Stranded: Alien Dawn

Stranded: Alien Dawn

Project X (Repaired)
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Update: Nov 24, 2024 @ 11:27am

Version 5.03-125

<em>5.3 Turning 5.x into a stable release</em>
1. Work done under the hood to prepare for a colonist/droid hiring rework & other content.
2. Buff: Droid's can now be repaired with CPU Cores or Spare Parts
3. Repair/QoL: Backbacks can again be sewed at the tailor after galactic tools are researched
4. Repair/QoL: "Planetary Secret Tech" gets hidden after you research "Organ Swap"
(It was a placeholder research to entice new players to try things, not to actually research)
5. Nerf: Mass Evolution recipe nerfed, requires 15->24 Zancer now
(Still nets +24 Zancer if you distill everything)
6. Buff: All organs (Including Zancer) now have a stack size of 30->200
(Meaning Lab Fridges now can store IMMENSE amounts of Organs, but I cannot change them to be placable outside)
7. New: Technology "Organ Compression unit", a T3 Cyber research.
It requires learning the "Alien Electronics" tech as well to be researched as a prerequisite.
8. New: Building "Organ Compression PSU", found in PX cold storage once #7 is reasearched.
It has 50 unit storage size, placable indoors, & generates 500 <em>electricity</em>!
(From organs spazzing out in the container)

(Dev Note: 6, 7, & 8 are all intended to allow you to have a way to store organs indoors. This new building fits ~2K organs, compared to the now 400K a Lab Fridge can fit. But I feel it generating power was a reasonable trade off. As any storage issues will give you more electricity)

9. Bugfix: All black market weaponry trades use trade receipts or government secrets. No more Political Secrets needed. They have also been all moved to the hacking terminal

10. Change: Motion Sensor rework.
Alien and Cyber Motion Sensor buildings renamed to "Fauna Detection Tower" (Cyber) or "Fauna Selection Tower" (Alien).
They both continue to let you know via the communication relay, if you are due for an attack.
Fauna Detection Towers (Cyber based) give you the ability to call an attack immediatly.
I could not finish in time, but I want to also have these towers give the players a chance to override the aggressiveness of the incoming attack.

Fauna Selection Towers (Alien based) give you a chance to override what species is the most common enemy in the next attack.
Base chance is ~27% , increasing (But with diminishing returns) with each tower built.
If successfull, the attack will use that species as the base unit (But still be upgraded by the ILU mod)

<em>You only get 1 influence attempt per type per attack</em>
And on failure the wave will (Eventually) be <color TextNegative>1.2x stronger than normal</color>
(Due to you meddling in their plans)
The towers also cause a disproportionate amount of "threat", meaning there will be a distinct increase in wave size/quality for each one built.

Cyber based Detection Towers are planned to enable an attempt to pacify a wave (With the same math)<color TextNegative>Still a WiP</color>
Eventually meaning a succeess on both influence attempts gives you a window to venture and tame a high level insect that are "relatively" passive (Aka. Not on a collision course with your base).

<em>Outstanding bugs:</em>
None that are verified or I have enough info to fix

If anyone has these (or other) bugs, please report as much info as possible about what objects are involved. The more detail the better, esp what just happened that triggered the bad behavior.

Update: Nov 22, 2024 @ 2:20am

Version 5.02-122

<em>5.2 Turning 5.x into a stable release</em>
Work done under the hood to prepare for a colonist/droid hiring rework & other content.

Bugfix #1: Alien lightning rod buildings no longer need cyber lightning rod research to be complete

Bugfix #2: Reverted accidental large construction storage amount back to 500.

Bugfix #3: All alien buildings no longer need cyber building research.
Shoutout in forum if I missed any.

Bugfix #4: All droid repair kit recipes now give droid repair kits; not spare parts

<em>Outstanding bugs:</em>
#1. Reports of Motion sensors not triggering sensors. Sensors code and 3d buildings are proving to be <em>VERY</em> finicky, so I am working to convert them into enhanced scout towers. And reverting their old models.
Cyber Motion Sensors will enable determining if you are due for an attack via com array.
Alien Motion Sensors will enable you to select what animal you want to be the most common animal in the next attack.

#2. Dissectory unable to be interacted with.
Work on this will be soon (tm)

If anyone has these (or other) bugs, please report as much info as possible about what objects are involved. The more detail the better, esp what just happened that triggered the bad behavior.

<color TextNegative>Be warned the animal damage type and armor rework is still live. Review the changes, or be caught off guard.</color>

Update: Nov 20, 2024 @ 3:04pm

Update caused issues with all 3d buildings added by the mod.

Update: Nov 19, 2024 @ 4:40pm

Version 5.01-121

<em>5.1.5 Turning 5.x into a stable release</em>
Zancer to all organ recipe nerfed
Now needs 30 Zancer to trigger. (You still net +16 Zancer if you distill all the organs you generate from the recipe back into Zancer)

Undid testing value of construction storage building

Moved and edited the droid repair kit recipe(s) in workbench and trading console; confirmed the recipes would properly spawn resources.

<em>Outstanding bugs:</em>
#1. Improved Sensor towers not triggering, will be changed and not soon.
#2. Organ Fridge unable to be placed indoors, this is outside my expertise to fix; as it requires 3d modeling skills I do not have.

If anyone has these (or other) bugs, please report as much info as possible about what objects are involved. The more detail the better, esp what just happened that triggered the bad behavior.

<color TextNegative>Be warned the animal damage type and armor rework is still live. Review the changes, or be caught off guard.</color>

Update: Nov 18, 2024 @ 2:58pm

Version 5.01-119

<em>5.1.4 Turning 5.x into a stable release</em>
Work done under the hood to prepare for a colonist/droid hiring rework.
Goal is to make colonists have a scaling cost (based on how many living colonists you have)
Same with droids, but costs scale based on them.

Bugfix #1: All organ conversion recipes now do not call a resource group.
(To solve the bug of no resources actually being created with the 2:1 recipes)
They have been replaced by a recipe group letting you swap 3 organs to another set of 3.
In the following order:
Sintis -> Megdeb -> ToCo -> Bitherm -> Nuedo -> Adricon -> Sintis

Bugfix #2: All construction buildings have now a clearer name after they are built.
(No reports of Drone's getting very confused about PX storage units since 5.12, so for right now I'm not spending time trying to figure it out until a new confirmed report on the latest version)

<em>Outstanding bugs:</em>
#1. Reports of Motion sensors not triggering sensors. Sensors code and 3d buildings are proving to be <em>VERY</em> finicky, so I am working to convert them into enhanced scout towers. And reverting their old models.
Cyber Motion Sensors will enable determining if you are due for an attack via com array.
Alien Motion Sensors will enable you to select what animal you want to be the most common animal in the next attack.

#2. Dissectory unable to be interacted with.
Work on this will be soon (tm)

If anyone has these (or other) bugs, please report as much info as possible about what objects are involved. The more detail the better, esp what just happened that triggered the bad behavior.

<color TextNegative>Be warned the animal damage type and armor rework is still live. Review the changes, or be caught off guard.</color>

Update: Nov 13, 2024 @ 4:02pm

Version 5.01-112

<em>5.1.3 Turning 5.x into a stable release</em>

Bugfix #1: On updating, code will reset saved games attack cooldown to be based on the moon selected. To avoid situations where attacks are not triggering.

Re-added the actual spawning to a part of the attack code

Outstanding bugs:
- Drones/Deliveries just move items between Galactic storage buildings
Could not recreat via a cheated save, will play "naturally" to try and trigger it.

If anyone has these (or other) bugs, please report as much info as possible about what objects are involved. The more detail the better, esp what just happened that triggered the bad behavior.

<color TextNegative>Be warned the animal damage type and armor rework is still live. Review the changes, or be caught off guard.</color>

Update: Nov 13, 2024 @ 3:47pm

Version 5.01-111

<em>5.1.3 Turning 5.x into a stable release</em>

Bugfix #1: On updating, code will reset saved games attack cooldown to be based on the moon selected. To avoid situations where attacks are not triggering.

Re-added the actual spawning to a part of the attack code

Outstanding bugs:
- Drones/Deliveries just move items between Galactic storage buildings
Could not recreat via a cheated save, will play "naturally" to try and trigger it.

If anyone has these (or other) bugs, please report as much info as possible about what objects are involved. The more detail the better, esp what just happened that triggered the bad behavior.

<color TextNegative>Be warned the animal damage type and armor rework is still live. Review the changes, or be caught off guard.</color>

Update: Nov 12, 2024 @ 3:58pm

Version 5.01-110

<em>5.1.2 Turning 5.x into a stable release</em>

Insects Level Up just added "base" game toxic turrents to deal gas damage.
-- Also included a raptor/glutch bugfix

Galactic SMG buffed to deal more damage, instead of 1 in 4 chance of weaker hit

Bugfix #1: Did a bunch of tweaks under the hood to have Dissectory actually drop Zancer from experimenting and isolating Zancer

Bugfix #2 Fixed attacks sent every day regardless of moon

Outstanding bugs:
- Organs not being delivered
(Unable to reproduce)
- Drones/Deliveries just move items between Galactic storage buildings
(Unable to reproduce)

If anyone has these (or other) bugs, please report as much info as possible about what objects are involved. The more detail the better, esp what just happened that triggered the bad behavior.

<color TextNegative>Be warned the animal damage type and armor rework is still live. Review the changes, or be caught off guard.</color>

Update: Nov 11, 2024 @ 7:48am

Version 5.01-107

<em>5.1 Turning 5.x into a stable release</em>
1. Alien Electronics, Alien Processors, and Alien Cystals now all use organs and base components.
- Their recipes are now in the Dissectory, category named "Fuse".
- All recipes that use Alien Ele/Proc/Crystals are still in the Soldering bench

2. Unhid a Meat -> Zancer recipe; it will be enabled after Zancer has been found.

Bugfix 1. Alien Electronics now unlocked after Alien Electronic research completed

Bugfix 2. Storage un-bricked; confirmed infobar keeps track of what is stored in galactic storages. And they respect player set storage limitations

<color TextNegative>Be warned the animal damage type and armor rework is still live. Review the changes, or be caught off guard.</color>

Update: Nov 10, 2024 @ 4:04pm

Version 5.01-105

<em>5.1 Turning 5.x into a stable release</em>
Bugfix 1. Changed storage containers so colonists will move items between them as prioritization/allowed resources are set.

Bugfix 2. Reviewed and changed Moon & Attack cooldowns.
-- Ensured that all moons properly set the starting attack countdown to a reasonable # of days
-- This included a minor edit to the "Get to the good part" communication option

Bugfix 3. Resolved dead references causing crashes when compelting randon research/crafts/kills etc....

<color TextNegative>Be warned the animal damage type and armor rework is still live. Review the changes, or be caught off guard.</color>