English Massive Mod

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17.06.08 11:34:26 pm
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Builder2-0
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MM Download has written:
DOWNLOAD (UNSUPPORTED): https://mega.co.nz/#!wMxTQB5b!nAh41XnYKu7yFgNz-CDSO4qgd-5wUfM6UxrWxh43y-0
Changelog has written:
-Fixed fishing rod (there were a few other things broken with it besides the IF statement)
-Added combinations for poison arrows with steel\iron arrows
-Grain + water = undistilled grain water
-Distill undistilled grain water in the distiller to get distilled grain water
-Sugar + water = sugarcane juice
-Find sugar in bamboo!
-Added combinations for fishing hooks from bone\branches\bark
-Alcohol! (unlocked at cooking skill 50) ( )
-Fill normal barrels with juices to ferment them into alcohol
-Make wine out of grape juice!
-Make rum out of sugarcane juice!
-Make wheat beer out of distilled grain water!
-Or, fill barrels with black powder! Yay, explosions.
-Soup pot, to make soup out of your misc food items!
-Soup pot unlocked at cooking 125
-Make unbalanced bowls of soup! ( )
-Bread becomes unlocked at cooking skill 25
-Cooking descriptions updated
-Take down distillers\grills after you've built them. ( )
-Glass making improved (no longer requires hammer)
-You can use a Shark's Liver to get the oil out of it
-Added "The Watchmaker"; a physical object for handling timers within maps
-Removed dozens of items to simplify forging
-Forge updated ( )
-Grill updated! ( )
-Lava forge fixed! ( )
-Animal spawning on:changeday removed.
-"Chef" bonus at cooking skill level 200! (All cooked foods restore slightly more health\hunger\thirst)
-Numerous other script optimizations
-Nearly all item descriptions edited to hint at the combinations possible. This should greatly help new players. If anything is still confusing when you're playing, send me a message about it or post in the forum.
-MM uses the new German source code, with some custom edits. This means it has built-in achievement support.
-New script keys, for alternate keys bound to Attack1 and Attack2.
-New script commands! get_use_xyz (detects where the player is looking), examine (for on:examine events), primary_attack1, primary_attack2, etc...
-Old MM achievements use the new achievement system.


DO NOT EXTRACT THIS OVER AN EXISTING S2 INSTALLATION. Put it in its own folder. Savegames are NOT compatible with the newest version.

DOWNLOAD LINKS:

NOTE: Clean install. This should work on Win7, as I'm using a different S2 exe. This is a self-contained version of MM. Simply extract the zip file, then run Massive_Mod.exe or one of the bat files. DO NOT EXTRACT IT OVER A STRANDED 2 INSTALLATION.

THIS VERSION IS NOT COMPATIBLE WITH OLD SAVES.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
See how it extracts a "mods" folder? Copy it over your "mods" folder so it overwrites the correct files. I hate saying this so many times in such a short time, but you might want to start a new game. One of the bugs (the one that started multiple fall detection timers) isn't easy to fix once it's occurred.

Patch Changes:
Fixed Bugs:
-Meat causing a script error.
-Axe head combination causing a script error.
-Axe & shovel not being a locked combination.
-Moss only spawning one type of mushroom.
-'Hard' random islands spawning trees underwater.
-New 'detectfall' function started on load, causing major FPS loss.
-Other misc errors.

Fixed Exploits:
-Lighting fire without fuel, cooking food before 'fuel' check occurs.
-Filling water containers at water rocks (it doesn't reduce the amount of water in the rock).

New Features:
-When a tool breaks, you randomly get either the forged head (ie; axe head) or the handle (ie; short wooden handle) back.
-Spears cause 'bleeding' status on target. The better the spear (ie; iron vs stone), the more bleeding per second.
-'Pick Up' key, allows you to pick up finished\refined items if they are stuck within the forge or grill.
-New icons make fuels more distinctive. Yellow means it is a fire fuel, orange means it is a fire & forge fuel, red means it is a fuel only for the forge.
-New item 'Pottery Bucket' is used to douse all items at the forge with water, so no more wasting bottles on it.
-Mine map replaced with a better one. This feature will not work if you've already used the mine in your current game.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

New features:
-Forging
-Coral reefs
-Mining
-Fall damage
-Climbing
-Much more!

Major changes:
Lots of things require nails. You make nails in batches (16 nails), just combine 'soft iron' with a hammer.

Most tools require a short or long wooden pole. Make a short\long wooden pole by combining a knife with a log.

Arrows require wooden shafts, combine a knife with a branch. ie; To make wooden arrows: Wood Shaft + Feathers.

Iron tools (axes\shovels\spades to start with) require 25 in forging, at skill level 50 more tools are unlocked. To make iron tools, combine the head (ie; Axe Head) with a short\long wooden pole and nail(s).

Everything made with 'soft iron' usually must be hardened before it's useful. To harden an item, heat it to red hot in the forge, then douse it with water (throw a water container at it). This includes nails.

Spears (*deep breath*) require a long wooden pole + stone. This is very weak compared to the spear you are used to. For a stronger spear, combine the long wooden pole + iron spearhead (always buildable) + nail. Yes, spears have been majorly nerfed. They are still stronger than arrows though.

A quick walkthrough to get you started on building your first batch of iron spears:
1. After building campfire, find an empty water rock. Build a forge shelter on it.
2. Finish construction, hit water rock with hammer, tada, a forge.
3. Find x2 iron ore. Throw some charcoal in the forge. Light it with the flint. Throw the iron ore on top of the coals or the anvil.
4. Wait for the iron ore to turn red then remove any charcoal in the forge. Let the fire burn out, wait for the iron ore to turn silver and sparkly.
5. Pick up 1st iron ore, combine with hammer and select "Batch of Iron Spearheads (x3)"
6. Pick up 2nd iron ore, combine with hammer and select "Batch of Iron Nails (x16)"
7. Put charcoal back in forge, relight, throw the batch of iron spearheads and batch of iron nails onto the coals\anvil.
8. Wait for them to get red hot. Throw water container at them. Pick up spearheads and iron nails.
9. Find log. Combine with knife. Make long wooden handle.
10. Combine long wooden handle + iron spearhead + nail.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

I would recommend starting a new game for this version. Lots of changes. Should be really different game play.

Credits to...
Ominus (for the tool models and his cave set)
Mc Leaf (cave models)
aletes for his treehouses.
HudaJan for various models
Jimi Hendrix for his whale model
Maenardil for coral reef models from VC & I used his falldamage script as a base to make my own
& thanks to many others for models donated to MM!


This one is installed differently than all the other versions. Simply extract the zip file, then run "Massive Mod.bat". DO NOT EXTRACT IT OVER A STRANDED 2 INSTALLATION.

Bugs, comments, criticism, ect. As always, post it here. Or email me. Or add me on Steam. Contact info is in the readme.

-Builder
edited 65×, last 18.11.14 06:24:20 am
18.06.08 04:18:48 am
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MrCowThing
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Nice to see your fixing Massive Mod.
18.06.08 11:29:22 pm
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Builder2-0
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Yep. Well, I've taken a look at things and after solving a few differences between skillinfo's and minor scripts, am now into the "meat" of the process. And oh joy, the main area of "lawlwut?" is definitely because of the changes in building organization. And ID changes.

I love WinMerge. Makes this a thousand times easier.

-Builder
18.06.08 11:38:34 pm
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Mc Leaf
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Builder2-0 has written:
I love WinMerge. Makes this a thousand times easier.

Try Total Commander instead... (actual a file manager, but with much better functions than win merge - for example comparing hole directories)
user DC has written:
I'm actually working on Stranded III now with highest priority even though I said that I planned to release the next CC update first.
19.06.08 12:36:03 am
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Builder2-0
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The version of WinMerge I'm using has that as well, along with a great deal of other useful features (such "file-by-file" changes and comparisons), right now I've managed to identify all the differences between the "Stranded II" folders for my mod, and for Stranded 1.0001 or whatever. But thanks, I'll keep that in mind and try it eventually.

I've managed to narrow down the main conflicts to these files:

buildings.inf (Primary Main Issue)
objects_buildings.inf (Second Main Issue)
game.inf (due to changes in building ID's and structures)
items_tools.inf (not that big of a change really, just time consuming even with WinMerge)
units.inf

The other files have been fixed, and this way none of DC's changes\fixes have been overwritten.

So, in a few hours (unless I get caught up in a game of Civ4-Beyond The Sword or the Spore Creature Editor), Massive Mod 2.0, v.01 will be released for Stranded II "Gold".

-Builder
19.06.08 01:35:43 am
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Colonel.Shemp
Nice to see your back builder2-0! If you need help I might just be able to do that. Im currently working on my new mod (realism mod GOLD), and im doing it right through summer school too. School really eats up your time
19.06.08 03:36:13 am
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Builder2-0
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...and DONE. No release yet though, do to a small and annoying error that I can't seem to find the cause of. For some reason the "Storage" will not actually show up even when it should be unlocked. Even when I removed the "lock all buildings" function on start it still was not available, and there is nothing wrong with it's entry\group\ect. But it'll likely be fixed soon enough, probably just a stupid mistake.

-Builder
19.06.08 03:43:14 am
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Colonel-Shemp
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I hate when something like that happens. It tends to be a stupid mistake anyways...Oh and builder, good job on getting the massive mod back
19.06.08 04:08:36 am
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Mc Leaf
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Builder2-0 has written:
...and DONE. No release yet though, do to a small and annoying error that I can't seem to find the cause of. For some reason the "Storage" will not actually show up even when it should be unlocked. Even when I removed the "lock all buildings" function on start it still was not available, and there is nothing wrong with it's entry\group\ect. But it'll likely be fixed soon enough, probably just a stupid mistake.

-Builder

I guess there appears some message like "you aren't able to build anything"... I remember that 'mistake' while making my mod compatible to the s2-version 1.0.0.1. Wait...

I think you'll have to put a line like
Code:
1
group=building

or

Code:
1
group=production

or something else in the buildings.inf. That should solve the problem.
user DC has written:
I'm actually working on Stranded III now with highest priority even though I said that I planned to release the next CC update first.
19.06.08 04:17:10 am
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Builder2-0
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Mc Leaf has written:
Builder2-0 has written:
...and DONE. No release yet though, do to a small and annoying error that I can't seem to find the cause of. For some reason the "Storage" will not actually show up even when it should be unlocked. Even when I removed the "lock all buildings" function on start it still was not available, and there is nothing wrong with it's entry\group\ect. But it'll likely be fixed soon enough, probably just a stupid mistake.

-Builder

I guess there appears some message like "you aren't able to build anything"... I remember that 'mistake' while making my mod compatible to the s2-version 1.0.0.1. Wait...

I think you'll have to put a line like
Code:
1
group=building

or

Code:
1
group=production

or something else in the buildings.inf. That should solve the problem.

That would be a great idea had I not said...
Quote:
and there is nothing wrong with it's entry\group\ect.



The answer still evades me. I've installed a clean version of Stranded II, confirmed it worked, and then compared the object_building.inf\building.inf entries for the Storage and they are the exact same. Furthermore, I've double checked\twiple-checked that it's been set to "unlock". But what is reallly bugging me, even when I went into game.inf and removed the "lockallbuildings" it was STILL not unlocked.

Eh, I'll get it eventually.

-Builder
19.06.08 04:19:59 am
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Colonel-Shemp
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Does it work if it's one of the starting buildings? I had a problem like that, but oddly, when I made it the starting buildings, and switched it back, it worked...
19.06.08 04:31:55 am
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Builder2-0
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Tried that already as well.

-Builder
19.06.08 04:53:27 am
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Colonel-Shemp
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Was worth a shot
19.06.08 05:05:34 am
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Mc Leaf
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Hmpf... upload your stuff, I check it (if you do this the next minutes - 'cause I'm going to sleep soon)

Did you already recognized the different between the groups.inf between the old and new version...?

There are additional lines
Code:
1
2
3
4
5
building=building,building
building=storage,storage
building=production,production
building=vehicle,vehicles
building=misc,misc

(extracted from german version and free translated)

We're talking about problems with the buildings (lock/unlock), right?
user DC has written:
I'm actually working on Stranded III now with highest priority even though I said that I planned to release the next CC update first.
19.06.08 05:32:14 am
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Builder2-0
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Yes, I saw all that. I'm starting to think something else is broken, and this is completely unrelated but connected.

-Builder
19.06.08 05:37:14 am
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Mc Leaf
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Builder2-0 has written:
Yes, I saw all that. I'm starting to think something else is broken, and this is completely unrelated but connected.

Can't be. I had similar problems and solved it too.
user DC has written:
I'm actually working on Stranded III now with highest priority even though I said that I planned to release the next CC update first.
19.06.08 06:40:09 am
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Builder2-0
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Mc Leaf has written:
Builder2-0 has written:
Yes, I saw all that. I'm starting to think something else is broken, and this is completely unrelated but connected.

Can't be. I had similar problems and solved it too.

I didn't say it wasn't fixable, I said I thought the problem was unrelated. I've had problems similar to this before in other projects. IE: A piece of weapon code not working, then I find a bug in some NPC code, fix it, and suddenly the weapon code works.

The problem is finding the bug.

-Builder
19.06.08 01:35:04 pm
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top_snille
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hi how do i use the rope oh sorry if i put this in the wrong place.
Remeber remember the 5th of november
19.06.08 03:38:21 pm
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Bloodshot
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Rope? There is no rope in massive mod. I think you are useing the "My Stranded" mod, that includes massive mod items. Anyway, it is going to be useful, but right now, it can only used to make a pully.
Spoiler >
It is better to fail and then succeed than to succeed in the first place IMG:http://i420.photobucket.com/albums/pp281/L31ch3/Userbars/Strandedgamerub.png
19.06.08 07:56:12 pm
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top_snille
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ok ty
when i download massive mod i dosent work why?





edited 1×, last 20.06.08 11:32:35 am
Remeber remember the 5th of november
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