A compilation mod for the STALKER enthusiast, delivering top-quality visuals, mind-blowing audio, useful innovation, more fulfilling gunplay, and enhanced gameplay. What's M.I.N.E. Is Yours. Read More...

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Every vote counts and may win you a game on Steam!

Good day, S.T.A.L.K.E.R.s.

Swallowed By Life

As time weathers all things, so too did it erode my ability to work on this project. No, hold your breath, this isn't a break-up speech. Following some rough personal turmoil, I relocated to a new area, and whereas I used to work-from-home, I now have a regular office job like everyone else.

To be brutally honest, that is where most of the delays have been coming from. I have vastly expanded responsibilities at my job now that I am there in person.


There is good news, however. My divorce tried to kill this mod, and that failed. My moving across the State I live in tried to kill this mod, and that failed. And finally, my aging rig (which blew a power supply and had to have some other components replaced) tried to kill this mod, and that, too, failed.

To celebrate not being "dead", I decided I would grab a new CPU (one which I believe will be much better at handling the extensive work needed in this mod) and that would jump-start a wholly new perspective on development.

Whereas in the past I must admit that a lot of things were half-organized and mainly driven by, "when I had time", I think I want to try a new approach to the development. One that is overall more organized, more streamlined, and easier to get into (as a developer).

Since returning to an office environment, yes - I may have less time than I ever had before. But the *good* news is, I also now have a much, much, much finer appreciation for what some good organization, an encouraging word or two from all of you, and a desire to see this project make it across that hallowed finish line that eluded so many STALKER mods before this one.

The Holding Of Breath, and the Calm Before The Storm

All-in-all, you are all wonderful for sticking it out. The one thing I am constantly reminded of is that we are *all* survivors. We are all STALKERs, and we are all part of a community that loves to keep the "Zone" alive. Every one of us who still enjoys these games does so because STALKER gave us what many games today still haven't; and that's a massive experience where our very survival depended on our quick wits, our ability to survive on-the-fly, and a game that nourishes our very will to live.

What does all of this mean? It means that, "it's time to get back to the business of making one of the best Clear Sky mods out there".

Look for updates coming in the next few weeks, and this time - barring a tornado dropping on my house, a flash flood sweeping my neighborhood away, or a real-life nuclear apocalypse - I'm pretty certain we'll be able to share some of the latest and greatest from our work we've been doing.

With this in mind, I am armed with new tools, and a renewed zeal for crossing that fairy-tale finish line - I believe we will see the Zone in ways we haven't seen it before by the time I am able to make M.I.N.E. yours.

Very sincerely, with heart-felt thanks for your time and patience,
-"Doc" Blizzard

The Long Road Home

The Long Road Home

3 years ago News 5 comments

In an open letter, M.I.N.E. Lead Developer DrBlizzard discusses the future of M.I.N.E. development.

M.I.N.E. Project Update

M.I.N.E. Project Update

4 years ago News 4 comments

The M.I.N.E. team gives a brief update on the progress of the mod, keeping the community informed.

M.I.N.E. Development Resumes 09/15/2011

M.I.N.E. Development Resumes 09/15/2011

4 years ago News 4 comments

After a brief break to relocate hardware, the Team Lead, and his family to a new place, we are ready to begin continuing development of M.I.N.E.

M.I.N.E. Development Hiatus

M.I.N.E. Development Hiatus

4 years ago News 7 comments

M.I.N.E. development will briefly halt while the team lead takes a short break to relocate.

Post comment Comments  (220 - 230 of 235)
snag Apr 6 2011 says:

this mod looks really nice
i have been playing faction fronts for a while now i have some ideas:

-make the flea market mechanic in garbage sleep a bit less because if you have bandits enemies and he is sleeping you dont have any mechanic in the whole garbage when he is asleep

-(i dont know if its a bug or what) you should remove the bandits in checkpoints becoming randomly your enemies because its almost impossible to keep the bandit faction neutral or friendly if they keep attacking you every time you answer a call for help from their faction. the scripted robberies like the basement with fang pda and the other one are enough imho

-make an option pack to disable (yes i mean disable) the annoying and loud Freedom and Duty base propaganda. the radio music is cool but the loud propagandsa is just annoying as hell the way it is now.

-rebalance the guides fee for quick travel i mean having to pay 2000ru to move from the garbage to a near territory (cordon) is a theft.
they should be cut of one third (-33%) at least to make them fair.

best of luck with the development! (sorry for enventual bad english in my post)

+1 vote     reply to comment
DrBlizzard Creator
DrBlizzard Apr 7 2011 replied:

We like the idea of letting the mechanic sleep less - it is rather painful to have to trek to the Dark Valley or the Cordon for repairs. This is slightly offset by the random repair kit drops, but this is certainly something we will look in to.

One of the core design goals in M.I.N.E. is, like other projects, to disturb the base gameplay as little as possible. We believe at this time that the bandits will largely go unaltered, as quests can be done to slightly improve your relationship with them should the need arise.

We like the idea of adding the option to silence the loudspeakers - and it is now on our "Features Request" internal list, to be included upon release. This will be an available option in the release as planned at this time.

Finally, on the guide fees, we believe the fees contribute to more players walking, which improves your overall time spent in the Zone - versus more time spent swapping areas to sell loot or repair gear. While the fees may be high, ultimately, the Wish Granter (included with Faction Fronts) allows you to warp maps for free, which, although a cheat, remains a player's option at their discretion.

Thank you for your feedback, and we hope to continue receiving such feedback from our fans.

+1 vote   reply to comment
snag Apr 7 2011 replied:

sorry for double post but they didnt let me edit past 5 minutes

2 things i forgot:

-make npcs buy upgraded weapons instead of having to carry them to a trader and make them sell a magazine of the same ammo their main weapon and side weapon uses (like 30 5.45 if they have an eastern block weapon and 10 pistol bullets according to the pistol they have as sidearm)

-make ammunition/health items/food and drink you buy cost more! because everything that ends up in the zone is smuggled and should cost a lot more and have more value! it will increase difficulty but also make the game more realistic

-make all mutants drop a bodypart i think it is a bit silly that a boar that has 4 legs doesnt drop at least one. you could rebalance the money the npc and traders give for the mutant part considering how common and difficult to obtain they are so the player doesnt end up with a ton of early money and unbalance the difficulty level

+1 vote     reply to comment
DrBlizzard Creator
DrBlizzard Apr 7 2011 replied:

I was thinking of having NPCs buy upgraded weapons - the only real issue is that each NPC usually only carries around 5000RU with them at a time, and some of these weapons can be worth quite a bit more when traded to a fellow Stalker.

One thing we are evaluating is whether or not to increase item cost in the game; new forms of revenue make it possible to earn more cash, but this is going to be offset largely by earlier access to weaponry that you usually would only see towards the end of the game - or not at all. This enables you to enjoy each weapon of your choice to the fullest, versus picking it up at the end of the game and only having a few levels with it. Thank you for the feedback on the items; we always take our fans feedback into consideration.

Finally, we have been able to fix mutant item drops for ALL mutants - including the cut-out mutants. All mutants will drop an item, and while a boar at this time may not drop four legs, it will certainly at least drop something.

Again, thank you for your feedback.

+1 vote   reply to comment
snag Apr 7 2011 replied:

hey thanks for the reply

-about trading with npcs that are not fixed traders/barmans
you could randomize amount of cash based on rank. exo/seva veteran 10K to 14K stalker suit/armored guy 7K to 9K leather coat rookie 2K to 3K.also npcs should buy only one main weapon and one side weapon.a rookie with 5K buying 4 assault rifles from a stranger is unrealistic
this will make players less ratpacking and reflect more before load backpack with tons of weapons

food/health/ammo bought from normal npcs should cost double and that is the extra price for buying stuff in the field because other fighters need that stuff as well so it wont be cheap

-about the Duty/Freedom base speakers propaganda if you can code something like this:actor enter base once>message1 plays.leave and reenter the base later>message2 plays and every message plays only once in the entire game.but leave Ashot and Uncle Yar voices over the intercom! :D

-about the bandit random attempts to rob you let me explain better..i think its a feature in conflict with another.if the bandit faction ask me to help their outposts from mutants why when i reach the place 3 bandits out of 7 will attack me and if i defend myself all of them attack me with the outcome that i will die or the entire faction is my enemy?also random bandit attack if you are neutral to them are not realistic because the player is a Merc not a Stalker.and as seen in Call of Pripyat if i remember correct mercs are seen cooperating with bandits.also messing with Mercs should not be considered a good idea overall

+1 vote     reply to comment
Jensjohannes Apr 5 2011 says:

Hi, sorry to sound selfish but how soon can we see this mod. I've been having trouble trying to find a good set of mods but fail (a lot of times) but looks like you know what you are doing! good luck and i hope it is a success!

+1 vote     reply to comment
DrBlizzard Creator
DrBlizzard Apr 6 2011 replied:


Thanks for your interest in M.I.N.E. Like most other modders on ModDB, I have a clear goal in mind for what I want the final finished mod to be like - and I can say that I am making progress towards this goal each day.

However, to bluntly issue a release date at this point would be premature, and may even risk disappointing some of you if I were to miss it. I will, however, continue to post updates, videos, news, and screenshots to show everyone here the progress we are making towards the final release.

With support like yours, I know that M.I.N.E. will be a mod that meets and even hopefully exceeds your expectations.

I will hint that we are currently working on making all monsters drop mosnter parts, including the cut-out monsters, working on the weapon balancing, and even modifying the SSP-99 and SSP-99M suits so that they can be upgraded at this time.

There are MAJOR updates planned for the next two weeks, so check back and we'll be sure to share all of the details.

+1 vote   reply to comment
Beac Apr 3 2011 says:

I'm intrigued at how you managed to get an apparently very good stealth system into Clear Sky - a lot of people have been trying to do that for any of the games, and this is the best I've seen it yet!

+1 vote     reply to comment
Bolognius_Maximus Apr 5 2011 replied:

Agreed! Let's hear it!

+1 vote     reply to comment
DrBlizzard Creator
DrBlizzard Apr 6 2011 replied:

I am currently looking into this, to be honest. There are several potential items that might have had an impact on this set, but before I take personal credit, and since this is a compilation mod, I want to be sure that none of the other mods I added / merged did the trick for me. I feel it wouldn't be right for me to claim credit on something that someone else may have done. I'll try to reply back with results as soon as I know.

+1 vote   reply to comment
sn0rk Apr 2 2011 says:

This is a mod I'll be watching. The possible inclusion of a revolver is intriguing; the inclusion of the Eliminator is awesome.

+1 vote     reply to comment
DrBlizzard Creator
DrBlizzard Apr 2 2011 replied:

To be 100% fair, those came from (I believe) Gosuke's weapon mod, which also adds the M1891 (Mosin Nagant), the Sturm Ruger GP-100, the Protecta shotgun, and the RK-95 (Finnish AK).

After that, I believe Studio 828 added them to Faction Fronts, and since this game is based on a Faction Fronts base, they were included by default.

I do have plans, however, to ensure that these weapons are all upgradable. I know (as far as I have seen) that the Protecta was not able to be upgraded in FF. However, I have seen other mods do it, so I will see if I can incorporate the same scheme into my mod as well.

Having a Protecta fire 60% faster nears the full-auto experience of CoP and that really makes for some good mutant fights.

+1 vote   reply to comment
Post a comment

You are not logged in, your comment will be anonymous unless you join the community. Or sign in with your social account:

S.T.A.L.K.E.R.: Clear Sky
Send Message
Release date
Mod watch
Start tracking
Embed Buttons
Link to M.I.N.E. by selecting a button and using the embed code provided more...
Last Update
1 year ago
233 members