Stranded: Alien Dawn

Stranded: Alien Dawn

Old Earth Tech - Redux
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Update: Aug 18 @ 12:09am

Version 1.51-291

Decreased the firing rate of the Assault Sniper. Was outdoing the Bullpup Rifle in damage, and if you had Sniper Eyes or Master of Snipers, firing rate, with the added extreme range.

Update: Aug 17 @ 9:26pm

Version 1.51-290

Removed the Distiller research requirement from Kerosene research. Would prevent you from getting it when playing Alba as there's a separate Distiller research object based on seeds than grain, unless you were lucky enough to play with a survivor that knew either of the grain producing plants.

Fixed the Kerosene Wall Lamp so it properly unlocks when Kerosene is researched. Was unlocked right from the get go before.

Update: Aug 13 @ 6:31pm

Version 1.50-289

Fixed the Bullpup Rifle from using the same firing animations as the Automatic Rifle, which caused it to fire waaaaay too fast if you have the Master of Rifles trait from Skills Mastery Rewards, or Sniper Eye. It's now truly semi-automatic as intended.

Lowered the damage on the Automatic Rifle for both organics and robots. It'll still shred plenty fine, but prior damage was just too OP. Damage was also tied to a Health Condition in Beyond Stranded, which if you didn't have would cause it to not work. Shouldn't be any more instances of borrowing from other mods.

Standardized the text casing for Weapon recipes and objects. Tweaked some of the descriptions. Removed the "bird" reference for regular Pump Action Shotguns and changed the Peacemaker to the Colt Peacemaker.

Update: Aug 13 @ 4:40pm

Version 1.49-288

Changed the weapon tags on the shotgun weapons to 'shotgun', matching the new Master of Shotguns trait in Skill Mastery Rewards.

Increased the accuracy of the Pump Action Buckshot gun. Also corrected the range between that one and the regular Pump Action Shotgun as they were flipped.

Update: Aug 12 @ 7:09pm

Version 1.48-287

Removed the Scrap metal output from the Machined/Prefabricated parts output. For some reason it's erratically deciding on whether to use the parts or the scrap on "until" output limits, causing a ton of parts to get made unintentionally. Will reintroduce it once I have a solid fix.

Update: Aug 12 @ 2:12pm

Version 1.47-285

Laying the groundwork to add M68 grenades. These feature a much wider AoE range of 15m instead of 3m for vanilla, non-EMP grenades and also improved damage against both organics and robots, particularly organics. They come in a stacks of 10. WIP, not live yet!

Added code that increases colonist's throw range from 20m to 35m, same as in the Better Grenades mod.

Removed Cartridges from the Blunderbuss recipe so both it and the Musket are available without them after researching Gunpowder.

Advanced Mechanics tech has been changed to Small Motors. This is to help make it more obvious what the main thing is you're researching it for. Updated the icon for it.

Adjusted Small Motors recipes as they were too expensive. Less parts are now needed and will also produce in batches of 5 for the crafting table, and 10 for the CNC machine.

Vintage Fridges and Freezers now have their own research tech called Cold Storage.

Swamp Coolers tech now also requires Small Motors research, as they're are a requirement to build them.

Updated the icons and description text for the CNC machine.

Update: Aug 11 @ 8:00pm

Version 1.46-283

Fixed issues with the steel Prefab/Machined Parts recipes from unlocking.

Added Prefab recipes to the CNC machine. Slightly lowered the metal alloy needed for the Raw Metal CNC recipes and made the steel ones 1:1 for output.

Update: Aug 11 @ 7:45pm

Version 1.45-282

Typo fix two, non-electric boogaloo.

Update: Aug 11 @ 7:39pm

Version 1.45-281

Typo fix.

Update: Aug 11 @ 7:38pm

Version 1.45-280

Fixed some inconsistent numbers in the Prefabricated/Machined Parts recipes at the Anvil and Lathe.

Also fixed the Machined Parts Anvil recipe from detecting it as scrap metal for the main output to count against, causing your colonists to make them indefinitely.