Link: 

Official webpage for Stone Age Survival: -works/stone-age-survival This page is found on my personal professional portfolio website but is the official webpage for the overview of the game. More may be added over time until the game is completed.

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This idea is very, very interesting. I wonder if our survival skill will be limited ? Because there are too many different skills in real life that can be applied into this game but they are very complex and diverse


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Basic is the very basic of tools, like hammerstones and hand axes and simple knives of stone. Simple are slightly more complex that require a bit more thought, like stone blades, choppers, or stone tipped spears. Intermediate is things like the bow & stone tipped arrows, burins, and a reusable torch coated in sap. Advanced is the ability to weave nets, make harpoons, and make your own sled (though you can either trade for or potentially find one later on). Bone is being able to craft things from bone, as you will have enough know-how to not splinter it, and Designed is simply making tools more durable & etching designs into your bone gear.

There are also artistic crafts, like necklaces and bracelets, you can craft for trading or potentially to woo a potential mate (each mate choice will differ in what they like, what they will accept, and some you might be able to ask just right out).

I'm on day 18 in Don't starve. With the onset of winter I need to build a heat stone, but when I check the survival tab the stone does not appear there for crafting. It's not even that I can't build it, it just isn't on the tab. I have a shadow manipulator, am playing in sandbox mode and am playing vanilla with no mods. Why can't I build it?


Obtained by sharpening into another Stone or Heavy Stone. It can be used as cutting tool for many functions such as in Blueprint crafting and cutting open Fish. Some blueprints may require Metal tools meaning you'll either have to upgrade to Metal Scrap tools or Copper Tools. Sharpened stones start at 100% durability and is reduced by 5% each time for most actions.

Background:  Silicosis is a progressive lung disease resulting from the inhalation of respirable crystalline silica. Lung transplantation is the only treatment for end-stage silicosis. The aim of this study was to analyze the survival experience following lung transplantation among patients with silicosis.

Results:  A total of 17 lung transplantations were performed for silicosis among 342 lung transplantations (4.9%) during the study period. We observed non-statistically significant survival advantage (hazard ratio 0.6; 95%CI 0.24-1.55) for those undergoing lung transplantation for silicosis relative to IPF patients undergoing lung transplantation during the same period.

Conclusions:  Within the limits of a small sample, survival in silicosis patients following lung transplantation was not reduced compared to IPF. Am. J. Ind. Med. 60:248-254, 2017.  2017 Wiley Periodicals, Inc.

I've started a new save/s and plan on playing a long-term game with survival in the wilderness being key due to the Z populace set to insane. I've played a few saves and even though I've retreated to the outskirts [1] I've still been killed. I'm learning to fear the dark, I've died 2-3 times whilst it was dark and I'm starting to appreciate how difficult it can be if the moon becomes obscured by clouds.

The story has been going on for 11 years in game, a single continuous story, no seasons, and performance is still good enough to handle tons of placed items and hundreds of onscreen zombies with little desync. The pop is 1.3x, but they have pinpoint hearing so making a sound can draw in half the town (and it can get scary!). Zombies are a serious threat, which helps the atmosphere focus on survival. As for loot, the respawn settings are set to rare with a random timer, to keep things scarce. There's a few large factions, a bunch of small factions, and a ton of solo players who all still find their way to survive with these settings.

Since the basic and full refinery automatically turn stone into gravel, iron, silicon, and nickel... it would be great if the survival kit did the same. It would make the UI much cleaner and not have the need for the separate stone - ingot menu.

Have you compared the conversion rates for stone to Fe,Si,Ni,Gravel in the survivalkit and basic refinery? Once there is a basic refinery aside from the survivalkit in the grid you'd want the basic one to have priority. Havent tested the large refinery yet.

No denying the basic and regular refinery have greater conversion rates, but since the survival kit is available for small grids I can see having one on a deep heavy haul miner and it would be beneficial to put it to work refining stone enroute.

That is exactly what I turned my moon spawn pod into. A 6-wheeler with 1 survival kit and 2 medium cargo modules. And surprisingly sturdy. I don't know why Keen chose this stone-ingot menu either. But it's easy to cue up ten-thousands of 500kg stone batches so it's semi-automatic. As soon as there is more than 500 stone in the conveyor system it will continue to count that down.

Actually there are mods that have been doing this for years, it's pretty easy. If they really desire to separate the "refinery" aspect of it from the "assembler" aspect of it, they could just slice the block into thirds, have a survival refinery, survival assembler, survival medbay. They may as well since that would be 100% more customizable and cool for new respawn or exploratory ships.

As for the mods, I didn't say that it couldn't be done. To do it, I imagine you'd take the code for the assembler and add a feature to it (maybe as a separate game logic component) that simply removed some amount of stone from one inventory slot and added some amount of the appropriate ingots to the other. But then to do it properly, you'd also have to update the filters for what could go in those slots, add the game logic for determining power usage and it'd probably be a good idea to make it so it could only act as either an Assembler or a Refinery and not both at the same time, which then brings up the question of which has priority, os maybe add a control to toggle that and... those are just the things that I can think of off the top of my head. It's not that it can't be done, it's that it's more work than a simple examination will reveal. I'm sure once you got into doing all that you'd encounter more problems as well (I work as a developer... believe me when I say that that is the way of things).

In fact, the easiest solution would be to make it so that the Survival Kit could repeat its queue like the regular assembler can. Then you queue up the stone placed appropriately along other items and you're done.

The survival block is perfect as it is and also pull in stone when there is "ingots" queued. (It should be called "Refine Stone") Changing any of its behavior is calling for clang or other unwanted entities.

I like the survival kit behavior as it is. A simple shift-ctrl click will set production to 1000, which will be enough for a long time. Once you have the basic refinery you no longer want the survival kit to process stone, so you can simply disable it by removing the production item. If it would automatically process stone you would have to force it to stop doing that with a sorter, which is pointlessly complicated. 17dc91bb1f

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