got the better tools (best idead would be spamming axe heads for the most exp, but I did not wanted to have dozens of spare axe heads). Farming is done nicely; using 25 wheat pieces with a knife giving 25 exp seems fine.

- Fishing habitat: It is a cool idea, but in my opinion it's not repaying because it is destroyed too fast. I would like if it would last longer or even infinite. It would be cool if it would be acting like the rooster thing, adding some fish food once in a while to keep it spawning fishes.

- Teleporting sheeps: I grabbed some sheeps with a liana and build a fence for them with a gate, but the sheep kind of teleported outside from time to time. It was not that bad because it was staying in the vicinity of my base, but this way the fence is not doing its job. Maybe it was my fault, for I was building the fence next to my house, using the sidewall as part of the fence?

- Fall damage: Nice idea, but I got my legs hurt from going down the beach, or I "almost hurt from the fall", but there was no fall at all.

- Docks not working properly: getting wet on it (this has been mentioned already). Plus, if I want to fish from there, I need to stay very close to the edge, almost falling down. Once, piranhas could bite me up there.

-Same issue with ice: If I make a hole to fish, I get wet and frostbitten just by standing next to it.

-Being wet for 7 hours is a long time. In the spring or especially in the summer, you will dry in a matter of minutes.

- Spawning: I get no pirate, no potatoes, no whales, no sharks. In the old version I killed a whale once and I remember swimming in meat.

- Fishing gets you 2 fishing rolls in one try at a specific level. Is this a bug or to simulate the fact that you got better in fishing? Combined with the fish attractor you can farm dozens of fishes, using hooks only.

- Hooks are working only one time. It would be more realistic to use them more, maybe add a random chance of "breaking" (loosing) the hook, the better the hook, the more durable.
Make the bonus of the hook null and void, but as a mere request to be able to fish at all. Bonus can come from using worms or insect parts. The flyrod lure should be used up when catching a fish or if you have bad luck.

And, a last question: What is "airweed"? Using an empty bottle asks me to have a sheep, water or "airweed".


:edit: What I would really love to see is a random map with islands, so you can use the boats for travelling; maybe some of these islands have ressources you can't get on another.
edited 2×, last 25.04.16 08:37:34 pm

old I am sorry, late on the update

JasJack67
Super User Off Offline

Quote
To All,
Hey I am so sorry for the delay of the Update...I have no legitimate excuse for not coming back here and posting I was going to be late. I have been very busy personally...but that is not an acceptable excuse...so please accept my apology. I will post a new date and put out what I got asap. No more then a couple weeks...thank you for being patient and thank you for waiting on me at times.

Quote
hello Pixie!

Hey, the 3 newer fruit trees spawn at the start of every map like other trees. However, there is only 1 of each that spawn. They can be hard to spot but I have "shaded" them a bit to the color of the fruit. (e.g. Apple/red, Orange/orange, Pear/limegreen) They are a smaller tree like the plum or cacao and they start fruiting after 3 days on the island like other fruiting trees. That is not a dumb question btw.


Quote
Winter hey welcome!
Thank you for the awesome feedback. Love the ideas, especially making the Habitat using a feed of some type. I agree with most everything you wrote and will be balancing more things soon. I will however make the tinder "use" 1 piece when a fire is started, that's a great idea and makes sense. ( and an easy fix).

The other things you listed will be addressed too. The forging is a bit redundant. There is something to improve upon there with regards to it feeling like farming. For now, you can simply put "soft" ore back into the forge to reheat it to level up. It should relieve having to make a bunch of hooks or nails. Though many things take "iron" nails to build I do need to figure something out there, even it I simply increase the "points" awarded to level up faster.

All the animals tend to teleport through collisions when the player is not in the area, or when the sleeping cycle is triggered...I have a solution but I just need to implement it. (Solution: when and animal is herd into a fenced area It will remain "stationary" like a chicken does at a coop. But I need to make a script to allow this, and to recognize that a fenced area is "closed" off.)

If your not on "hard mode" there are no sharks(you mentioned you played on normal mode?)...the other things you mentioned are random spawns...there is always at least 1 of everything that spawns at the start of a map...occasionally you may not find a potato plant or other plant because it spawned under the big rocks somewhere or tree. The pirate does spawn, but he is very hard sometimes to find as the conditions have to be right. He only spawns for 1-2 day at a time and the time between spawns are random, additionally as of last update, he is now dressed in "black" rather then the "bright pink" making him harder to spot.

I will refer to your post here as I make changes/fixes, as I do many of the feedback posts. Thank you again for stopping by, I really appreciate it!

P.S.(edit) Oh yeah, the "wet" state is newly implemented...there is a problem with the player getting wet at the dock and on ice yes...working on that too...just have to figure out scripts to recognize the exact height of the player as the "ticks" and "sprinting" are giving false height readings. Thank you good feedback!
edited 2×, last 29.04.16 03:49:04 am

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

PixiePrincess501
User Off Offline

Quote
lol, I'm sorry, but is it allright if you post a picture of those trees? I think I'm looking for a specific shape...

Also, something I noticed. It's really hard to locate the pirate; I know he arrives at the island periodically, but I'm not sure if its always in the same spot. It would be cool if there was a notification when he arrives, or maybe a way to unlock knowing where he is? I enjoy making things to sell to him, but I end up walking around the entire island, and become weighed down by those items. ^^;
BTW, yes, I recently encountered him in this playthrough, but I only found him once. Made a map marker just in case, too.

old units.inf re-download fix

JasJack67
Super User Off Offline

Quote
To All,
Um, the patch above (units.inf) broke the timers for various objects like the distiller, campfire, coop feeder, torch. They will not operate properly unless you re-download that units.inf above and replace it in the /sys folder...it will be fixed in the new update coming this Friday too..absolutely.

Quote
Pixie hey,
apple tree tinted red.

The other two look similar but are tinted orange & lime-green

The pirate has random spawn times at random locations. He can be hard to find sometimes yes. I generally scout for him without carrying goods, then if I find him I go get the goods and take them to him.

I will consider some pirate indicator...maybe a "hud text" like when an event happens. When the pirate spawns it could read "Pirate Arrived!" as long as he is present, and "Pirate Departed! when he de-spawns, or something.
edited 5×, last 07.02.17 05:03:39 pm

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

Aedolaws
User Off Offline

Quote
Here here on Winter's ideas.

Dude, I think that the biggest change you can effect with a few minutes work if you disallow manual saves on hard mode ("Survivalist mode"). Perhaps set it to autosave every sleep and to additionally save a game every 7 days.

Re fishing:

1) You should reduce the efficiency with rod+hooks.

2) Fish nets. Different from our traps now. This will look like a rectangle, a few stakes ONLY in shallow water. The net may be fully submerged or partially expose in the air. And perhaps even different sizes, i.e. 1 meter x .5 meter, 5 meters, etc. We should be able to build different sizes. Would require a building to create the net (like the skins one), and intensive work. Will require heavy maintenance.

Re Birds: Add a duck, low flying, and hanging around the water.

Re building times: Increase it. Somehow make building a more time consuming endeavor.

Re pirate. More trade possibilities.
edited 2×, last 02.05.16 02:22:08 am

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

JasJack67
Super User Off Offline

Quote
Here is what I have ready so far for this Friday's update. I will try to get a few more things in before then. Cheers!

√At farming level 350 Apple ,Orange, and Pear trees can now be planted using a cropstake. Simply plant the fruit as other crop trees.(complete)
√Optimized the planting process reducing lag when using a Planting Stake to plant stuff.(complete)
√New item: Cementing Powder - made using your hammer to crush stone into pebbles, then pebbles into cement powder. Will be needed for building all stone type objects such as Kilns, Wells, Patio Stones, etc.
√Cementing Powder will be needed for some items crafting. All soft clay items, bullets, buckshot.(complete)
√Diary updated with the latest cementing powder combinations.(complete)
√A message will appear when the Trade Pirate arrives or departs from the island, along with a soundbite.(complete)
√Dry cacao fruit weight reduced from 300 to 100. Other weights adjusted for balance(complete)
√The health of many objects adjusted for balance, lowering them in most cases.(complete)
√At peak mining level, the health regeneration when hitting stone was removed. All objects will take damage at all skill levels.(complete)
√The Forge and Kiln level up points have been modified for balance. Iron-hook/nail/arrow have been raised from +1 to +2. Steel-hook/nail/arrow have been raised from +1 to +3. Making steel nuggets with dust raised from +1 to +3. Cleaning out the kiln after use raised from +10 to +25. Adding silica dust to a mold raised from +1 to +5(complete)
√Anytime you light a fire using tinder, the tinder will burn up immediately. No longer can you take the tinder out and use it repeatedly. (complete)
√You got "wet" when on a dock or on the "ice" in winter. Now fixed, the script detects the players "depth" and must break the threshold to get wet.(complete)
√Pressing the shift to sprint is laggy in some operating systems. New script minimizing the sprint lag. (complete)
√Cookie bug fix, returns proper amount (1 dough) when the grill is already full. (complete)
√The Hut window acts as a passage, the player can climb through it. (complete)
√Sleep damage occurred when sleeping in the Treehouse. Would work only if you were UNDER the treehouse...now works only if IN the treehouse.(complete)

Quote
Yo Aedolaws!
Your feedback is always considered, thanks man! I have thought about making the final version having no manual save feature...only auto saving when you sleep yes...for all modes.
edited 8×, last 05.05.16 02:50:43 pm

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

Wintermute
User Off Offline

Quote
Hey folks,
glad you like my feedback and my suggestions. Now that I read the update is planned to be scheduled on friday, I am eager to start a new map on hard.

And do not worry for not answering or working on the mod, JasJack67. This mod is made in your freetime and therefore it is more than understandable that you need a freetime from your freetime from time to time.

More stuff I noticed:

- Coal Dust seems to be more efficient than coal nuggets (more fuel out of one nugget). Is that on purpose and is this plausible? I don't know, so I ask you.

- Items weigh more after refining:
Cacao fruit weighs less than dry cacao. This is strange, where does the weight come from and why is something more heavier after taking materia away? This is an issue since vanilla.

- Butterflies seem to be useless.
I totally agree that they should not reduce your current inventory weight like in vanilla. I have an idea: Maybe use them for fishing. You could make them work as a very efficient lure (they are colorfull and big), make them "usable" (one could get some insectparts after "using" a butterfly, or as a super flyrod lure ingredient (although this may consume more programming time than the other two ideas)

-Clay oven leveling system: I spammed bottles to get level ups, so I could make glas. I see the same issue here as with the forging skill.

- Clay is heavy. Way tooo heavy. One has to collect several kilos of clay. After using the knife with that pretty much of that is lost. ( I haven't been ingame for a while, so I may be exaggerating here. :D)

- Useless ressources. There is a part in the game where you start to get pebbles and stones, but you cannot use that (except for pathways?), when you go for iron, coal or clay. I love that you can use leaves on compost, so they are not wasted. Well, you can always make water out of them... Anyway: I started to destroy those items with an autohammer. Even if it is unrealistic, but I would love a kind of a bin to get garbage out of the game. Or it may be that I did not found a good way to use stones. Most if not all of the other ressources seem to be well usable for various things.

Keep up the good work, I will let you know if something else pops up into my mind.

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

JasJack67
Super User Off Offline

Quote
Quote
heya Aedo,
before I finish the mod I planned to increase the amount of materials it takes to build structure for sure. It will definitely be a huge impact when we do.

You should be able to climb through your windows again on the hut this update. lol


Quote
Heya Winter,

a coal nugget is set to 3 and the dust is set to 2 (burn time). The nugget lasts a bit longer because it is solid and takes longer to burn, where the dust burns up faster, as it is dust/powder.

I will check the item weights again, must have missed the cacao...your right, the vanilla massive mod had odd weights.

Butterflies can be released and killed looting them for insects/fish bait. I have not thought of another use and did not like the vanilla reducing weight in your rucksack idea. Maybe I can make it a special lure that catches the rainbow fish quite easily...by catching them with the net alive and combining them with a hook to make a live butterfly lure/bait.

I addressed both the forge and kiln, increasing the level up points in making some items, to relieve the redundancy somewhat.

Yeah I been thinking about adding a feature where you can "bury" any item you want to eliminate it from the map. maybe simply "hitting" an item with your shovel will bury/despawn it. Still considering.

btw...if you "use" a bottle inhand on an "airweed" you get a bottle of air that can be used while swimming under water to raise your "air bar" and stay under longer. The airweed is that white/clear colored, semi-transparent, little weed you see around the island.

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

Wintermute
User Off Offline

Quote
Awesome! Seeing the changelog, the weekend can come. Now I know what "airweed" is, I will have a look for it when I start the new map.

- Milk: I would like to make food with coconut milk. It would make sheeps less important, so I guess this may be not a good idea. But you can actually use coconutmilk in some meals as an alternative for animal milk.

- Cravings: It is more efficient to eat/drink less refined foods to satisfy cravings. If you eat a huge chunk of red meat, your hungerbar gets down really fast but you are still craving. Cutting it into small pieces of red meat seems to be better if you want to loose the craving. My guess is it should be the other way round. If you crave for vegetables, for example, a tomatoe soup should end that craving. But right now it would be better to eat the tomatoes raw instead of making a soup out of them; after eating the soup you are still craving.

Is the text after a craving is satisfied just for aesthetics or does your character really improves?

- Cannabis: It is good to get through the winter if you do not like the winter, but other than that there is no reason to smoke it. You are getting hungry, thirsty and tired; even loosing health. It could be used to satisfy a craving for "being drugged" along with alcohol.
Hehehe. I remember the plot from the regular Stranded now: On the last island the pothead-grandpa was dealing weed to the natives on the island.

- Health regeneration: My regeneration did not changed, regardless of my survivor level or my sleeping place. Only the amount of hours slept did have an influence on the healing factor. A house could be better than a small hut or a shelter; a seasoned survivalist may heal a little bit more while sleeping.

-Mosqitos: If they are attacking you, you can "sleep them away" - but if you sleep they should be attacking you even more. Maybe add a negative healing factor for sleeping while mosqitos are out? This could be avoided with applying anti-mosqito cream before sleeping (it cancels the event) or sleeping in a house or greenhouse (the windows are closed, the place is kind of sealed).
Or just handle it as with the other events: "You cannot sleep, mosqitos are attacking you!"

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

JasJack67
Super User Off Offline

Quote
Here is a partial post from page 62 about cravings:
More >

Other info on that page is partially relevant because changes have been made over time. One key thing I wanted to point out is the "+ value" each food item has, is dependent on the amount of work it takes to make that food item.

when you start a new game, every food has a "craving variable" attached to it...and it begins at 0. As days pass, if you do NOT eat a type food it's variable remains 0. If you did eat of a type it changes to a 1.

so after some time some foods have a variable of 0 and some have a 1, depending on if you ate them or not. So if you did not eat anything that is listed as a Vegetable (for example)...when the craving is finally randomly selected, Vegetables will be one of the possible candidates. Where as, if you drank 1 milk prior to the craving being triggered, Calciums will NOT be a possible candidate because it has a 1 instead of 0 (you have had some so you do not crave it).

The point is this: When that Vegetable is selected as a craving because you have not eaten ANY vegetables(set to 0), there is another variable set at that moment...and it is set to 10 (i think). You have to get that variable to 0 before the craving goes away...by eating that type food.

So, as you see in the list above, if you eat 1 tomato soup it subtracts 3 from that 10 leaving 7. BUT, if you eat 1 mushroom it only subtracts 1 leaving 9.

What does this mean? You have to eat 10 mushrooms for the crave to go away, or only 3 tomato soup and 1 mushroom for the crave to go away. Or you could eat 5 tomato (+2 each). These values are listed in the "description" of each item in your inventory. You will notice when eating the right type, the craving turns from red(9,8,7), to yellow(6,5,4), to green(3,2,1). Eating 1 mushroom your still in the red, eating 1 tomato soup you go immediately to yellow etc. Upon eating #0 the crave goes away, and yes, the "satisfied craving" is for aesthetics.

As days pass, if you do not eat any more vegetables, that "craving variable" will eventually return from a 1 to a 0, and it will again become a candidate for a possible craving. If you ate 1 food from EVERY type listed above, EVERY 3 days, YOU WOULD NEVER HAVE A CRAVING!

Conclusion: In that vegetable example...If you eat 1 Tomato Soup and your hunger bar is now low...You are not required to eat a second portion of Tomato Soup right away. You should simply wait until your hunger bar is high again, and then you would eat the second portion of Tomato Soup to lower the hunger bar again.
edited 4×, last 06.05.16 02:29:19 pm

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

Wintermute
User Off Offline

Quote
Thanks for the detailed answer!
Maybe I am a bit to perfectionistic, because as soon as I see a craving, I try to satisfy it as soon as possible.

Hope it is not too late for the next update, but I guess it is not complicated to change that:

- Planting: I like the idea that you need an iron or steel hoe to plant "higher" crops. However, you need both to do everything, but I think a steel hoe could also be suitable for planting fertilized seeds. That does not work right now, it says you need the iron version while having the steel tool with you.

I really love that you added the planting options for apples, pears and oranges. In my last normal game, I chopped every tree in a big radius around my base and made a tree farm with various fruits. Having another source of juice is always nice. Since fruiting trees seem to be rare on hard, this will help as soon as one can plant them.

old New Update Posted 05-06-16

JasJack67
Super User Off Offline

Quote
New update posted! 05-06-16 Download from the top of page 1 or any of my signatures as usual. Check the changelog below for this update, or at the top of page 1..."saves are compatible, copy/paste them from/into the /mods/saves folder.

More >

old breathing sound fix

JasJack67
Super User Off Offline

Quote
Hey guys...the first 10 people that downloaded the update may want the file below, to fix the breathing sound over-lapping when running. Just drop the tiny wav file in the /mod/sfx folder:

> heavybreathing.wav

choose overwrite/replace the old one...make sure it is the sfx folder not sys folder.

Everyone else is fine, as the update was fixed shortly after uploading it.
To the start Previous 1 278 79 80112 113 Next To the start
Log in to reply Mods overviewStranded II overviewForums overview