Stranded: Alien Dawn

Stranded: Alien Dawn

Old Earth Tech - Redux
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Opdatering: 24. juli kl. 22:26

Version 1.40-268

Removed Carbon Nanotubes from the Machine Tools recipes and replaced them with Machined Parts. Using the Research & Development mod, Machine Tools were required to research the 3D Printer, which if you have no other method of acquiring Carbon Nanotubes would prevent you from researching it.

Moved the Steel and Nanosteel melee weapons to the Anvil. Aside from making the Anvil more useful, as the Lathe makes it redundant very quickly, it also makes a bit more realistic sense. Also, less clutter in the vanilla Crafting Table.

Added unique resource entities for all the melee weapons.

Opdatering: 22. juli kl. 20:56

Version 1.39-250

Updated the names of the Acid and Ammonia recipes in the "build menu" so they're easier to tell which is which in terms of the main ingredient needed.

Opdatering: 22. juli kl. 20:51

Version 1.39-249

Fixed the Chew Root Ammonia and Saltpeter recipes so they appear in the right category for their devices.

Gave them their own Chemicals grouping on the backend instead of being a member of Drinks, which is just hilarious.

Opdatering: 20. juli kl. 19:05

Version 1.38-248

Moved Kerosene Furnaces and Stoves to the Kerosene research to unlock.

Opdatering: 20. juli kl. 14:48

Version 1.38-246

Added Ceiling Kerosene Heaters, allowing you to hang heating solutions from the ceiling without taking up floor space. Due to their smaller size however, they'll be less effective per unit so you'll need to build multiple heaters to get the same effect as one floor heater.

Changed some of the bottom tier techs to be locked instead of hidden, as hiding them was causing some confusion on where players should start to unlock them.

Readjusted some of the research times based on the tier of tech being researched.

Opdatering: 15. juli kl. 21:05

Version 1.37-241

Fixed the Kerosene Wall Lamp from being unlocked from the get go. Now requires Kerosene research as intended.

Added lighting effects to the Kerosene Heater. Fixed the Turn On/Off icons to reflect it being an igniting object, not electrical. Changed it's icon.

The descriptor text still shows it being an electrical device, which is a lie. Unfortunately it's not so obvious as changing some text in a field. Normally it uses what's in the resource, and it has that too, but not sure why it's still there. WIP.

More work behind the scenes on the ceiling heater and lamp, but not there yet.

Opdatering: 14. juli kl. 19:46

Version 1.36-237

Added an additional recipe for Acids that allows you to use any resource classified as fruit by the game, since tomatoes (aka beefberries) aren't available on every map or playthrough.

Opdatering: 12. juli kl. 23:01

Version 1.35-236

A few other weapon bits.

M1911 recipe now requires some nanotube steel instead of just regular steel, reflecting it's higher tier.

Updated Musket description to clarify more that it's a primitive rifle and to not confuse it with a shotgun type weapon.

Fixed the Musket - Cartridge recipe which required itself to make. Now requires a regular musket as intended.

Updated some ranged weapon IDs on the backend so they're compatible with the weapon trait bonuses featured in Skills Mastery Rewards and also trim down the words it needs to search for. Note that all Bolt Action and SemiAuto rifles are covered under the Master of Rifles trait, but the top level sniper variations with high caliber ammo and scopes are covered under the Master of Snipers trait.

Opdatering: 12. juli kl. 22:22

Version 1.35-235

Pistol update!

Pistols are now standard ranged weapons instead of "melee" weapons. With the addition of steel and nanotube steel weapons, there's not much need to keep them that way.

As with vanilla laser blasters, these pistols fire fast but don't hit as hard as rifles or snipers, and are cheaper and quicker to make. If you use the Skills Mastery Rewards mod or equip them to my custom character Samuel Mayweather, they'll also take advantage of the Pistol Mastery skill bonus.

Their range and accuracy have all been readjusted to fall in line with the laser pistol 1.0. Damage for both was somewhat increased. The M1911 will be a better option than the vanilla laser pistol against organics, but also still comparitively far inferior against robots.

Also fixed their animations so the colonist can aim up and down, and removed the animation end after each shot, which causes unnecessary delay in their firing rate.

Renamed the Peacemaker to Colt Revolver, but left the historical snippet in the description.

Opdatering: 12. juli kl. 15:28

Version 1.34-233

Fixed the Kerosene recipe unlock when researched.