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English TheSurvivalist:Christmas Update 12-24-19

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old New Update: Player is "wet" - lag breakthough

JasJack67
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New update posted! 12-14-15 Download from the top of page 1 or any of my signatures as usual. Here is the changelog for this update..."saves are compatible, copy/paste them into the /mods/saves folder.

More >


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Another major breakthrough in script. I have managed to create a mathematical algorithm that does away with 100% of the "tick-lag" script that causes that tick-lag every 2-3 seconds completely eliminating it. It also makes the SPEED of the player sensitive to even a pebble's weight of 50grams.

Best I illustrate with a photo:
IMG:https://www.mediafire.com/convkey/674b/t2gwyhcke6ojdiu6g.jpg


as you can see picking up 1 feather your start Speed is 1.0 and is not yet affected by the weight.(feather=1gram)

When you pick up a pebble you see your speed is decreased to 0.999...and then picking up another pebble it drops to 0.998 and so on.

This means speed is affected by every 50 grams you pick up now...instead of only having 5 "thresholds" between 8500 grams and 15,000 grams as it currently is. Currently you can pick up a ton of stuff without affecting speed, until you break a threshold...but no longer.

I am happy to report, this mathematical algorithm does away with that 2-3 seconds tick-lag script. It also accounts for increasing your speed when you level up, and decreasing it when your wet, got frostbite, or a fracture.

P.S This will likely be the last update until New Years Day 2016.
edited 17×, last 14.12.15 02:39:44 am

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

Aedolaws
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1) Dude, you rock. Great leap for the game. Textbook ex. of killing 2 birds with 1 stone.

2) Re Snares. I am still testing.

3) Re wet clothes. Good addition. Looking forward to test it. I love anything that has to do with the weather/meteorology. I think clothing/shoes + meteorology line is a gold mine.

4) Re bottles/hooks and skill levels: current doubled cost is actually fine. The issue is actually a different one: I would consider altering the skill tree levels for all skills.

Current: 75, 150, 250, 350, 500, 1000

Consider instead: 25, 100, 300, 600, 1000, 1500

*** I think this would be especially helpful to get to the first level quickly, thus unlocking buildings faster without having to overkill on hooks, bottles, nails, etc, BUT also will make it harder to get to the last level.

5) Re Nests are way too sturdy (3000). Would consider slashing down to 300 at most.

6) Re autosave I am not sure why you disabled it, I think that is a great feature. If anything, disable manual save on hard mode.

7) Re cravings: they should be a permanent feature, but each lasting less. So anywhere from a few hours to a couple of days max. But almost one after another.

Give a thought to extending year + slow down fruits/cotton/sheep/milk etc procreation. Maybe speed up time by 10%.

9) Did you add a fish attractor? Could not figure out how to build it.

===

Great version man.
edited 19×, last 19.12.15 01:14:04 am

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

JasJack67
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Hi Aedolaws,
I am looking into extending the game hour from 30 seconds to 60 seconds. This would double the length of a 24 day ingame. This would make a month last alot longer and a season even compounding more so. Only I have to figure out a way to so it that does not cause another "tick".

I plan to add a few more clay items soon, so I will re-adjust the requirements then.

Yes the fish attractor is in and working. Once unlocked at the higher fishing skill:
FISH ATTRACTOR=net+cord+bamboo+sm.rawfish.

I will probably add the auto-save back to only sleeping past midnight...where the largest game update happens, so it is not so intrusive and erratic, during a sleep. I am working on it. to be a smoother transition.

The cravings work like in real life...if you are eating a variety of stuff those "stuff" you do not crave...it is only a crave when you do not eat of a type....then you crave it. If you eat from all 12 type you do not even get a crave...but then you are also doing things ingame that yield all types...that was the purpose of cravings,,,before, I could just eat fish and live forever. Or just eat meat and not farm a thing...an so on. It encourages the player to do stuff in the game, even if it is to just experience that action/process.

I may be late for an New Years update, I ran out of time and have to work some over-time at my real job for this week. Will see what I can get done by then though...also, I added you to the ingame credits in another location for all your contribution ideas and such...thanks again, and merry Christmas bro!
edited 2×, last 21.12.15 05:59:36 am

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

Aedolaws
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He he, thanks m8. But I explained myself poorly.

1) Time. I meant to say the opposite:

a) you should shorten the game hour. Say by 10 or 20%, thus speeding up day progression.

b) Then add 1, 2 or 3 weeks to each "season."

The idea is to increase the year, from 120 to ideally 365. However, I imagine that drastically increasing the year length might be hard to accomplish (at least in once swift change) as days/night might appear to go by too quickly AND the seasons might prove too long (winter). But I have hope.

c) Then, you probably have to adjust the rate at which fruits, animals, etc procreate.

2) re fish attractor. Sweet. But I think you might have to check the skill tree description, I think it has it at L4.

3) Cravings.

Cravings was a creative solution to the lack of food decay. It is a very efficient external stimuli that pushes the player to maintain variety of food in storage, rather than to stock up on any given combo (i.e. fish and water). It is also an incentive to play a more varied game, and not get stuck in the same routines. Brilliant!

Nevertheless, my experience playing this last version was that more often than not simple cravings lasted for too long/too often, i.e. white meat. And I also noticed that between cravings sometimes there are gaps of days.

So I only meant to suggest that you should reduce those long gaps between cravings, and you should adjust the length that any given craving may last at random, i.e. from a common 2 hour craving (i.e., cooked meat/fish or cheap rum) to a very rare 2 days super craving (i.e., brisket and very well aged wine [smoked "prime" meat {only from sheep, lions, bears and deer}]) -- he he, mentioned already: new building "smokehouse" for all meats/fish. Any more than two days is pushing it, at least the first year (unless you want to go with multiple cravings, etc).

This would result in more cravings = challenge. And you can get very creative!
edited 14×, last 24.12.15 03:20:40 am

old Problem with performance

g-ryznar
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Hello everyone, especially you JasJack67.
When I was playing last time in the newest version I've observed strange thing. When I started, initially everything was ok. I was playing on the max details (only view range on medium), cause my device is fairly strong on this game (W7 64bit, GT 630M - sth. like GT 520, i5 2450M 2.5 GHz). After a one day in game (or something like that) framerate started falling down to unplayable ~15fr/s or worse. The most interesting is the fact, that after leaving to desktop and started again, the situation has repeated. I think that can be connected with resources management. Have you got any solution? That's funny, that game from 2007 creates such a problems...

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

Aedolaws
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We have been over this before a couple of times, but I know you have learnt this coding wizardry inside out the past 3 years.

No way for food decay?

===

Also, give a thought to messing around with the "nights' light/visibility." I figured that each month and/or season should have a lunar cycle. So there should be a progression of increasing/decreasing visibility at night each month and/or season. This could be especially helpful if you decide to go ahead with a full year. SO some nights we can actually walk around, some it would be absolute darkness.

I keep referencing weeks/seasons because that is how I save my games, day 1 to 7, and week 1, 2, 3... and by season (currently every 30 days).
edited 5×, last 24.12.15 03:14:32 am

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

g-ryznar
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The same problem with performance on medium settings, but the impact is less noticeable...

Referring to Aedolaws's proposals I think that 365 days in a year cycle is a good idea, but shortenning day is much worse, because at the beginning ,when we are on the island with restricted food resources it is a big problem, to survive and the night doesn't help to much...

Edit: There is a bug with text saying about ignitable tinder, when it is added to campfire and it is impossible to make a fire...
edited 3×, last 25.12.15 06:08:13 pm

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

JasJack67
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Edit: There is a bug with text saying about ignitable tinder, when it is added to campfire and it is impossible to make a fire...


No i just tested it again. There is no bug...your probably "wet" so you only have 10% chance to make fire with bark/branch. You will dry out in 7-8 game hours if you do not get wet AGAIN.

I just built a fire even when I am wet...when I swam ashore starting a new game. I did not put tinder in 2 times and got the message, then I put tinder in and I got fire on my 5th try.

As for your performance, DO NOT TURN UP WATER DETAILin the options, keep it LOW. It is the biggest performance killer next to VIEW DISTANCE.

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No way for food decay?

I will think about this some more. The problem is: every time you drop/pickup an item, a NEW item is created each time. So there is no way to attach a timer to it, or keep a count of it INDIVIDUALLY...as you "stack" identical items into 1 slot. Also, when putting something in a storage or taking it out, it is again re-creating the same "new" item each time. You would have to have hundreds of meat models, each with it's own ID# so each one could be accounted for and timer set to it...and even some limit would have to be reached...like say if you have 100 small meat then no more meat can appear from animals, and this leads in to re-scripting everything having to do with small meat(and then the same for every item that is suppose to spoil) I will think on it, but I do see how to do it.
edited 2×, last 26.12.15 09:49:16 am

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

JasJack67
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ok i checked your save. The problem is the campfire you built right next to it has no tinder. You need to stand on the farthest side away from that campfire...or add a tinder to that campfire also.

Your picking up the range of that campfire next to it...I may be able to lower that range a bit for next update, or you could build them a bit further apart. Or, simply add tinder to both.

good find, I guess we can call that a bug

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

g-ryznar
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I think that something is wrong with arrows. I tried to hunt on second hunting level and 8 time per 9 after shooting they can be retrieved (it is possible that I haven't find 9th). I have checked it on steel arrows (from bowman). That's strange...

Edit: It is possible to unload staff from klin oven? I hasn't lit it and now is blocked. Can I repair it in any way?
edited 2×, last 27.12.15 09:35:57 pm

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

lardiwarrior
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I just registered to say, I love your work, I have been following it since the other mod stopped updating, for quite a long time, though, I do have a problem, I just started a save on the new build, and the character walk speed is slow, like, really slow, to get to a tree or resource like 5 foot away it takes me like 12 seconds to walk to it like if I was crippled, this is in a new save with no junk in my inventory. I dont remember walking so slow on other builds when I started, also when I toggle sprint the game lags alot still and its really annoying, just wanted to let you know.

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

JasJack67
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hey guys,

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g-
starting out, your arrows break when shooting them, yes. This is because you are making arrows from branches by hand. As you get better at making arrows they begin to break less often. It is the same with spears too. As you level up they break less.

Also, all arrows shot by natives break/despawn on impact too.


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lard
Hey thank you for stopping in and giving feedback.
I know the new tweaks still need to be fine-tuned. I will be tweaking things as I test play...couple things to note:

1) If you start from being wet in the water when swimming ashore, being "wet" reduces your speed overall by -0.2

2) Added weight from items you carry reduce speed by -0.01 for ever 50 grams carried.

3) Currently, when starting out...if your dry the base speed is 1.1 so being wet brings it down to 0.9

4) On the first day (now) you are quit slow because you just swam ashore from a wreckage and you would be pretty slow and need some time to regain energy..."to catch your breath" so-to-speak.

5) You can dry off by building a fire straight away, or you will dry off automatically over 7-8 game hours.

So in a nutshell...build a fire if your wet at the start...and do not get wet if you can avoid it. Being wet can lead to hypothermia in real life, so it is now important ingame effecting you by a speed reduction penalty. After 7-8 hours or faster if you build a fire your base speed increases to 1.1 and it is much faster then 0.9.

Though it may not seem like much 0.1 is a big difference in speed.

As you level up ingame your speed dramatically increases as long as you manage your carrying weight. Starting off wet is a big change I know...but it can be overcome soon enough.

Lastly...and VERY important...I changed the jades for running which you may have over-looked because you have played a long time and do not run much because it made your bars go up quickly. This means you can now RUN more without your bars going up fast. I think it will balance out and make more sense once you play it like this for a while. Don't be afraid to run some, as it is not as costly on bars as before.

Thank you for posting. I will be tweaking things as I finish up the mod so nothing is permanent...Maybe I will tweak the "wet" jade from -0.2 to -0.1 and give more of an edge at the start. (then you'd be at 1.0 if starting wet instead of 0.9)

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

lardiwarrior
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I started out of the water so being wet is not an issue, does starting give you like a speed penalty or something? I have no things in me and the walk speed is a joke. Getting to a good settlement or resources this way is just a death sentence.

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

g-ryznar
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g-
starting out, your arrows break when shooting them, yes. This is because you are making arrows from branches by hand. As you get better at making arrows they begin to break less often. It is the same with spears too. As you level up they break less.

Also, all arrows shot by natives break/despawn on impact too.


I know about it and that's not a problem. Problem is, as I pointed before, that they are broken too rare (chance to remain ~80%). According to the diary chance on remain the impact should be low on level lower than 4 and much higher on 4.
I think that's the same with other ammo, but I'm not sure.

And small sugestion: It would be nice if the arrows and spears after succesful hit in alive object (human or animal) and survival will remain in it (in equipment, blocked to use by bowman, if he was target) and not bounce from it (I hope that you see it).

This mod is very challenging, rewarding and addictive. Great work, thank you for it.

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

JasJack67
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g-
hmm...I will check the level up and make sure the arrows break incrementally as intended. Thank you. I will look into making arrows "stick in" units...might be able to figure out a way to over come the actual model when it changes...as when the unit dies the model it's self is changed to a dead model...so I would have to script it some way to detect that an arrow or spear (etc.) was the killing mechanism and have one spawn in the unit flesh. Idk, will check it out.


Ladi
So what exactly is your start speed? If not wet it should be 1.1? no? Did you see where I wrote you can RUN more now without affecting bars "as much" as before? So run when you feel you need more speed.

Also a couple other notes:

1) The first day starts at 6am now giving 3 extra hours before dark to do stuff, this also should help balance being slower at start.(finding a settlement/resources)

2) Drinking a bottle of water dehydrates 3 times more than before...so you won't struggle with thirst as much even being slower. You can get water from several ways listed in the diary (drink 1 vine at a time, simply eat leaves, crush vines for a whole bottle, crush leaves for a whole bottle) and always remember some foods can be eaten to reduce the thirst bar even though they reduce hunger too. Like slime or fat for instance.
edited 2×, last 29.12.15 02:52:36 pm

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

g-ryznar
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I think that skill balance isn't good, because in some skills there is to hard to upgrade (not to mention about mastering). For example forging and pottery, where it requires to do a lot of items, where more of them will be useless. On the other hand hunting is to easy, because killing bowman (25 exp), taking him a long bow and steel arrows and killing others bowmans gives big skill progress, but the benfits aren't very worthwile (any special objects unlocked). I think that advanced weapons should require some hunting skill to use (not to produce cause pirate has it to sell and it is possible to take a long bow from a bowman). On first level should be available only slingshot and simple bow and some basic melee weapons.
Of course some skills are still needing adding special objects on next level (especially mastery).

The compass is bugged, because despite the fact that it isn't available in my inventory from the beginning it is visble. Maybe it is connected with hard level (I play on normal). If yes, sorry...

Seasons: I think that good idea (and not to hard to implement) will be adding new climats to the islands (e.g. equatorial climate, where is the rainy season (very big chance on long and intense rain) and a dry season) possible to chose on the game beginnig which differentiate fauna and flora. This will be much more realistic (now lions live and banana grow in temperate climate which is strange). Of course I think that will be much harder to live on some islands, but it will be add some bonuses (don't have idea which exactly).

Grenade.. This in only one modern item and doesn't suit to much to other things which are from period which is very close to Robinson Cruzoe's times.

What do you think?
edited 4×, last 31.12.15 12:03:03 am

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

JasJack67
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hey g-

Good feedback. I agree with most of it. I will be late posting the next update after New Years because I want to do some tweaks in the fields you speak of. Mainly balancing skills from the start and unlocking builds incrementally.

One example of my thinking is reducing 16 iron nails per iron nugget to like 6. They are used for most buildings and crafting things...this would make more sense and useful when making many...all while raising skill.

I want so somehow reduce the amount of time spent on beating objects, and more time spent on crafting an item.

An example of that would be to go through all items that you craft and increase the "progress bar" dramatically. In fact, I may over-ride the current progress bar and make one that allows you to move while something is being crafted...and when you combine items to make something, the "new" item appears on the ground in from of you...then you have to use a tool on it repeatedly until the progress bars fills up...which then the new item can be taken possession of.

so less time gathering and more time crafting. Other things too...like the bowman...your absolutely right about taking bows and arrows from them early on.

Yes the compass is only craftable on hard-mode...normal and easy have the compass on-screen. There are also hostile units on hard-mode that are not on normal or easy. Like sharks, piranha, expert bowman, and increased hostile event/animals.

As for weather, I know what ya mean, but I will probably stay with 4 seasons, keeping winter just for the challenge and diversity. I would only make the change if I could get a member to set up an OPTION in the start menu to let a player choose from 2 setups...1 with 4 season as is, OR 1 with 2 seasons wet/dry...then I would separate the animals accordingly...but that would mean they need to change the hard-code and then re-compile the .exe with Blitz.,,that I have not figured out how to do yet.

Thanks for the feedback!
edited 1×, last 31.12.15 04:25:26 am

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

g-ryznar
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JJ: I think, that idea with nails is great. Maybe it will be good reduce more to 5 or 4?
Pottery, the same problem as with forging...

I want to see your idea with prograss bar in crafting, cause I think that the way you follow is good and I hope that it will work.

And what do you think about connecting advanced weapons with hunting skills?

And some other ideas:

1) Making creating buildings more realistic: I think that now is quite strange that some structures require so little materials. For example: hut - now it requires only 7 logs and 10 nails (sic!) Look at the mode suggest that it should requires sth about 35 logs, MUCH more nails and other staff.
That will solve the problem with unnecessary components crafting only for skills. Moreover buildings will be now much more demanding reward. Of course, it is connected with change amount of logs which drop from tree. I think that they should be much more connected with tree volume (for example palm tree = 3 logs).

2) It is strange that our hero crafts everything first time. I think that introducing chance to make sth successful should solve the problem. Of course when thing is more advanced, the chance is lower. And maybe new skill "crafting" which unlocks advanced constructions and increases the chance?

3) Some ideas to improve skills. I think that significant
activities should give more. For example:
- minning: extraction pebble should give 0 exp, stone +1, flint +2, special object (iron, gold, etc.) +5
- prospecting: pebble 0, stone +1, worm +3, iron, gold etc +5
- fishing: catching nothing 0, shell, branch +1, common fish, turtle +3, special fish like rainbow fish +5
I hope that idea is clear.

What do you think?
edited 1×, last 05.01.16 04:23:14 pm

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

JasJack67
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Heya g-
Great ideas! I will consider those things as I tweak the mod for next update. I still have to play through some seasons before committing to any changes. I just have to find the time to play and experience the inconsistencies and see what makes the most sense, and fun!

Thank you much for your feedback! Sorry for this next update being very late for download. I have only had play time, and have not made any update entries as of late.
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