Forum

> > Stranded II > Mods > Massive Mod
Forums overviewStranded II overview Mods overviewLog in to reply

English Massive Mod

2,031 replies
Page
To the start Previous 1 242 43 44101 102 Next To the start

old Re: Massive Mod

atori
User Off Offline

Quote
mocnyfull has written
I have forge semi-professional
I cant melt copper too,

Well, I hope Builder2-0 will explain this when he wakes up from Christmas party

mocnyfull has written
why my iron axe breaks after 3 hits?

Because it is not full moon, so you are unlucky. Kidding Each tool/weapon has a probability to get broken. It is scripted in "on:impact". Chance is 2% per hit. And if it is broken, then chance that handle is broken is 33%, blade - 66%. If you don't like this behavior as me, then look for such lines like this:
1
2
3
4
5
6
7
8
9
10
if (random(50)==1){
			freestored "unit",1,87,1;
			if (random(1,3)==1){
				find 4857;
				msg "The axe handle has broken!",3;
			}else{
				find 4870;
				msg "The axe blade has broken!",3;				
			}
		}
and change "if (random(50)==1){" to something like "if (2==1){"

old Re: Massive Mod

Builder2-0
User Off Offline

Quote
Bloodshot has written
Day 8 and only has rained once on hard. Maybe later in the game you will be able to create a distiller which can be filled with salt water, and after using it a few times you can drink it for a lower hydrational value than normal water.

The rain thing is just bad luck. I haven't changed the s2 rain chance.

Sirnik has written
There is a bug with "pick up all" button - it picks up more items then there were on the ground. Say, two pickaxe heads instead of one. It's a good thing for sure.... but I don't think it was intended

UPD:
A couple more bugs:

1) When making transition between mine and surface, some of staked items disaapear from the inventory (namely iron)

2) At the same transition, all stats return to normal (i mean, health full, hunger\thurst\fatigue null) I suppose it is connected with the way the transition happens, but it is a rather fat exploit...

I've seen the pick-up key glitch happen a few times. I think a variable isn't being removed\localized correctly. Should be easy to fix though.

1. Wait, what happens? 'some of staked items disappear from inventory'? You mean stacks of iron will disappear?

2. This one is an easy fix.

mocnyfull has written
There are few bugs:
Item stuck in forge/campfire
link: http://www.filedropper.com/kopiamassivemod
There arent diary entry when i get cooking 125
There arent diary entry when i use sulphur

Thanks, I'll look over it.
(the diary entries aren't so much bugs as just not finished yet)

atori has written
I checked forging_scripts.s2s. Real problem was in this line:
As I understand, it means that "if" is positive only if there is no fire 100 points around iron. But it also means no fire even from campfire nearby! I put campfire out and oh yea red iron became soft after some moments. Well, I can understand that any fire within 100 points can maintain iron red no matter of fire source, but I doubt that it is intended being scripted this way. I would decrease 100 to some lower level, cuz I so want to cook food on grill while I am dealing with smelting.

There's a much easier fix than that.

mocnyfull has written
Hmmm there shoud be fixed diary entry,i still cant make fertilizer,black powder keg,cooper weapon,stell

Fertilizer\black powder (along with keg\hand grenade\ect) are in the game. There are combinations for the keg, black powder, hand grenade, ect. Copper will not be used for making weapons.

atori has written
mocnyfull has written
Erm who know how melt copper and make grenade?
Hmmm I have log,branches,black powder and iron rod what i need for black powder keg?

As I see from config files you need [snip]

To make Paper you need [snip]. Starch can be took from some grass.

To make Fuse you need [snip].

To make Black Powder you need [snip]. Charcoal can be got from fireplace.

For black powder keg [snip]

Fertilizer is probably [snip]

I would appreciate if you don't list combinations. If you must, PM them in private. (although, I'm just going to point out that much of what you just listed was wrong)

mocnyfull has written
Hmmm how i can use charcoal dust for making stell?

You can't, not yet. I'm still working on the steel items.

atori has written
mocnyfull has written
Hmmm how i can use charcoal dust for making stell?
Edit: guess I got you. You mean steel. I see Steel rod in config files, but I don't see any script, which creates this rod. Maybe it is not yet implemented. I don't know. You can read in forge skill:

I'm currently working on steel items; but right now you can't make them.

mocnyfull has written
I have forge semi-professional
I cant melt copper too, why my iron axe breaks after 3 hits?

Copper\gold will be used to forge certain items, but they will NOT be used to make weaponry or tools. The chance of breaking for iron tools is 1/50, it's a random chance. It might break the first hit, it might take two days to break. Random chance.

atori has written
Because it is not full moon, so you are unlucky. Kidding Each tool/weapon has a probability to get broken. It is scripted in "on:impact". Chance is 2% per hit. And if it is broken, then chance that handle is broken is 33%, blade - 66%. If you don't like this behavior as me, then look for such lines like this:
1
2
3
4
5
6
7
8
9
10
if (random(50)==1){
			freestored "unit",1,87,1;
			if (random(1,3)==1){
				find 4857;
				msg "The axe handle has broken!",3;
			}else{
				find 4870;
				msg "The axe blade has broken!",3;				
			}
		}
and change "if (random(50)==1){" to something like "if (2==1){"

If you're going to make the chance impossible then why not just delete the segment of code entirely?

mocnyfull has written
Ech so I will cut down trees with knife

If you're going to cut down trees with a knife you might as well cut them down using your hands. The axe gives a bonus to damage on wood.

old Re: Massive Mod

atori
User Off Offline

Quote
mocnyfull has written
Ech so I will cut down trees with knife

It's funny, but knife won't get broken, so you can cut down trees with it. Although machete, which is similar to knife, will get broken with 2% probability. Unfair.

From my view it is pointless to use knife to cut down trees, because knife doesn't have any bonus against trees. Besides this knife speed is slower than bare hands, so better to put headband on, imagine that you are ninja and start cutting down trees with hands

old Re: Massive Mod

Builder2-0
User Off Offline

Quote
atori has written
mocnyfull has written
Ech so I will cut down trees with knife

It's funny, but knife won't get broken, so you can cut down trees with it. Although machete, which is similar to knife, will get broken with 2% probability. Unfair.

Knife & hammer won't break because I see them as crucial items outside of normal gameplay.

old Re: Massive Mod

atori
User Off Offline

Quote
Builder2-0 has written
I would appreciate if you don't list combinations. If you must, PM them in private. (although, I'm just going to point out that much of what you just listed was wrong)

Sorry. I didn't know that listing combinations was not welcomed. I think it is because it kills gameplay somehow. I edited my previous message and removed all combinations I had listed.

Builder2-0 has written
If you're going to make the chance impossible then why not just delete the segment of code entirely?

Yes, you are right.

About chance of get broken. Why not to decrease it? With current chance weapon will survive with 36.4% probability after 50 impacts.

old Re: Massive Mod

Builder2-0
User Off Offline

Quote
atori has written
About chance of get broken. Why not to decrease it? With current chance weapon will survive with 36.4% probability after 50 impacts.

(1-(1/x))^x will always be ~36%. (ignoring where 'x' is under 25)

old Re: Massive Mod

atori
User Off Offline

Quote
Well, I meant another thing. Chance of get broken is just too high. Formula here is (1-(1/x))^y. If to put x to 200, then probability to get broken is around 78% after 50 impacts. Such value is more pleasant and you won't waste time and resources so often on making weapon. It would be nice to make a new constant "crack_probability" and put in on all places where "50" now. Well. it's just a minor suggestion. You may ignore it, cuz you are MM mod creator. Maybe better concentrate on more important stuff like putting steel in the game.

old Re: Massive Mod

Xane
User Off Offline

Quote
Apparently I am an idiot. Placing things on the edge of the grill will rarely work, you're meant to place all the meat at the center. >_<

old Re: Massive Mod

Hanakin
User Off Offline

Quote
Huzzah! The gods have spoken, the rain has come!
... on the 12th day. Which seems like way too late for a tropical island.

old Re: Massive Mod

bezmolvie
User Off Offline

Quote
I got bored of waiting so I went into the cheat menu script and put weather "1";

old Re: Massive Mod

Builder2-0
User Off Offline

Quote
Things I've been working on...
BUGS\EXPLOITS:
-Mine resetting player values (ie; hunger\thirst\sleep\health). √
-Iron ore not cooling down due to fire detection. √
-Pick up key occasionally replicating an item. √

CHANGES:
-New global variables, $s2g_iron & $s2g_steel. Handles break chance. >
-Iron tool breaking changed to 1/100. Steel tools 1/250. >
-Player speed (+ sprint speed) increased at lvl 70 & 200 survival skill. >
-Tent combination locked until survival skill 140. >
-Amount of eggs from eagle nests nerfed. >
-All bird nests give feathers\leaves. >
-Machete given higher damage + adds 'bleeding' state. >

NEW FEATURES:
-Scripted sprint key. It'll be in "Controls (2)", same as the pick up key. Lets you move fast. Very fast. Takes a toll on your hunger\thirst\sleep. ∗

STUFF TO DO:
-Steel items. ×
-Other misc things I can knock off my todo list while I get that done. (steel items is mostly just a lot of copy\pasting, tweaking of stats, and making new icons) ×

@Everyone complaining about rain:
I haven't messed with rain chances. The chance to rain is the same as it has always been. If you've had 'x' amount days without rain it's just bad luck. Complain to DC; not me. There are still ways to get water without rain (there have always been). Leaves + stone. Or, if you just need the water to survive, uncooked fish. Cooked steaks. Animal fat.

old Re: Massive Mod

Kalrirr
User Off Offline

Quote
Not doing a fix for the food burning?
Please builder it's needed. I've been spending most of my time getting food and unable to do other things because so much food gets wasted with the burns.

edit: are you sure it's related to the amount of meat on the grill?

9 pieces of small meat = 6/9 burned.
2 steaks and 3 pieces pieces of small meat = 5/5 burned.
3 pieces of small meat = sometimes 2/3 burned or 3/3 burned.
5 pieces of small meat + 3 large meat = 4/5 small burned , 2/3 large burned.

All this at 72+ cooking.
edited 3×, last 27.12.09 10:58:32 am

old Re: Massive Mod

procne
User Off Offline

Quote
hello

i think i found out the cause for cooking problems.
in cooking_scripts_medium there is a typo:

if (random(2)==1){

instead of

if (random(25)==1){


the result is that if your skill is above 25 your chance to burn food suddenly jumps to 50%


edit:

tested this change now, out of 19 fish and 6 meat pieces only 2 were burned

lucky me, dont have to spend every second day on gathering food now

old Re: Massive Mod

Builder2-0
User Off Offline

Quote
Kalrirr has written
Not doing a fix for the food burning?
Please builder it's needed. I've been spending most of my time getting food and unable to do other things because so much food gets wasted with the burns.

edit: are you sure it's related to the amount of meat on the grill?

9 pieces of small meat = 6/9 burned.
2 steaks and 3 pieces pieces of small meat = 5/5 burned.
3 pieces of small meat = sometimes 2/3 burned or 3/3 burned.
5 pieces of small meat + 3 large meat = 4/5 small burned , 2/3 large burned.

All this at 72+ cooking.

procne has written
hello
i think i found out the cause for cooking problems.
in cooking_scripts_medium there is a typo:

if (random(2)==1){
instead of
if (random(25)==1){

the result is that if your skill is above 25 your chance to burn food suddenly jumps to 50%

...Well, problem solved. (honestly I still hadn't looked at the food scripts, was going to do it after I finished the steel items... Now I feel bad. Such a simple fix.)
http://www.filedropper.com/cookingscriptsmedium

Replace your cooking_scripts_medium with that one. It's located in 'mods/Massive Mod/sys/scripts'.

In other news, steel items and such are almost done. Just need to finish the actual 'items' (all the forging things are done) and make combinations for them.

old Re: Massive Mod

Kalrirr
User Off Offline

Quote
Hurray! Excellent, thanks to both of you!!
Don't feel bad Builder, keep up the great work!

edit: Just a thought, I noticed the new wooden hut has a bed in it. Perhaps add the requirement of some hides or some wool to build it.

Also, perhaps planks could be a nice addition to the game.
Something like:
First you need a saw. 3 soft iron = saw blade > apply whole forging system to it. then saw blade + handle = saw.
Then log + saw = 4 or more / less planks.
Would be nicer to see your new hut to be built with planks. Also once / if you (hopefully:)) implement "End journey" it would make more sense for the boat to be made out of planks instead of logs.
edited 2×, last 27.12.09 03:14:11 pm

old Re: Massive Mod

procne
User Off Offline

Quote
is there some FAQ / readme explaining some basic recipes and how do things work?

im having trouble with couple of things, for example:

- how to make a scythe / pickaxe? in scripts i can see that i need iron bars (not soft iron as its in axe's case), but how can i get them?
- how can i smelt other metals like copper and gold? i tried doing it the same way as iron but copper just doesnt go red and gold cannot be thrown into forge
- how do the mines work exactly? i entered inside but hitting rocks gives me only stones

also i wanted to share some ideas. first for the new skill - leatherworking / tanning or maybe more general - sewing

it would involve curing hides as someone mentioned before plus some new combinations for skins like:

- leather bag - increases inventory size
- leather outfit - increases hp or damage resistance
- leather gloves - let you pickup hot items

and some more recipes for pottery:
- bowls - automatically get filled with water when its raining
- bricks - construction material, needed to make better forge / oven
- molds - allow easier crafting of some metal items

mentioned oven would be needed to cook some more advanced dishes like breads, cakes

better forge would be needed to smelt more advanced metals like gold and steel

old First post is better.

Crazyx
User Off Offline

Quote
Hey, Builder2-0, please use the first post of your thread to pot downloads and hotfixes, instead of indicating a ceratin page wich is annoying.

old Re: Massive Mod

Builder2-0
User Off Offline

Quote
procne has written
is there some FAQ / readme explaining some basic recipes and how do things work?

Not currently, sorry. Best to either ask in the thread, PM me, or add me on gmail\Steam (contact info is in the readme).

procne has written
- how to make a scythe / pickaxe? in scripts i can see that i need iron bars (not soft iron as its in axe's case), but how can i get them?

Iron bars should be made from soft iron. When you combine iron bars with the hammer you should see the 'upper tier' iron tools (ie; scythe, pickaxe, ect) but they require a forging skill of 50 to make. *ALL* metal tools are made this way:

1. Iron Tool Head + Large\Small Wooden Handle + Iron Nail
2. Steel Tool Head + Large\Small Hardwood Handle + Steel Nail

procne has written
- how can i smelt other metals like copper and gold? i tried doing it the same way as iron but copper just doesnt go red and gold cannot be thrown into forge

I actually just removed copper from the game. This'll probably mean your save game will crash. I apologize for this. Copper wasn't used for anything, wasn't going to be used for anything, and really added nothing to the game. Sadly, Stranded 2 does not take the sudden disappearance of an item's definition file very well.

procne has written
- how do the mines work exactly? i entered inside but hitting rocks gives me only stones

What were you hitting with? The rocks inside the mine (they are brownish) are scripted to react towards damage. As they are damaged they sink into the ground (the more they are damaged the more they drop, it should be very noticeable when you're hitting them with a pickaxe and doing ~30 dmg a hit). Clearing the rocks opens up more of the mine tunnel. Throughout the mine are small platforms; press 'use' on them to see what they build and what you need. Inside the mine are iron, gold, and emerald rocks, lots of moss, plus the lava forge (when you build it). Obviously you'll need to clear your way to it though, and that'll take quite a lot of time. Many in-game days.

procne has written
also i wanted to share some ideas. first for the new skill - leatherworking / tanning or maybe more general - sewing

it would involve curing hides as someone mentioned before plus some new combinations for skins like:

- leather bag - increases inventory size
- leather outfit - increases hp or damage resistance
- leather gloves - let you pickup hot items

Possibly. I've got bags on my list of things to test and see if it's possible. I doubt I'll add in 'outfits' or any clothing of any sort. At least, not any time soon. Leather gloves are interesting.

procne has written
and some more recipes for pottery:
- bowls - automatically get filled with water when its raining
- bricks - construction material, needed to make better forge / oven
- molds - allow easier crafting of some metal items

Bowls, doubt it. Bricks, doubt it. Molds, doubt it.

procne has written
mentioned oven would be needed to cook some more advanced dishes like breads, cakes

Probably not but I'll think about it. The main thing I want to get working for 'cooking' is the soup cauldron.

Quote
better forge would be needed to smelt more advanced metals like gold and steel

Over complicates the game. No need to have two types of forges.

xeNium has written
Hey, Builder2-0, please use the first post of your thread to pot downloads and hotfixes, instead of indicating a ceratin page wich is annoying.

Downloads are always on the first page. Thanks for looking first.

old Re: Massive Mod

procne
User Off Offline

Quote
i looked deeper into scripts and now i know what i was doing wrong. iron bar is named "iron rod". but i was forging it further into hard iron rod, which led me to no further recipes.

i think its a bit confusing. maybe hard iron rod should be removed and iron rod renamed to iron bar? or maybe hard iron rod should be used to make tools instead?
To the start Previous 1 242 43 44101 102 Next To the start
Log in to reply Mods overviewStranded II overviewForums overview