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Stranded II Mods TheSurvivalist:Christmas Update 12-24-19 Quote
hello red...
It is suppose to make you have to take apart the grill and rebuild it to "simulate" you cleaning the grill once in a while.
You do that by hitting the grill until it dismantles and you get your 12 branches back in your rucksack to build a new grill straight away.
Alternatively you can hit the "U" button to pick up all/any items off the grill including charcoal...This was added later and left out of the instruction manual on purpose...one of the secrets of the game you might discover over time of playing.
It is suppose to make you have to take apart the grill and rebuild it to "simulate" you cleaning the grill once in a while.
You do that by hitting the grill until it dismantles and you get your 12 branches back in your rucksack to build a new grill straight away.
Alternatively you can hit the "U" button to pick up all/any items off the grill including charcoal...This was added later and left out of the instruction manual on purpose...one of the secrets of the game you might discover over time of playing.
To All...i have ordered my new hard drive I mentioned before...soon as i get it in the mail, I will try to swap the disk in it with my bad hard drive disk...hopefully I will retrieve all the lost mod data, and be able to post that previous update that includes ALMOST ALL of the todo list on top of page 1. I will give a shout-out here as soon as I get the results.
Love you all! Have a great day for now!
here is the shipping details they gave to me for my new harddrive:
Shipping estimate: November 26, 2013 - November 27, 2013
Delivery estimate: December 2, 2013 - December 5, 2013
soon as i get it i will know within an hour or two if I can retrieve the data. Lets keep our fingers crossed.
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My stand alone survivalist game is kinda on hold...I am having troubles coding such an in depth "save" function. I simply won't build this kind of game without a save feature...doesn't even make sense to. Having to serialize every aspect of this kind of game to save it, is sort of redundant in the engine i chose o.0
good news...im going to rework the to-do list from page 1 that includes all the lost data, add some more unique "events" such as dangerous random spawning wolves that will hunt you. These events will generate like the pirate, here one day and gone the next, at random. I am also going to make some of the food items "rot" over time unless they are preserved in some special way that will limit the amount you can save up in storage. In the end, there will be some significant changes during your game play that will make it more challenging in late game, and additional native/player relationships. Some natives will be hostile when you meet, others will be friendly and desire trade, unless you attack them or are unfair in trade. Some natives may even steal stuff from your storage if they get in range of your storage bins, crates, barrels.
So for now, know I am working on a new update. I will do everything I can do by the end of December and release this new update for Christmas. What ever I do not get finished will follow in the next months with another update. If I end up overhauling the entire game I may release it as "The Survivalist 2"
Hope you are all enjoying your game!
As stated above: Next update will be posted Christmas Eve.
i currently have all the files on my desktop but only the exe is showing all the others are hidden its realy annoying because i forget to save often. can anyone help where should the config be? or what should it look like ? if a screenshot of the error is required i can provide if any others are required just ask.
your download might be corrupted.
try re-downloading the game and move your "save" from the old save folder to the new save folder in the new download.
The_Survivalist\mods\MassiveMod\saves\YourGame.sav
Then delete the old game files entirely.
if you messed with any of the game files you might have caused an error to occur. The Achievements were turned off in this mod as I was reworking them, they will be completely removed and replaced in the next update for Christmas. There will be some similar rewards system in it's place if I have the time to finish it. I think it is in your download because nobody else has reported this since the March release. I do not have the issue during my gaming either.
let me know if re-downloading works...otherwise an update is coming Xmas.
Keep up the good work JJ, I see you made alot of progress in the to-do list.
I really enjoy playing your Survivalist mod, I totally love it!
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Hyper...good to here you enjoy the mod...makes it worth it when I know people like to play it. Though I started this to make it fun for myself, I'm totally happy to share with you guys.
I will try to get the menus done, idk yet if I will run out of time...9 more days to xmas eve
I will try to get the menus done, idk yet if I will run out of time...9 more days to xmas eve
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thunder...best to take on natives when you have made some better weapons. Clicking on a weapon in your rucksack you can read the damage it does. As far as them hunting you...they can only "see" you from a certain distance. Stay out of their range and they will not chase you.
but you need a decent weapon would make it easier when confronting them...or attack with a bow from afar or throw spears at them. then move away and let them bleed out to death. Once bleeding, they don't heal until midnight, they will bleed out unless they live til midnight, like if you wound one at 11pm he might heal at midnight before he dies.
all units have "eyes" and can only see you within a range...try to avoid the range, and use "shift" to RUN faster and get out of range.
Also...BONUS...hope you check their bodies for loot, because all natives carry a health potion
When you start a fresh game your skills are low and you carry less and "move" slow. After developing your skills you get faster and can carry more...in real life if you found yourself on an island I doubt you'd confront a native at first meet, and try to kill them with a makeshift hammer or slingshot...you'd likely run like a scared little girl and try to get away. I know that's what I'd do lol...but if I had long bow with iron arrows, or a steel machete I would stand my ground.
but you need a decent weapon would make it easier when confronting them...or attack with a bow from afar or throw spears at them. then move away and let them bleed out to death. Once bleeding, they don't heal until midnight, they will bleed out unless they live til midnight, like if you wound one at 11pm he might heal at midnight before he dies.
all units have "eyes" and can only see you within a range...try to avoid the range, and use "shift" to RUN faster and get out of range.
Also...BONUS...hope you check their bodies for loot, because all natives carry a health potion
When you start a fresh game your skills are low and you carry less and "move" slow. After developing your skills you get faster and can carry more...in real life if you found yourself on an island I doubt you'd confront a native at first meet, and try to kill them with a makeshift hammer or slingshot...you'd likely run like a scared little girl and try to get away. I know that's what I'd do lol...but if I had long bow with iron arrows, or a steel machete I would stand my ground.
edited 2×, last 16.12.13 12:35:17 am
Do natives and chieftains respawn after you kill them (if I ever get that far)?
Do claw monkeys spawn randomly or do they have a spawn point?
And one observation:
In past versions of MM:TS, I've been successful in unlocking monkey school so I know I know how to do it. I've got a few games going on this version (the 3-17-13 one) and no matter how many monkeys I train - and it's a lot; one game has over a dozen - no monkey school ever shows up in my build menu. No big deal since I think backpack carrying monkeys are almost more of a pain than they're worth. Unless I could get them to follow me into the mine! That would be AWESOME!
natives n chiefs spawn randomly on random days once the population gets very low...I think 1-2.
clawmonkeys are one animal that is randomly caught in the Trap when it catches anything. So what is on the island you can extinct unless you build a trap and trap them and release them.
the monkey school was bugged in the last update...it has the wrong building number ID set to unlock in the "items_edible.inf" file under Banana...it is set to 18 which is the Hammock when it should be 19.
I dont know how I did that
already fixed for this update, but you can go change the number to 19 and click FILE and SAVE to fix it.
1)GoTo:\mods\MassiveMod\sys
2)Doubleclick and open "Items_edible.inf" with notepad.
3)Scroll down to ID Banana and change 18 to 19 as in bold below.
script=start
on:examine {
msg "It's a delicious banana.",0,2500;
}
on:eat {
process "eating",1000;
eat 0,15,8,1;
}
//Taming
on:drop {
ai_behavioursignal "eat","monkey",300;
}
on:ai_eat {
local $eater,$var,$b;
$eater=ai_eater();
if (type("unit",$eater)==19){
$var=getlocal("unit",$eater,"tameness");
$var+=2;
setlocal "unit",$eater,"tameness",$var;
$b=getlocal("unit",$eater,"bananas");
$b++;
setlocal "unit",$eater,"bananas",$b;
if (($var>9)&&(gotstate("unit",$eater,"tame")==0)){
addstate "unit",$eater,"tame";
corona getx("unit",$eater),getz("unit",$eater),20,255,70,100;
speech "positive";
msg "I tamed it!",4;
if (locked(19)==1){
unlockbuilding 19;
msg "The monkey school is now buildable!",4;
}
}
}
}
script=end
4) Click "File" and "Save"....done.
p.s. iron and steel arrows are pretty effective on larger animals like a Lion...or wooden spears over bamboo.
I'm guessing the problem is in the global script and I've made several attempts at editing it, but I can only seem to get the spawn scripts to function. (eg. flotsam, animals, loose items) Some of the scripts aren't being loaded though, apparently. Most notably those in objects_buildings.inf (campfire/forge doesn't burn fuel, etc.)
I know I brought this up a long time ago, but that was under an older version of this mod and the original MM developer. So I'm hoping that someone might have found a workaround in that time-span, or even if someone determined it to be impossible. I'd very much like to know either way.
If I can get everything working on custom maps I'd be more than happy to upload both my custom map (which I spent more than 24 hours total creating), and the global script so others can make their own. If not, well, not much point uploading a map that doesn't work properly...
Thanks in advance for any replies, and happy holidays to all.
JasJack67 has written
heya thunder...
natives n chiefs spawn randomly on random days once the population gets very low...I think 1-2.
natives n chiefs spawn randomly on random days once the population gets very low...I think 1-2.
Ok, I guess this island was a fluke then. It was a large island and i know there were at least 5 or 6 in the general vicinity of my camp.
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Good to know, I like them; just didn't want them spawning in my camp!clawmonkeys are one animal that is randomly caught in the Trap when it catches anything. So what is on the island you can extinct unless you build a trap and trap them and release them.
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the monkey school was bugged in the last update...it has the wrong building number ID set to unlock in the "items_edible.inf" file under Banana...it is set to 18 which is the Hammock when it should be 19.
I dont know how I did that
already fixed for this update, but you can go change the number to 19 and click FILE and SAVE to fix it.
I dont know how I did that
already fixed for this update, but you can go change the number to 19 and click FILE and SAVE to fix it.
A ha, glad to know that. I won't bother to fix it since you have a fix on the way so soon. I'm just glad to have the mystery solved. ::whew::
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I never really tried advanced arrows, bows or spears before; I'll have to try it. Maybe with practice I can do something about the damn natives. I do make my arrows from wood rather than bamboo. I don't know why really; I just prefer using bamboo for the fire rather than branches or logs since I think they last longer.p.s. iron and steel arrows are pretty effective on larger animals like a Lion...or wooden spears over bamboo.
Thanks again for all you've done for us and this game and I'm so sorry to read the bad news about your hard drive.
Apparently the game isn't loading 'who watches the watchmaker' from game.inf, which is the timer used to determine when the fuel gets consumed. Adding that to the end of my global script fixed the problem, though it gives a script error: "on must not be subordinated to conditions"
Not sure what that means exactly, but it doesn't seem to cause any problems. (so far) I tried several ways of adding it to the global script but it only works if added at the end and if not closed. (ie. 3 '{' but only 2 '}') The rest of the script is basically just everything between 'script=start' and 'script=end' from "random_02_endless_n.inf", but without the startpoint.
Anyways, gonna go do some more testing to make sure there aren't any other problems and then find some place to upload this stuff.