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Englisch Massive Mod

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alt Re: Massive Mod

JadeStone
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This is epic i have some ideas for it also:

Fryable Mushrooms:
Just as its said.

Digging:
If you dig it makes the ground go down in that exact area.

Cleanlyness:
after days go by you start to smell and after a long time your guy randomly passes out from the smell if you wait to long to get clean. get clean by building a shower or somthing like that or walk into the water you get cleaner but not clean but if you are in the shower it completley cleans you.

Roaming Packs:
Some animals go in packs and roam out of the normal areas they walk if alone.

Poison Dipping:
All weapons should beable to be dipped in poison and
now the weapon poisons other units.

Cooking:
depending on your cooking level you should beable to burn the food if you have max cooking you have 95% chance of not burning it and when you have non you have a 20% chance of not burning it.

Alchemy:
This is going to need a unit for it i know the models are screwed up so i think you should just use the native cheif model. Ok so you talk to the new unit and you automatically get to level 1 Alchemy he says to you Would you like to learn alchemy or trade? he trades some new potions and some of the old ones but not all of them and if you want to learn from him he asks what do you want to learn potions or spells. you can do both but one at a time when you ask to learn spells he says get me 2 rocks and some meat (he wants big meat) when you go to him he asks what spell do you want to learn theres 30 spells and some of them require higher levels it requires 5 alchemy for the first 3 spells and after that they get higher you need rocks and meat because he draws with the blood from the meat symbols on the rocks and the rocks glow from the symbols and gives em back to you
by combining certain rocks if the combination is unlocked
you can cast a spell at the nearest enemy that you can see.

The Sea:
When using water(not the item) there should be an option list with 2 diffrent things 1 drink water and 2 gather water and if you gather salt water and use it near fire it boils and you can seperate the salt from the water and you get salt and water items, i made some of the scripts for you for that one of them dont work i dont know why but i would imagine its easy to fix but i tested all the other stuff and it works.
Script:
Spoiler >

Items:
Spoiler >

Water.txt
Spoiler >

alt Re: Massive Mod

Spicy Night Owl
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Lots of ideas.

Items: Oats. With oats you could make like a simple oatmeal.

Food wrapped in leaves. You can cook meats when they are wrapped in leaves and it wont burn, you wont get sick, but it becomes watered down so it cures thirst more than hunger.

Tobacco. It can be rolled into cigarettes or chewed.

Pumpkins. Can be made into lanterns, pumpkin seeds, bread, and orange dye.

Hand axe. Can be used to chop logs into branches, canoes, and bark.

Hand hammer. Can be used to shape flint into tools.

Fish spear. Can be used to spear fish and sharks.

Fish net. Can be used like handheld bownets to catch multiple fish.

Grindstone. Can be used to grind grains but uses less grains and hemp into fine hemp which should be used to make a joint not the whole leaf.

Fishing hook. Higher chance of catching fish.

Boiled Water. Can be used to make tea.

Tea leaves. Can be used to make tea.

Bow drill. High chance of making fire.

Combinations: Food wrapped in leaves - leaves + food

Cigarettes - leaves + tobacco or paper + tobacco

Pumpkin lantern - torch + pumpkin

Pumpkin Dough - pumpkin + dough

Orange dye - pumpkin + rock

Hand hammer - hammer + rock

Hand axe - hand hammer + flint

Fish spear - tooth + branch

Fish net - cord (20) + branch (2)

Grindstone - iron + rock

Fish hook - iron + hammer

Boiled Water - water used near fire

Tea - boiled water + tea leaves

Bow drill - bow + branch

Objects: Cave. Can be used as shelter.

Big shelter. Fire can be made inside.

alt Re: Massive Mod

Builder2-0
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I've been working on some of the suggestions (paints, cooking food on a stick, ect), along with some other ideas that I've had.

Work has slowed a bit due to the release of Torchlight, I've been playing a lot of it.

alt Re: Massive Mod

horus
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Update the file with every combination in it... that'd be awesome and probably shouldn't take too long.

Perhaps a buildable bike (I'm sure I saw one in the editor) would be good, too. You could make it so that it takes more energy but is faster than walking. You may get from point A to point B faster than if you had walked, but it would take more energy as well. That way, it's a little more balanced.

*More* updates for skills, so that the game doesn't get boring after you've reached level 500 of everything. Perhaps a "Perfection" at level 999 or whatever the max is. A gradual cookbook [which reminds me, that and the diary could be improved with more paper. less paper means fewer recipes or diary entries, perhaps?] that would increase in a few recipes every ten or twenty levels, starting with frying meat, then frying meat on a stick, then making bread, different kinds of breads, soup, shark fin soup, etc. Perfection for lumbering could be like... five hits with an axe to fell any tree. Perfection for planting could be five nights for something to fully grow. Things like that.

Perhaps a distillation skill could be implemented. Basically separating water from salt in the ocean water, with each couple levels yielding more water and less salt.

alt Re: Massive Mod

Vibhor
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Real hunting?
like you have to drag the dead body of animal in your camp near campfire and then have to cut off limbs and then eat them
one limb = 3 meat pieces
only for a lion
raptors should not give more meat than lions as lion is bigger and ..... meatier?
or you could make cutting stuff a minigame?

alt Re: Massive Mod

TheJerk
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Builder2-0 hat geschrieben
I've been working on some of the suggestions (paints, cooking food on a stick, ect), along with some other ideas that I've had.

Work has slowed a bit due to the release of Torchlight, I've been playing a lot of it.


How is that game? I've been thinking about trying it out.

alt Re: Massive Mod

Builder2-0
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New version might be ready later today. No promises though.

EDIT: Apparently this was post 666. Put on your tinfoil hats?

alt Re: Massive Mod

Vibhor
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xeNium hat geschrieben
I've heard of animal breeding.
What? How?


Get two sheeps or lions together and then wait for a day
Batabing - batabam
you are done
you will get a new sheep

alt Re: Massive Mod

Crazyx
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Vibhor hat geschrieben
xeNium hat geschrieben
I've heard of animal breeding.
What? How?


Get two sheeps or lions together and then wait for a day
Batabing - batabam
you are done
you will get a new sheep


Hmmm...
If I play in a Random Map, big one with lots of animals, they breed and then a new one is born - how? They do it themselves or I need to do anything? Where their "sons" born?

alt Temperature Stat

Will
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I think there should be a temperature Stat along on your stat bar. In Deserts you have to find some way to keep cool and in the arctic you have to keep warm. Also funny idea, when you freeze to death it should display a funny message like: You are now a frozen cubical, suck on that! lol

alt Re: Massive Mod

Builder2-0
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Will hat geschrieben
I think there should be a temperature Stat along on your stat bar. In Deserts you have to find some way to keep cool and in the arctic you have to keep warm. Also funny idea, when you freeze to death it should display a funny message like: You are now a frozen cubical, suck on that! lol

I considered adding temperature but decided against it. How many times have you played on a desert map? Or in the arctic?

alt Re: Massive Mod

Knightshadow
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Builder2-0, thanks for your continual support and updates. Your'e Awesome!

I have been playing for about a month now, when I get the chance. I have tried (on the original, no mods) to build everything, live as long as possible, the whole nine yards. One thing I've noticed is that once you have started a game and set up a shelter, fire, well, etc, the animal population seems to drastically drop, especially the Lions. Is this intentional?

If not I was thinking, we have the ability to create habitats for many creatures, kiwis, monkeys, butterflies. My question is, would it be possible to give characters the ability to create Lion feeding slabs. Maybe like placing some bones and small meet on a random stone to re-spawn lions every day. Something similar could be done for Raptors, like leaving meat, claws, and teeth at a random stone for raptor re-spawning.

Just a thought - let me know what you think!

alt Building?

Lar5
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I get a message while trying to build, it says i dont know how to build.... how do i do it?

Btw, where do i put the pach things?

alt Re: Massive Mod

Builder2-0
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Lar5 hat geschrieben
I get a message while trying to build, it says i dont know how to build.... how do i do it?

Btw, where do i put the pach things?

Sounds like you've got a really old version. Do a clean install. Delete your old S2 (back up save files and maps though), reinstall S2, install the latest MM (on page 32). Then install the patches by replacing the files in the sys/ folder with them. File path should be "mods/Massive Mod/sys/"

Knightshadow hat geschrieben
One thing I've noticed is that once you have started a game and set up a shelter, fire, well, etc, the animal population seems to drastically drop, especially the Lions. Is this intentional?

If not I was thinking, we have the ability to create habitats for many creatures, kiwis, monkeys, butterflies. My question is, would it be possible to give characters the ability to create Lion feeding slabs. Maybe like placing some bones and small meet on a random stone to re-spawn lions every day. Something similar could be done for Raptors, like leaving meat, claws, and teeth at a random stone for raptor re-spawning.

I'm assuming that the population is 'drastically dropping' because you've killed a considerable amount of animals while setting up your fort. If there are not enough animal spawns on the map that could cause a problem. It's not intentional, it's just a side-effect of how animal population is dealt with. I'll see if I can find a way to keep the population higher.

Second, it's possible and easy to do. I just never thought anyone would *want* to make more lions. Then again if you've got enough spears, lions are pretty much the best source for food and material.

alt Re: Massive Mod

horus
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I just find it boring after a while, so making extra lion or raptor spawns would be real fun.

And I was wondering: does charcoal have any use? And is it only made from bark being burnt or everything?

alt Re: Massive Mod

bezmolvie
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Gunpowder, I think, but that is from the older version. I'm not sure if it still presists

alt Re: Massive Mod

Knightshadow
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Bloodshot hat geschrieben
Gunpowder, I think, but that is from the older version. I'm not sure if it still presists


Gunpowder still works, you just need charcoal, sulfur (found from mining black rocks), and potassium nitrate (found from mining brown rocks).

I haven't quite figured out how to make the black powder keg at this point though.
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