Final update coming for christmas 2019:
A final breakthrough in the main 5 second timer "tick lag" script. Divided it into smaller scripts, making smaller engine friendly scripts. Also, many thanks to Assassin moder for his Def_extend idea. Both these modifications has improved the over-all smoothness alot while enhancing weapon aiming with minimal interference from lag spikes.(complete)
New Fireplace Models: When you add or take logs out of the firepit, the model changes showing how many logs are in the pit. You can now visually see logs without physically checking the pit. As the logs burn up, the model changes displaying how many logs are in the pit.(complete)
The fireplace charcoal production amounts is based on how many logs (1-4 fit) are in the pit. Charcoal will be produced via formula:(X # of logs + 1). So if you have 0 logs in, it produces 1 charcoal per check...if you have 3 logs in, it produces 4 charcoal per check. etc.(complete)
The Logging Sled, when attached to a horse, can now transport stones and pebbles, in addition to logs.(complete)
When dismounting from the horse the sled could stop a little to far behind the horse, fixed.(complete)
The horse wandering left and right on it's own when riding, was reduced, but you still have to maintain control when riding.(complete)
New Model: Charcoal, no longer uses the old bark model.(complete)
The distiller takes twice as long in all productions. The salt yeild was randomized resulting in 5-15 per bottle of saltwater. This helps create more incentive to maximize distiller production habits...as with incentives designed within all other tasks.(balance)(complete)
Item descriptions when clicked in your inventory, edited with pertanent information, new stuff.(complete)
Final adjustments to forge/kiln burnable materials. Charcoal(3x) and coal dust(2x) burns up faster in the forge or kiln.(balance)(complete)
The Warrior Tribe members will report if "No hostiles are near!" then return to idle "stay" command...upon blowing the horn to defend.(complete)
Some new sound files for the horse, different type sheep, and forge/kiln fire.(complete)
I did not realize I broke the fall damage script a while back...missed parentheses in a script. Fixed. Be more careful climbing off, and jumping off, rocks and trees or you will get hurt.(complete)
The Herbal Garden stops spawning Herbs bug fixed. Missed adding a variable needed in script.(complete)
All Chicken Coop feeds consumption adjusted lower for each tier. Tiers being 0-6 chickens slowest, 6-12 chickens medium, 13+ chickens fastest.(balance)(complete)
When cutting a steak from large red meat, you now get 2 fat from the trimmings, per steak. This sweetens the deal a little, as it was a bad deal when compared to 2 small meat, unless you use it for advanced sandwiches. Fat also being a food, or tinder, and produces oil, it can be vital early on, or when without a cotton source.(balance)(complete)
You can now combo cut more than 1 bone marrow at a time 1/5/10. (complete)
You can now combo cut more than 1 large fish fillet at a time 1/10, the same as large red meat.(complete)
Lanterns continuing to smoke after they burn out, fixed.(complete)
All units, trees, palms, bushes, and plants...have a corona effect when destroyed, like the tree has always had.(complete)
The new corona effects are size specific and color coded to red hostile units, green friendly units, yellow all inanimate objects.(complete)
All natural rocks will drop a small amount of unstacked stones, pebbles, or clay...when destroyed. Amount dependent on size and type.complete)
All wild bushes and wild plants will drop a small amount of unstacked leaves, branches, or starch...when destroyed. Amount dependent on size and type.(complete)
All trees when falling them, has the loot logs unstacked and spread out randomly. You can now visually see how many logs are dropped.(complete)
Bone Pile model was modified into more scattered bones increasing the radius. This helps in retrieving inaccessible bones below terrain or in a tree trunk, and some rocks.(complete)
Hostile fish behavior when hitting them was altered. They will flee and have random ai reactions. This will make standing on the shoreline and exploiting them to approach the shoreline while striking them less effective and less desirable.(complete)
The tall grasses yielding +1 Farming when cutting them down, reduced to a 1 in 3 chance per cut.(balance)(complete)
New Unit: Poison Spider. Green in color, a little larger than the regular spider. Hostile with 0 damage biting but can inflict poison.(complete)
The Redwood Tree beehive spawning hives increased from 6 days to 18 days.(balance)(complete)
To build the BeeKeeper building now requires: Honeycomb and BeesWax, instead of a Beehive. This change is relevant to the populating of bees, and being able to move bees to a new BeeKeeper to expand your colony. Now you can produce honeycomb to build the next keeper instead of waiting to find a beehive, and having no place to keep captive your populating bees.(complete).
When destroying the beekeeper you get back some of the honeycomb and beeswax used in building it. Not a beehive.(complete)
When you find a beehive, the amount of bees that swarm was reduced and spread out 40 extra meters.(balance)(complete)
You can now climb around and stand on boats without sinking through into the water. Rescripted and added dummy object models that replace the unit models when you stop driving them, and visa-versa.(complete)
New Item: Flint Powder-will be used instead of cement powder when making bullets and buckshot. In older days was used to ignite gunpowder in firearms.(complete)
New Combo: Flint Powder=flint + hammer or flint + stone. Needed more uses for accumulating flint.(complete)
Diary edits with new combinations flint powder, bullets, buckshot. (complete)
New model: Shotgun Shell, buckshot. Replaces the bullet model for buckshot.(complete)
The bug when your rucksack is full and you are encumbered with weight, then get stuck, fixed.(complete)
You will need to park the horse much closer to the logging sled in order to attach it.(complete)
The horse had a bug where it accumulates an added "timer" every time you use it with the sled. This causes severe lag over a short time until you dismount from the horse. Fixed!(complete)
All items have been scripted to make sure they drop at your feet anytime your rucksack is to full to hold the said item.(complete)