Hey, I'm the mod's creator! Really excited to see you dipping into this and flattered to see a content creator I've watched over the months give it a look. I've played so much CDDA over the years and I basically just wanted a breath of fresh air, something to mix up the formula. To address some of your questions and comments: *There are no NPCs or pre-constructed buildings on the island. NPCs you can bring home may be added soon, as coding allows. Less confirmed but I hope there will be a way to make "deployable" buildings that work like tents, but that isn't possible just yet. My advice is to set construction time to 2x or even 4x and build a little shack for yourself to start. It's intended to be something of a long-term mod so you can make farms, power setups, etc. up there. I wouldn't mind a richer Tarkov-like NPC system with currencies, quests, facility upgrade packages, etc. but the game really doesn't support all that and to create something that deep and complex would require a ton of code, not to mention a lot of time spent balancing the economy in a game that has lots of trouble with that already, so the focus is instead on a mostly vanilla experience of doing it yourself. *A very recent mod update in the main repo added new ways to bring items home, and also introduced a visual UI element demonstrating how much time (in warp pulses) you have left earthside. Might be worth updating your version but I know from experience that can be a hassle. *Currently, every expedition sends you down to a random spot in a massive radius. Ideally, I want to totally wipe the world when you leave, but there's no tools in the code that make that sort of file manipulation possible. So for now, it actually IS possible, if extremely rare and impractical, to revisit a place you've been before. Hoping this will change. *Thanks for pointing out the word repetition as well as the error in the exit mission descriptor. The latter copy changed because there only used to be one exit per expedition, so must've gotten lost in the edit. Anyway, glad you're liking it so far. Will be watching future episodes closely. Don't sweat it so much when you're "wasting time" over a difficult decision -- always great to see the true anxiety and danger a scenario like those wasps can really bring, and it was entertaining to watch no matter how long it took.
I think not remembering things is ok because it helps to keep the video interesting when the gamer spends less time looking at everything and more time proceeding to their planned goals while ending up in unexpected situations which changes them, such as wasps guarding the backpack. As you play the game, you'll get good at improvising. Also i wanted to give some tips that may help in the future: -There are a lot of ways you can move items and other ways to do it, like wielding a filthy backpack in your hands or setting up misc zones for moving all the unsorted items. -The options have map notes with points of interest that can be enabled for seeing things like wasp nests and other hidden landmarks. -range weapons like guns might stand a better chance at hitting wasps if it becomes necessary, keep a lookout for backpacks from killed zombies.
The random crap on the Sky Island is because of how the Sky Island is generated - it takes a chunk of land, not just generated from nothing. So all the items that were on that piece of land (I think specifically forest?) are swept up into that pile. Also, tents are a god-send - don't need to build a shack, just tent it up :D
Close! Initially I generated a bunch of "trash" and "forest trash" all over the island just to give some junk to start with for raw materials and the chance to have something good, like a body bag. But every time I started a new game I'd have to gather up the trash and throw it in a pile and it got so tedious I just decided to make it all start in a pile to begin with.
Really fun episode! I actually love hearing your thought process, guessing how the mod will work, because I also don't know anything about the mod and it's fun to join you in hypothesis. Your gameplay style is really fun to watch (and SO much smarter than how I play C:DDA)
This was my first video of yours that I watched, and it was pretty entertaining. The despair when the wasps showed up and blocked the backpack was hilarious. Sorry to laugh at your misfortune though lol. Subscribing to see more.
this is pretty alright, but I was really hoping you were gonna follow the "one expedition per video" format. Would it be at all possible to just do the full run and then edit that down? Pretty please?
starting this series. The character creation gives you very very little room before you're overpowered, too little IMO. It's also a more broken representation of char power than points, because Ugly/Squeamish/etc are worth the same number of "points" (with regards to how OP you are) as major bad time traits like Frail.
Wait.. bionics and mutations conflict now? Its been awhile (2 years-ish) since I played CDDA. How exactly does that work (or how do they conflict exactly)? I'm looking to play cdda again and this info could be helpful. I tried to google it but didn't find it being discussed yet. Last but not least, this lets play with Murderunicorn and this mod looks very exciting! /\_/\
If you look up a mutation in the HHG, which I think is linked in the description if you're not familiar with it, it should tell you what incompatibilities that mutation has. For example, rodent tail is incompatible with leg alloy plating. I'm not sure how many things have conflicts or how bad it really is, I almost never mutate in the game.
No, of course, we had one as a pet. But we have a specific monster called the rot-weiler which is the zombie form and I didn't know we had the regular dog kind.
It was something about one of the merchants being based off a greedy... not great stereotype. Fantasy already tends to have some not great race-related and similar tropes, and it was a similar thing to the one Harry Potter game, which I think largely overshadowed discussions about it. idk it may not even have been popular but we were talking about it in my little streamer/gamer circle.
While it’s your time to spend it’s weird to me that you wouldn’t play a game because the person who made it said something. Is it impossible to separate the art from the artist?
Sometimes, it depends on the thing and the level of what they've done. In general I think many games are bad anyway, so it doesn't take much to get me to walk away.
Hey, I'm the mod's creator! Really excited to see you dipping into this and flattered to see a content creator I've watched over the months give it a look.
I've played so much CDDA over the years and I basically just wanted a breath of fresh air, something to mix up the formula.
To address some of your questions and comments:
*There are no NPCs or pre-constructed buildings on the island. NPCs you can bring home may be added soon, as coding allows. Less confirmed but I hope there will be a way to make "deployable" buildings that work like tents, but that isn't possible just yet. My advice is to set construction time to 2x or even 4x and build a little shack for yourself to start. It's intended to be something of a long-term mod so you can make farms, power setups, etc. up there. I wouldn't mind a richer Tarkov-like NPC system with currencies, quests, facility upgrade packages, etc. but the game really doesn't support all that and to create something that deep and complex would require a ton of code, not to mention a lot of time spent balancing the economy in a game that has lots of trouble with that already, so the focus is instead on a mostly vanilla experience of doing it yourself.
*A very recent mod update in the main repo added new ways to bring items home, and also introduced a visual UI element demonstrating how much time (in warp pulses) you have left earthside. Might be worth updating your version but I know from experience that can be a hassle.
*Currently, every expedition sends you down to a random spot in a massive radius. Ideally, I want to totally wipe the world when you leave, but there's no tools in the code that make that sort of file manipulation possible. So for now, it actually IS possible, if extremely rare and impractical, to revisit a place you've been before. Hoping this will change.
*Thanks for pointing out the word repetition as well as the error in the exit mission descriptor. The latter copy changed because there only used to be one exit per expedition, so must've gotten lost in the edit.
Anyway, glad you're liking it so far. Will be watching future episodes closely.
Don't sweat it so much when you're "wasting time" over a difficult decision -- always great to see the true anxiety and danger a scenario like those wasps can really bring, and it was entertaining to watch no matter how long it took.
Wow I usually dont care about mods but holy cow this actually seems like a lot of fun.
Stop thinking about doing somthing for viewrs, just have fun and we will too.
Yes, I said Escape "for" Tarkov by mistake, leave me alone ;-;
You are forgiven…for now
Sky Island is a wind of fresh air. I've been enjoying it over the holidays.
honestly i never understand people that obsess over how other people balance singleplayer playthroughs.
For me, watching character creation is *essential*
BABE WAKE UP NEW MURDER UNICORN VIDEO DROPPED
Love the Experimental Cataclysm vids, but it's really great to have another playthrough. This mod looks to be pretty interesting. Thanks Murder!
I think not remembering things is ok because it helps to keep the video interesting when the gamer spends less time looking at everything and more time proceeding to their planned goals while ending up in unexpected situations which changes them, such as wasps guarding the backpack. As you play the game, you'll get good at improvising.
Also i wanted to give some tips that may help in the future:
-There are a lot of ways you can move items and other ways to do it, like wielding a filthy backpack in your hands or setting up misc zones for moving all the unsorted items.
-The options have map notes with points of interest that can be enabled for seeing things like wasp nests and other hidden landmarks.
-range weapons like guns might stand a better chance at hitting wasps if it becomes necessary, keep a lookout for backpacks from killed zombies.
The random crap on the Sky Island is because of how the Sky Island is generated - it takes a chunk of land, not just generated from nothing. So all the items that were on that piece of land (I think specifically forest?) are swept up into that pile.
Also, tents are a god-send - don't need to build a shack, just tent it up :D
Close! Initially I generated a bunch of "trash" and "forest trash" all over the island just to give some junk to start with for raw materials and the chance to have something good, like a body bag. But every time I started a new game I'd have to gather up the trash and throw it in a pile and it got so tedious I just decided to make it all start in a pile to begin with.
@@tg_weaver Oh neat! Interesting, goes the other way around then.
Its so exciting watching you play, its almost like a turorial but more exciting because there are stakes lol
what the heck, I never saw any of these videos pop up but this is absolutely the jam I want to see. gotta love youtube being jank
Oh this series is gonna ROCK
I loved watching this an will look forward to any future uploads
Oh nice! TMU gameplay! Merry Christmas everybody!
Wuhu I can't wait for more videos!!! It's so nice
Great! i wnated to see a new series from your channel since I recently discovered it. Lets gooo!
Welcome back, I found this entertaining
That was very fun to watch! Thank you for the video, I will be waiting for the next part.
Only guy doing SkyIslands rn, thanks man
That mod looks like a blast to play and maybe, just maybe... you gotta get what's taken from you.
Thanks for the video!
Holy crap this looks awesome. Might have to try this!
Love this video! And as for the backpack thing, don’t worry, happens to the best of us! ❤
Excited for the new series! Wishing you the best, TMU
ready for the next one, Merry Christmas
Hey. Glad you’re doing a new series. 🎉🎉🎉
So glad I found this series, love the idea of the mod
Let’s gooo! I’ve been playing Sky Islands for some time and enjoying it a lot! I am glad you are giving the mod a bit of love and spotlight!
heck yea, id love this to be a serie!
Really fun episode! I actually love hearing your thought process, guessing how the mod will work, because I also don't know anything about the mod and it's fun to join you in hypothesis. Your gameplay style is really fun to watch (and SO much smarter than how I play C:DDA)
On the bright side the new hiking backpack is reinforced…
Merry Christmas survivors!
Loving it and your sound balance is great, so much better than mine.
This was my first video of yours that I watched, and it was pretty entertaining. The despair when the wasps showed up and blocked the backpack was hilarious. Sorry to laugh at your misfortune though lol. Subscribing to see more.
Merry xmas
By the way, you can fix the "strange, player is already assigned mission X" by deleting your memorial folder.
Tarkov inspired mode just in time for upcoming wipe
this is pretty alright, but I was really hoping you were gonna follow the "one expedition per video" format. Would it be at all possible to just do the full run and then edit that down? Pretty please?
I was screaming at the screen that there was a backpack in the tool shelves
I hope you like screaming because I miss a lot of stuff all the time.
@@TheMurderUnicorn nah man you're fine I once died because I forgot to put on my gas mask
starting this series.
The character creation gives you very very little room before you're overpowered, too little IMO. It's also a more broken representation of char power than points, because Ugly/Squeamish/etc are worth the same number of "points" (with regards to how OP you are) as major bad time traits like Frail.
Magiclysm best clysm ^^
Biggest tip I can give is don't let imposter syndrome win. Even if you are not confident fake it that you are regarding the video quality.
Hello internet!
Wait.. bionics and mutations conflict now? Its been awhile (2 years-ish) since I played CDDA. How exactly does that work (or how do they conflict exactly)? I'm looking to play cdda again and this info could be helpful. I tried to google it but didn't find it being discussed yet. Last but not least, this lets play with Murderunicorn and this mod looks very exciting! /\_/\
If you look up a mutation in the HHG, which I think is linked in the description if you're not familiar with it, it should tell you what incompatibilities that mutation has. For example, rodent tail is incompatible with leg alloy plating. I'm not sure how many things have conflicts or how bad it really is, I almost never mutate in the game.
can you bring NPC's back to the sky island with you?
Not yet, but hopefully in a coming update.
correct me if i'm wrong, but it sounded like you've never heard of a rottweiler.
No, of course, we had one as a pet. But we have a specific monster called the rot-weiler which is the zombie form and I didn't know we had the regular dog kind.
it took you far too long to spot the second backpack
Agreed, literally the sprite was right there x_x
how was dark and darker antisemetic? i never heard of that controversy :(
It was something about one of the merchants being based off a greedy... not great stereotype. Fantasy already tends to have some not great race-related and similar tropes, and it was a similar thing to the one Harry Potter game, which I think largely overshadowed discussions about it. idk it may not even have been popular but we were talking about it in my little streamer/gamer circle.
oh this tileset is so weird. please swap to Chibi UltiCa :C
While it’s your time to spend it’s weird to me that you wouldn’t play a game because the person who made it said something. Is it impossible to separate the art from the artist?
Sometimes, it depends on the thing and the level of what they've done. In general I think many games are bad anyway, so it doesn't take much to get me to walk away.