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old a problem

cookiesnmilk
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builder help i cant download the farming hotfix. filefront doesn't load every time i try. but i got the others just fine.
o and i concur about the thing wit the grapes they dont go away. its kind of unbalancing. and..... y is it that when i use the (sheep breeding) function u put in i put 2 sheep together then i sleep and the next morning i get mauled by a lion. ( i was on easy) i have seen sheeps breed lions. that can't be right.

old Re: Massive Mod

Builder2-0
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cookiesnmilk has written
y is it that when i use the (sheep breeding) function u put in i put 2 sheep together then i sleep and the next morning i get mauled by a lion. ( i was on easy) i have seen sheeps breed lions. that can't be right.

Sheeps will not, do not, cannot, have not and are physically incapable of breeding lions.

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remov
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Could you re-upload the farm fix? For some reason, filefront doesn't want to download it to my computer.

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TheJerk
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remov has written
Could you re-upload the farm fix? For some reason, filefront doesn't want to download it to my computer.


Yes, File front keeps timing out on items_edible.inf for me, no matter how many times I retry, even though it works for everything else.. Seems like either a server load issues, or the file got corrupted.

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Crazyx
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I've been playing it for a while and it's awesome.
But now, lion and sheep breeding? how?

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Vibhor
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xeNium has written
I've been playing it for a while and it's awesome.
But now, lion and sheep breeding? how?

just get two sheeps together and then make something to block them and next day you will get a baby

A suggestion:
how about a new building openable fence or a whole pasture that allows us to put sheep in it

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TheJerk
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Vibhor has written
A suggestion:
how about a new building openable fence or a whole pasture that allows us to put sheep in it


There's a gate already in.

old Link for it all up til now

Jeromy
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http://cid-a71ec066eae89ef9.skydrive.live.com/self.aspx/.Public/Massive%20Mod.zip

This is a zipped folder of the mod and the hotfixes in place. I understand you don't know me I am new. You might be reluctent to download this from my link.
However then take this sugestion that 25gb is alot of free space for you to have with your own account with windows live. Easy to upload to them and easy to send people there.
Awsome MOD keep up the good work.

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Builder2-0
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I need ideas\suggestions for ways to improve Stranded 2 through MM. Post anything you can think of.

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TheJerk
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I liked the underground mine. You should definitely re-introduce it. A good solution to prevent it from being mined out would be to make the main rock walls invul (but don't have them actually give any rocks if you mine them) and make the random metals and such spawn, a % chance every day, or when you hit the wall, to discover a new vein of metal.

Be nice if there was a chance to mine up more stuff. Precious gemstones and stuff, and have the ability to barter with "natives" for things. This is already in to a degree in normal stranded (Random NPC's added to random maps) but would be able to be fine-tuned in MM.

Prospecting is kinda odd (not to mention it raises your meters too quickly), it seems that if you get to max level mining, you'll only find coal, and nothing else will dig up.

More craftables would be good, and perhaps making it so you can find recipes to craft certain things as random washed up items, maybe a recipe book, to make more advanced things, for instance, longer-burning fuels for torches and fires, guns, etc. Stuff that would make the day to day easier.


It would be nice if not harvesting a plant for a few days would result in gaining larger produce from them, but harvesting them early gave you smaller produce.

Maybe Re-work the trained monkeys, so that they go back to a static location (The monkey school) when a new day starts. This way it would be worth it trying to throw a banana at one of those annoying little...

Make it so that you can build docks/bridges (The graphics and models are already in) as a player, not just doing map editing.


Fire-hardened spears/arrows/claw spears would have a reduced chance of being broken. You'd just have to fire-harden a wooden pole (You can base it off your survival skill, at 0 survivor, a 50% chance to make a torch instead of a pole.)

It's pretty harsh not allowing wells on hard mode, after all, no matter where you are in the world, if you dig down deep enough, you'll find fresh water, since ground water is typically fresh (The soil and stone leeches out any salt and acts as a natural filtration device). Perhaps, instead, you can let the player build a water distillation device. These are pretty simple devices in real life. You take two bowls, one smaller than the other, fill the bottom bowl with salt water, put the smaller, but taller, bowl in the center, put a piece of plastic or a tarp of some type, large palm leaves would work, as well, and you put it over top of the bowls, with the center of it slightly depressed, as the sun evaporates the water, it leaves salt behind in the bottom bowl, while fresh water rises as water vapor, condensing on the underside of the leaf into droplets, which then roll to the center that is dipped down, and drip into the smaller bowl. This effectively seperates the water and the salt, thus giving you drinkable water, though, if you were just letting it do it in the sun, it would take a whole day, but you could technically speed up the process by heating the water over a fire. Or even putting it near a fire.


Further, you could make it so that food goes bad after a certain amount of time. Thus it would be more effective to pickle fish (Store them in a barrel of salt water), salt or dry meats, to keep them for extended periods of time. This would make them useless for quenching thirst, but they'd not go bad this way.

Then there's the bottomless stomach problem. Lets face it, you're going to get a LOT of meat off of a lion if you butcher it properly.. so perhaps tie butchering in to cooking skill. The more skill, the more meat from an animal you get when you kill it. A whole lion should be able to sustain an average man in a survival situation for a good week. Even if he gorges himself completely, it would last him for at least 3-4 days.


Traps. They're USELESS. They should definately be made to be useful. Perhaps offer differant sizes of trap, that can be constructed based on hunting skill.

Small traps would let you catch crabs, snails, dragonflies, butterflies, etc. Small animals.

Medium traps would let you catch kiwi, flying birds, parrots, etc.

Large traps would let you catch lions, eagles. Of course, large traps would be best as some type of pitfall trap, while medium traps would be snare traps, and small traps would be the normal traps we already have.

Small ones would trap the animal until the trap opened, medium ones would immobilize the trapped creature, or possibly kill it (To simulate the animal catching it's neck and suffocating), and the large one would, obviously, kill the animal by making it fall into a pit-trap (The model for this is also currently in game).

Perhaps you could add a dynamic seasons system. I.e. A dry season, a rainy season, a cold season, and a normal season. Rainy would have the risk of flooding out the land and drowning your crops. Possibly monsoons destroying your buildings. Dry season would mean very little rain and a higher risk of buildings catching fire. The cold season would mean you'd need to keep warm (shelter + fire + maybe some clothing or blankets in your inventory) Obviously, the normal season, you could perhaps disable damage for not sleeping in a shelter, as long as you have a blanket or some clothing in your inventory. After all, no one gets hurt just by sleeping outside. It's the extreme elements that does it, and if you have a blanket, on a tropical island, chances are, you'll be just fine.

Instead of punching nests to gets eggs from it, it would be far better if you could just use them and take the eggs out, like a normal container. Honestly, who punches a nest to gather eggs? Further, this would make a much more effective use of the kiwi breeding building. After all, lets face it, small meat is almost useless and most people go after the lions for the steaks, which are both filling AND quench your thirst rather well.


Which brings up another thing. REDUCE the amount of leaves it takes to get water, AND make it so you can use waterskins and livers as containers for it. Further, make it so you have to dry out the livers over a fire before you can use them as waterskins AND make it easier to make a temporary fire. For instance, Combine two sticks, bark, and 40 pebbles to make a fire that will last for 1-2 hours game time, while letting you roast food over it by using the food + a stick (Roasting meat on a spit for instance), so that you won't have to worry about starving on the first or second day.

Not a suggestion, but a bug I've found, when you make wine, you don't lose the grapes. It uses the bottle, but not the grapes or the stone, and thus you get almost free wine.


Since you asked for suggestions, and anything we can think of, here it goes.

Another suggestion, that is probably more than you're willing to bite off, BUT it would make YOUR mod the most EPIC mod out there.. AND you COULD do it.. it would just take a CRAPLOAD of work... but here it is...

VILLAGE management.

The ability to create your own village and recruit tribal villagers into it, breed villagers, construct buildings for food storage for the village, work and gather points for the village, and the ability to assign villagers to Jobs. I.e. set one to be a hunter, who would hunt down whatever animals he may find (but also runs a small risk of being killed by wild animals each day, I.e. a lion hunt gone bad, with this chance reduced by having more than one hunter), a fisherman, a miner, a farmer, etc. Basically putting you in the position of a tribe or village chief/mayor, and managing people, instead of raw materials.

This would let you have something else to do, after "Building everything", thus destroying that end-game "I built it all, time for a new game" feeling. You'd need to balance growth of the village with maintaining natural resources of the island, and perhaps even balance out the happiness and spirituality of the people (I.e. offering a variety of food, or offering up tribesmen as sacrifices to appease the gods, thus working to increase the spiritualism of the people AND prevent a population explosion from devastating the island).


In this case, what you'd need to do, is let the player "use" their villagers and give them a menu (like the tame monkeys have), to "Hunt, Fish, Cook, Farm, Forage, Gather, Breed, Craft," or "Mine.". To have them do one of these jobs, you'd need the necessary building first.

For instance, the Hunters would need a Hunter's Lodge, and you'd need to stock it with bows, spears, arrows, slings, and pebbles. The higher-quality the items stocked in it, the higher-quality resources they bring in. I.e. A Hunter's lodge with a sling might only bring in crabs, kiwi's, and snails. They'd have a large change of being killed by lions in the field, if it was a dangerous place to hunt. However, equip them with bows and arrows, and they'd have almost no chance to be killed by a lion, and would regularly bag lions, birds, eagles, turtles, etc. Naturally, the more hunters you have assigned to the job, the more they'd bring in (limited by the spawn amount on the island, I.e. if they hunted down a lion, then a lion would be killed at the start of the day, with no items on it. Thus, if you only have 3 lion spawns on a map, and the hunters bring in 3 lions, then they can only bring in 3 lions, the lions would not spawn, and any extra hunters would be wasted resources.) At the end of the day, the hunters would use a random amount of spears/arrows/pebbles, based on how many hunters were hunting and how many animals they bagged, along with, perhaps, skill level of the hunters. Some bows and slings might actually break, and need to be replaced. Any resources they brought in during the hunt would be stored in the hunter's lodge. If you had any gatherers assigned, they would gather the items (meat, claws, hides, etc.) from the hunter's lodge and transport it into the village's storehouse (Or you could just make the player do this.)

For fishermen, you'd build a fishing hut with an attached dock and some ships (Either log canoes or sailboats, with sailboats offering a higher yield), then stock it with bait and fishing rods (bamboo, wood, or iron.) The better the bait, ships, and rods, the more fish and the larger the fish they bring in, with chances of bringing in sharks if they use iron rods with iron strings, using fish for bait, have enough villagers tasked on it, and use sailboats. Again, player or gatherer to take it to the village storehouse.

Then you could build the mines, which villagers would go in to gather raw materials. If you give them only shovels, there's a small chance of them breaking and no chance of a cave-in. If you give them pickaxes, there's a medium chance of them breaking and a medium chance of a cave-in. If you give them higher-quality forged pickaxes, then they'd have very little chance of breaking and a low chance of a cave-in. If a cave-in occurs, a random amount of your mining-gatherers will die, and you will have to either manually dig out the mines again, to remove the cave-in, or task the surviving miners on it. They'd be able to gather no raw materials except stone during a cave-in. You could also task Miners to construct a village well, so even on hard mode games, you could gain access to a well for your village.

To build both the mines and to task villagers on foraging jobs, you'd need to construct a village storehouse, which would store uncooked and unprocessed food, raw materials, and finished tools. This would allow you to task both Foragers and Gatherers.

Foragers would go out into the wilderness and return with grubs, bark, branches, logs, leaves, stones, pebbles, vines, cotton, eggs, shells etc. Basically, any raw materials found outside of the village, they'd gather up. Since foraging is a rough thing to do, typically they'd come back with branches, leaves, and vines more than anything else. Maybe if you found a way to increase their skill at it, they could come back with mushrooms, shells, grubs, etc. more often. Anything they gathered, they would leave in the Village Storehouse. To increase their chances of finding certain things, you could supply certain tools, such as scythes, shovels, pickaxes, hammers, etc. The chances for them to be killed while foraging would be moderate to high, depending on how dangerous your island is, and how many hunters you have active. To make it less likely for one of them to die, you could give them access to spears, slings, or bows. Perhaps you would place these in a separate storage for them. A "Forager Supply Crate", for example.

Gatherers would have little to no chance of being injured or dying. Their sole job is to move around the village and gather materials. They would, for instance, move a specified amount of spears from the Village Storehouse to the Hunter's lodge at the start of every day, or move the resources the hunters gathered to the village storehouse at the start of the day, or move a specified amount of raw materials from the village storehouse to the artisan's hut each day, then move the items they created to the store house or to specific other huts. The best way to balance it would be to make it so that each gatherer can only move a certain amount of resources or finished items per day, and perhaps can only do one task. I.e. One gatherer can bring spears to the hunter's lodge, but that's all he does all day. The rest of the day, he acts as an untasked villager, but cannot be assigned any additional tasks. Another Gatherer's job would be to move resources the hunters bring in, to the village storage, etc. You could place a "Gatherer's Tool Crate" down, and you'd need to stock it with bags, with higher quality bags having less chance to rip (Making you lose a portion of the resources being transported and making it so that you have to replace the bag for any work to be done), such as going from a normal small bag, to a rucksack, to a backpack, to a sturdy or reinforced backpack.

Then you would have the Artisan's Hut, which you'd need to assign artisan's to and then ensure that it is stockpiled with any resources they need. The more artisans working it, the more they'd be able to churn out, provided they actually had the resources for it. Products could range from the stuff a player normally crafts, to things like Baskets. Baskets would allow a container to hold extra weight (To represent the better storage abilities due to the baskets), in effect being like butterflies for containers. You'd use vines + leaves to make them, or could even make clay jars, which could be used to store food to make it last longer, or give even more storage bonuses. However, in order for the Artisans to make things, they'd need more than just the raw materials and the tools (And of course, upgrading to an iron hammer from a copper or stone hammer would result in better and more efficient artisans). They'd need things like forges, anvils, ovens to fire pottery, and more. Like all other stations, tools would have the chance to break and need to be replaced, where as ovens, forges, anvils, etc, would need to occasionally be repaired or replaced.

Up next would be the Farmlands, The breeding hut and the Cooking Hut.

Farmlands would basically consist of you building a farmhouse with a fence in the back of it. You could choose to have each farm raise Kiwi's for their meat, feathers, fat, and eggs (More eggs than meat), Sheep for their wool and their milk (And occasionally some meat), or any of the player-plantable crops. You'd need to keep the farmers supplied with baskets and bags to store their crops, as well as scythes and a village well to gather water. You could increase their production abilities by building irrigation systems from the well or freshwater springs, to their farms, or by assigning multiple farmers to a single farm. They would store their crops there and you'd need to either gather it yourself, or have a gatherer do it. Kiwi and Sheep farms would have a risk of luring lions to your village, and would be very risky for you, unless you built a large palliside, with gates, around your village.

You could also build defense towers to keep them at bay, but you'd have to supply arrows, bows, and at least one villager to man them.

The cooking hut would start off as a simple fire pit and food storage at first, but could be upgraded to ovens and stoves later on, while requiring that you supply the cooks with cooking utensils, with a sharp stick or a fire grill being the most basic form, and things such as pots and pans being higher-tier, ranging from clay to copper to iron. You'd need to task villagers on this as well. The food would then need to be taken to another storage, known as the Village Food Storehouse. Only finished food and drink can be placed in here, along with baskets and jars.

The Breeding Hut's only purpose would be for procreation (breeding, duh), of villages. You select a male villager, assign him to breeding, then select one or more female villagers, assign them to breeding. The more females you have breeding, the faster you'd pop out new villagers, with each male villager only being able to handle, say, 2-3 female villagers a day. Each day there would be a slim chance that a new villager would be produce. If you had one man assigned to one woman, for instance, it would be about a 30-40% chance. If you had one man assigned to three women, it would be more of a 5%-10% chance for each woman. You would need to supply these villagers with extra food in their storage within the hut, and once a female villager got pregnant, she could not breed again for another 6-9 weeks of game time, or more. Further, while she was pregnant, she could not do any other job or be re-assigned. If at any point, she is not able to eat for a day, she would leave pregnant status and suffer a massive loyalty drop. She may even go hostile to the player. Since it's a game, Children would only take 2-3 game weeks to be born, and another 2-3 to reach maturity (being able to be tasked). After the child is born (2-3 game weeks), she will be non-breeding, but still be tasked on the breeding hut (thus meaning you need to keep feeding her extra), as her job will be raising the child to maturity. After that time has passed, she can get a new task, or continue breeding.

Finally, the last two buildings would be for the player's use only. They would be the Chieftain/Village Elder's Hut, and the Temple.

The Temple would allow you to sacrifice villagers, to increase spirituality, or to hold festivals, to increase spirituality. While sacrificing a villager would increase the spirituality of the villagers, but reduce their happiness (As well as killing a villager), the festival would increase their happiness and spirituality, but would make villagers consume 4X as much food and drink for that day, would require you have alcohols or juices or coffees stored in the temple, and would need to be triggered the day before (i.e. just before you sleep, you visit the temple and set it to have a festival the next day.) During the whole day, -no- villagers would do -any- tasks. I.e. They would spend the whole day and night celebrating. For lesser festivals, you could simply hold a mass, which would require enough wine for each member of the village, and would reduce their production by 1/3rd for the day (-20% to their resources/crafted materials, +20% to risk of broken/lost tools/tools consumed). For a grand celebration, you could require a sacrifice of GOLD NUGGETS or items crafted of gold (for instance, gold plates, earrings, etc) to also be stored in the temple, along with the regular feast items. The smaller mass would result only in a very tiny happiness increase and a moderate spirituality increase, where as the largest festival would result in an extremely high increase in both, as well as an increase of villager loyalty.

The Chieftain/Village Elder's hut would be a building that would work as a shelter, but also give you the ability to hire an adviser or Shaman (Provided you had a temple), as well as access to a desk. You could speak to the Adviser or Shaman to view how happy your people are, how loyal they are, how skilled they are, check their spirituality, and see how well fed or how well hydrated they are. They would also prevent your villagers from getting disease. Possibly could even reduce how much maintainance villagers need. The Shaman/Adviser would also tell you how many villagers you have tasked on certain jobs, and how many villagers were idle. The Shaman/Adviser would be able to tell you if any villagers were getting sick, or if any were injured, without you having to go check yourself, and you could use them to assign idle villagers to new tasks, or to remove villages from tasks.

The desk would allow you to view how many raw materials you have and how many finished materials you have. It would also tell you how many raw materials you can support storing in a specific hut, how many raw materials that your cooks or artisans can manage at most (i.e. the max amount they can work in a day), how many finished materials can be produced per day total, and how many finished materials or raw materials were gathered over the past 3 days.

This basically means, the Shaman/Adviser would be for managing your people, while the Desk would be for managing materials and resources. The Desk would cost you no upkeep, while you would need to pay tribute to the Shaman/Adviser, in the form of extra food and a large amount of gold nuggets, or one or two items crafted of gold (gold plates, etc). On the up hand, the Shaman/Adviser would also give you a loyalty, happiness, and spirituality boost among your villagers each day that their tribute is met (But a negative when it is not).


To add an additional challenge and requirement, I'd suggest you ALSO require that the player store dried/salted foods, filled waterskins, AND bags in EACH of the huts, with exception to the Chieftain/Village Elder's hutt, the Temple, and the Breeding hut. The food would be the exact same amount of food that a villager normal eats, for each person tasked on that hut. (This simulates the fact that it takes less food to survive when you're not doing anything, as opposed to when you're working), The bags would reduce the chance of resources being lost due to misfortune, as well as the ability to gather more resources each day (less trips back to the village), while the waterskins would increase productivity and make it so that the villager does not need to seek out sources of fresh water as often during the day, instead focusing on their tasks.

Villager death can occur a number of ways: Disease/Illness (40% chance a day. Reduce this chance by building Huts for villagers to sleep in, which support 3 villagers each, or longhouses, which support 10-20, but are much much bigger. Advisers/Shaman also reduce this chance.), Old Age (Randomly from 70-80 game weeks), Starvation (Not enough food in the village food storage), Dehydration (No access to fresh water), Wild Animal attacks (If they're a Fisherman, Forager, or Hunter. Giving them weapons (Machetes, Spears, Swords, Bows, Crossbows, Slings, etc, will reduce the chances of this, with Bows and Crossbows giving the best chances, but requiring expensive to craft ammunition), or Murder by the player.

Further, if villager loyalty drops to 0% in 49% of the villagers, the village will revolt and go hostile to the player (This is already in game, you can make villagers and buildings hostile or friendly to players in the main campaign, so obviously you can here too.) Loyalty can drop for the following reasons:

Spirituality is too low. Makes it drop per day, until it is raised up.
Happiness is too low. Makes it drop per day, until it is raised up.
Villagers are starving. Makes it drop per day, until it is raised up.
Villagers are dehydrated. Makes it drop per day, until it is raised up.
Player murders a villager. One-time massive loyalty drop (Unless sacrificed in a temple, in which case happiness is lowered instead). This applies to death via disease or starvation/Dehydration, as well. Deaths due to wild animal attacks will lower happiness instead.


If you wanted to make it really hard, you could add a "Safeness" requirement too, which would be increased by having more hunters, constructing palisades and gates, and constructing and manning defense towers.


That's pretty much all I have right now.. and I think we could all agree, if this got added, it would definitely be one massive mod. Though, script-wise, it's pretty daunting, but it's fully feasible. The only iffy part might be villager "needs", I.e. hunger, dehydration, happiness, spirituality, etc.


*Edit* Just an afterthought here... It would also make the spade useful, since some of the buildings would be -much- larger than normal buildings. For instance, the fishing hut/docks. Simple way to make them is to take the normal docks and put those two long, then one turned sideways at the end, with a few fishing traps floating in the water near it and then a normal hut on the land. Of course, to make it look right, you'd need to flatten the land, THUS breathing new life into the spade. Simply make an option on the spade to "level" the land, I.e. make it flat, to make it possible/easier to place larger buildings over terrain that used to be uneven. Maybe even link it to your digging skill. Right now, the spade is a novelty, and isn't too useful for much of anything. This would make it -very- useful. It would let you even out the land for larger buildings.
edited 1×, last 26.10.09 09:32:35 am

old Re: Massive Mod

Vibhor
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WOW
Can you make it a bit short form?
i wanna read it too

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Builder2-0
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Vibhor has written
WOW
Can you make it a bit short form?
i wanna read it too

I'd prefer if people took the time to write long, lengthy posts filled with suggestions than a two-second question about "where to download this".

TheJerk, I'll post my thoughts on your suggestions when I've got a bit more time.

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Vibhor
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No problem dude
i read all of it
nice idea
i like the village thingy
it would be spores
very fun that every thing is possible with scripting

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JadeStone
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I completely agree with TheJerk he make many good points i really loved the villager managment and Seasons System he came up with those are absolutely briliant. on a random note villager managment reminds me of Warcraft 3.

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BloodCore
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Builder, you are a GOD!
The game gets boring after a bit but now I'm playing it like crazy...
And you are doing it for us, for fun. You really should get paid for this!
Keep going! And have a cookie cookie
edited 1×, last 26.10.09 02:43:48 pm

old Re: Massive Mod

horus
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This mod is pure awesomeness [besides the fact that some of the .inf files are difficult to read and the grill problem], but that's probably because no one else is dedicated enough to build such an extensive mod. I'd give you a cookie, but I ated it.

I think this is my first post in the Stranded area, so please bear with me if I'm completely retarded in my posts. 7.7
First thing though: a possible bug. The bamboo fence I tried to built had COMPLETELY different materials than those I expected. I didn't bother looking into the files, but perhaps I didn't get any new fixes (I just downloaded from the link that Jeromy provided. Downloading loads of files was just too much of a bother for me).

Now to suggestions, which are mostly extensions off of TheJerk's own because I figured they were awesome. I'm thinking about not leaving cooking completely to the grill, mostly because it's being annoying. Perhaps you could have a cooked meat from cooking it over the fire [like in standard Stranded] and then have some kind of well-cooked meat from cooking it over a grill, which could have less chance of food poisoning than the normally cooked meat. Better yet, maybe the grill could be one of those storage things so that cooked things come out after a certain period of time. Also, a roasting stick like TheJerk mentioned would be great. Any alternative is better than having the food drop through and being unobtainable because the fire gets in the way so that I can't click my cooked food, in my opinion. Also, perhaps an oven could be implemented? Really all they are are giant clay holes with a fire and a chimney. One might fuel it as well as place uncooked foods in it using the exchange thing like you do with the fire and torch. This stuff could come out as well-done or something with nearly no chance of food poisoning, but that's up to you, of course. Really, I'm just not happy with my food falling through the grill, which is why I'm suggesting all of this.

As an addition to TheJerk's post on villagers, don't forget to make them drop meat. You never know when they'll start killing each other for food. And they might be hostile to each other and eventually start a war bringing about the genesis and complete destruction of the villagers, but that's probably very difficult, although it would be nice to have. All of this part assumes that you'll implement the awesome villagers idea, though. 7.7

I know this'll probably take a while to do, but how about a more extensive tech tree? The player could advance from humble wooden beginnings to a stage where we have some modern-ness to the game (I'm pretty sure I saw rocket launchers in the game editor somewhere). Perhaps you could eventually get to a point where houses like the ones in the last Stranded cutscene are being built by you or your villagers for housing. In addition to that, perhaps a tech tree for item combinations could be possible as well. For example, you might have to make a KNIFE before making a big-ass MACHETE or AXE, or maybe learning how to make an arrow before making FREAKING POISONED AND FIRE ARROWS. Common sense, really.

When smoking joints, maybe you could implement a withdrawal thing. Also, smoking a joint could cause a tiny bit of health to disappear. After smoking, say, five joints, you'll go into withdrawal and lose (very little) health every day until you smoke another one or enough days go by. This could eventually go into a drug-coping skill that would have you lose less health during these withdrawals or while smoking joints. Perhaps this could apply to potions as well, which are basically drugs. For example, the health potion could make you more fatigued (DROWSYNESS FROM PAINKILLERS), or the speed potion could make you walk slower for a day or two (CRAMPS). During the weird hippy-dream that you get when you smoke, maybe you could generate some crazy hippy-monsters [with no benefit except for hunting skill?] that surround, follow you around and do absolutely nothing but make funny sounds, but that's totally your call on the hippy-monster part. The people who play this game should know that doing drugs, including medicinal things like Tylenol or something, has some negative side effects. And I haven't checked whether this is possible or not, but I think to make a joint, you should be able to roll it up in a leaf AND paper, which I haven't found a use for so far. Lighting the joint would be a good idea, too, because I don't think you can smoke something if it's not burning first... xP

Paper... I just haven't found any use for it (but please enlighten me if there are). If possible, could you put a way to put text on it? That way, I might remember what I was doing before I saved and logged out... heck, even RuneScape has added this 'notes' thing. I'm pretty sure this isn't possible without editing the source, but I'm retarded with these kinds of things. 7.7

Completely irrelevant, but how about having a food chain where kiwis take your mushrooms, berries and small bugs; lions take the monkeys and kiwis; raptors take the lions, monkeys AND kiwis; sharks take the fishies; and fishies take the seaweed. Only, of course, after some period of time has passed since their last feeding. I've seen this discussed on other parts of the Stranded II forum somewhere... but I forget where.

Also completely irrelevant, but I'd like to see a MASSIVE story or campaign specifically built for MM. The tutorial was messed up... didn't have any hints at all, just a small island. I can't help with the mapping, since I've just PLAYED Stranded so far and havent tried modding or map-editing, but I can help with a general idea or plotline. I've always wanted to make an awesome story mode for something... xP

Now some items, combinations, units and buildings. Shoot me if you feel like it, because most of this is going to be incoherent and difficult to piece together. Each sentence should be one idea, so read them seperately.
1. Items: More meat from the big predators, like TheJerk said. Alcohol (made from a certain plant or grain? I don't know much about alcohol). Sulfur and gunpowder for bullets for a pistol (Like in the Kidnap mod). Perhaps even a pistol to start out with in easy mode with perhaps ten bullets that does maybe less than a harpoon but more than an arrow. Paint and bricks for house-building. Extra pouch (better than butterfly catching, I suppose). Painkillers (reduces damage taken). Raw, cooked, well-cooked and well-done variations of meats that correspond to the chance of getting food poisoning and how they're made [cooked normal over fire like in standard Stranded, well-cooked on grill, well-done in oven].
2. Combinations: Perhaps a way to make the pistol [branches, iron bars, iron, hammer, fire, knife to shape the wood into the actual pistol, could be near the end of a weapon tech tree] as well as bullets [sulfur + ??? for gunpowder, gunpowder + gold for bullets]. Paint [some kind of plant + water]. Bricks [50 or more pebbles + stone for some kind of concrete, water + concrete for bricks]. Extra pouches [animal skin + fire for tanned skin, tanned skin + 5 or more cords for pouch]. Painkillers (healing herb + stone for grounded herbs, grounded herbs + water + paper for painkiller pill].
3. Units: Hippy-monsters [in part about joints and drugs]. Bears (not enough predators in my opinion...). Dog [easy to train, carries some stuff].
4. Buildings: House [like the one in the last cutscene in the story mode] made with stuff like bricks, concrete and paint. Oven.

... that was longer than I thought it would be. I was just going to do my angry rant about the grill but I guess it came out like this. xP
Oh well, cookie for implementation.

old Re: Massive Mod

Builder2-0
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TheJerk:
"I liked the underground mine. You should definitely re-introduce it. A good solution to prevent it from being mined out would be to make the main rock walls invul (but don't have them actually give any rocks if you mine them) and make the random metals and such spawn, a % chance every day, or when you hit the wall, to discover a new vein of metal."
It will be introduced eventually, there are still some problems with it I've been trying to fix.

"Be nice if there was a chance to mine up more stuff. Precious gemstones and stuff, and have the ability to barter with "natives" for things. This is already in to a degree in normal stranded (Random NPC's added to random maps) but would be able to be fine-tuned in MM."
That is planned.

"Prospecting is kinda odd (not to mention it raises your meters too quickly), it seems that if you get to max level mining, you'll only find coal, and nothing else will dig up."
Prospecting doesn't work.

"More craftables would be good, and perhaps making it so you can find recipes to craft certain things as random washed up items, maybe a recipe book, to make more advanced things, for instance, longer-burning fuels for torches and fires, guns, etc. Stuff that would make the day to day easier."
Good idea.

"It would be nice if not harvesting a plant for a few days would result in gaining larger produce from them, but harvesting them early gave you smaller produce."
Technically that's already in, it's just not noticeable.

"Maybe Re-work the trained monkeys, so that they go back to a static location (The monkey school) when a new day starts. This way it would be worth it trying to throw a banana at one of those annoying little..."
I thought I disabled trained monkeys.

"Make it so that you can build docks/bridges (The graphics and models are already in) as a player, not just doing map editing."
I'm 90% sure you can, it just requires a high fishing skill.


"Fire-hardened spears/arrows/claw spears would have a reduced chance of being broken. You'd just have to fire-harden a wooden pole (You can base it off your survival skill, at 0 survivor, a 50% chance to make a torch instead of a pole.)"
Good idea.

"It's pretty harsh not allowing wells on hard mode, after all, no matter where you are in the world. Perhaps, instead, you can let the player build a water distillation device."
No.

"Further, you could make it so that food goes bad after a certain amount of time. Thus it would be more effective to pickle fish (Store them in a barrel of salt water), salt or dry meats, to keep them for extended periods of time. This would make them useless for quenching thirst, but they'd not go bad this way."
I wanted to do that, but the way that Stranded 2 handles stacks of items makes it near impossible.

"Then there's the bottomless stomach problem. Lets face it, you're going to get a LOT of meat off of a lion if you butcher it properly.. so perhaps tie butchering in to cooking skill. The more skill, the more meat from an animal you get when you kill it. A whole lion should be able to sustain an average man in a survival situation for a good week. Even if he gorges himself completely, it would last him for at least 3-4 days."
There is a balance issue here.

"Traps. They're USELESS. They should definately be made to be useful. Perhaps offer differant sizes of trap, that can be constructed based on hunting skill."
Possibly.

"Perhaps you could add a dynamic seasons system. I.e. A dry season, a rainy season, a cold season, and a normal season. Rainy would have the risk of flooding out the land and drowning your crops. Possibly monsoons destroying your buildings. Dry season would mean very little rain and a higher risk of buildings catching fire. The cold season would mean you'd need to keep warm (shelter + fire + maybe some clothing or blankets in your inventory) Obviously, the normal season, you could perhaps disable damage for not sleeping in a shelter, as long as you have a blanket or some clothing in your inventory. After all, no one gets hurt just by sleeping outside. It's the extreme elements that does it, and if you have a blanket, on a tropical island, chances are, you'll be just fine."
Hard to script & a questionable effect on gameplay. I'll think about it though.

"Instead of punching nests to gets eggs from it, it would be far better if you could just use them and take the eggs out, like a normal container. Honestly, who punches a nest to gather eggs? Further, this would make a much more effective use of the kiwi breeding building. After all, lets face it, small meat is almost useless and most people go after the lions for the steaks, which are both filling AND quench your thirst rather well."
Good idea.

"Which brings up another thing. REDUCE the amount of leaves it takes to get water, AND make it so you can use waterskins and livers as containers for it. Further, make it so you have to dry out the livers over a fire before you can use them as waterskins AND make it easier to make a temporary fire. For instance, Combine two sticks, bark, and 40 pebbles to make a fire that will last for 1-2 hours game time, while letting you roast food over it by using the food + a stick (Roasting meat on a spit for instance), so that you won't have to worry about starving on the first or second day."
Waterskins and livers can now be used. Temporary fire is a good idea. Drying out the livers would just add an unneeded step of complexity. Making water take less leaves is a balance issue. Roasting on a stick is a good idea.

"VILLAGE management."
I'll think about it.


Horus:
"I'm thinking about not leaving cooking completely to the grill, mostly because it's being annoying. Perhaps you could have a cooked meat from cooking it over the fire [like in standard Stranded] and then have some kind of well-cooked meat from cooking it over a grill, which could have less chance of food poisoning than the normally cooked meat. Better yet, maybe the grill could be one of those storage things so that cooked things come out after a certain period of time."
The "storage solution" wouldn't work for cooking.


"Also, a roasting stick like TheJerk mentioned would be great."
Good idea, I'll try it.

"Any alternative is better than having the food drop through and being unobtainable because the fire gets in the way so that I can't click my cooked food, in my opinion."
I think I figured out why the food is falling "through" the grill, so that should be fixed soon.

"Also, perhaps an oven could be implemented? Really all they are are giant clay holes with a fire and a chimney. One might fuel it as well as place uncooked foods in it using the exchange thing like you do with the fire and torch. This stuff could come out as well-done or something with nearly no chance of food poisoning, but that's up to you, of course."
I thought of an oven, if I make it it'll probably only be for breads and other certain foods though.


"I know this'll probably take a while to do, but how about a more extensive tech tree? The player could advance from humble wooden beginnings to a stage where we have some modern-ness to the game (I'm pretty sure I saw rocket launchers in the game editor somewhere). Perhaps you could eventually get to a point where houses like the ones in the last Stranded cutscene are being built by you or your villagers for housing. In addition to that, perhaps a tech tree for item combinations could be possible as well."
More items are planned, but you won't get anywhere near modern tech. *MAYBE* muskets and other primitive firearms. Main problem currently is models.

"When smoking joints, maybe you could implement a withdrawal thing. Also, smoking a joint could cause a tiny bit of health to disappear. After smoking, say, five joints, you'll go into withdrawal and lose (very little) health every day until you smoke another one or enough days go by. This could eventually go into a drug-coping skill that would have you lose less health during these withdrawals or while smoking joints. Perhaps this could apply to potions as well, which are basically drugs."
Any changes to things like joints are way, way down on the scale of importance. They simply aren't important enough to justify the time it would take.

"Paper... I just haven't found any use for it (but please enlighten me if there are). If possible, could you put a way to put text on it? That way, I might remember what I was doing before I saved and logged out... heck, even RuneScape has added this 'notes' thing."
I'll look into it, it might be possible using a slightly hacky script.

"Completely irrelevant, but how about having a food chain where kiwis take your mushrooms, berries and small bugs; lions take the monkeys and kiwis; raptors take the lions, monkeys AND kiwis; sharks take the fishies; and fishies take the seaweed. Only, of course, after some period of time has passed since their last feeding. I've seen this discussed on other parts of the Stranded II forum somewhere... but I forget where."
It's possible, but hacky to do, and the hardest part is balancing the ecosystem. I'm not sure if I could do that.

"Also completely irrelevant, but I'd like to see a MASSIVE story or campaign specifically built for MM. The tutorial was messed up... didn't have any hints at all, just a small island. I can't help with the mapping, since I've just PLAYED Stranded so far and havent tried modding or map-editing, but I can help with a general idea or plotline. I've always wanted to make an awesome story mode for something..."
A story mode is eventually planned & the reason the tutorial doesn't have any hints is because it is incomplete.

"1. Items: More meat from the big predators, like TheJerk said. Alcohol (made from a certain plant or grain? I don't know much about alcohol). Sulfur and gunpowder for bullets for a pistol (Like in the Kidnap mod). Perhaps even a pistol to start out with in easy mode with perhaps ten bullets that does maybe less than a harpoon but more than an arrow. Paint and bricks for house-building. Extra pouch (better than butterfly catching, I suppose). Painkillers (reduces damage taken). Raw, cooked, well-cooked and well-done variations of meats that correspond to the chance of getting food poisoning and how they're made [cooked normal over fire like in standard Stranded, well-cooked on grill, well-done in oven]."
More meat is possible, not sure I want to do it though. It's the whole balance thing. Two spears to kill a lion, and then you have enough food for 3-4 days? Overkill. Alchohol is a good idea. Bullets\pistol is a possibility. Different qualities of cooked meat are already planned.

"2. Combinations: Perhaps a way to make the pistol [branches, iron bars, iron, hammer, fire, knife to shape the wood into the actual pistol, could be near the end of a weapon tech tree] as well as bullets [sulfur + ??? for gunpowder, gunpowder + gold for bullets]. Paint [some kind of plant + water]. Bricks [50 or more pebbles + stone for some kind of concrete, water + concrete for bricks]. Extra pouches [animal skin + fire for tanned skin, tanned skin + 5 or more cords for pouch]. Painkillers (healing herb + stone for grounded herbs, grounded herbs + water + paper for painkiller pill]."
Pistol & bullets used to be in the mod but I removed them. I might add them back in later. Paint is an *excellent* idea, I'm already thinking of ways to implement it. Bricks\concrete don't currently have any use so I see no reason to add them. If I did, they'd need new models for whatever structures they build. Pouches are good but would need to be balanced somehow. Don't really like the painkiller idea.

"3. Units: Hippy-monsters [in part about joints and drugs]. Bears (not enough predators in my opinion...). Dog [easy to train, carries some stuff]."
Models is the issue for all units. It's why I can't add any new ones.

"4. Buildings: House [like the one in the last cutscene in the story mode] made with stuff like bricks, concrete and paint. Oven."
No.

old Re: Massive Mod

TheJerk
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Barley is used to make whiskey, rice for saki, potatoes for vodka. Hops and barley are used for beer. Just for alcohol references.

Also, just wondering why No on distilled water? It would function the same as the collecting troughs, except instead of waiting for rain, you'd simply wait for a whole day to pass to get one or two drinks (About all you get from normal distillation anyway). Doesn't seem too unbalancing there, especially if you made them require a large amount of leaves or thatched together leaves, vines + a jar + a bowl (Pottery), or even required that it be placed near or on a fire, and of course you'd require the player to collect sea water and deposit it in the bowls at the start of the day, then wait until the next day for water. It would be enough to keep someone alive, but not enough to completely lower their bar.

Also, in the current build, I haven't been able to combine leaves + a stone to put water into waterskins or livers. I haven't tried combining the liver or waterskin with it, but when I try just leaves and a stone, it says I need a bottle.
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