Stranded: Alien Dawn

Stranded: Alien Dawn

Old Earth Tech - Redux
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Update: Apr 29 @ 6:35pm

Version 1.06-070

One step closer to fixing the anvil properly. Colonists now approach it and face the right direction. Animation is still broken, but we're getting there. Many thanks to lukeh_ro for his help!

Changed the vanilla 1.0 and 2.0 Snipers to 60m and 80m range respectively in order to be on par with the long range weapons in the mod.

Increased the arc from 35 degrees to 90 degrees for the Naginatas, wasn't having the intended effect with such a narrow attack cone.

Update: Apr 24 @ 9:26pm

Version 1.05-064

Fixed another research quirk. Updated the damage icons on some of the new weapons, more to come.

Update: Apr 24 @ 12:12am

Version 1.04-063

Fixed a couple research quirks.

Update: Apr 23 @ 9:44pm

Version 1.03-062

lukeh_ro's Glass and Greenhouses mod is now required as glass is being used as a crafting resource instead of silicon for certain things.

Some new, updated icons.

The anvil is now an anvil, however the crafting animation is still broken AND the colonist faces the wrong way as an added bug bonus, however it is functional. Working on fixing both of those issues.

Disabled the Birdshot Pump Action Shotgun. Not enough of a difference in damage/crafting resources compared to the Buckshot variant to justify it, noodling on ideas.

A slew of new weapons, primarily melee options:

Steel Spear - Long range, somewhat slower attack, medium damage. Ineffective against robots.
Carbon Spear - Improved damage and slightly improved range. More effective against robots, but still better against organics.
Steel Naginata - Very long range, slow attack, causes damage to multiple enemies in a 50 degree cone. Ineffective against robots.
Carbon Naginata - Improved damage and slightly faster attack rate. More effective against robots, but still better against organics.
Steel Katana - Fast attack, short range, heavy bleeding damage. Ineffective against robots.
Carbon Katana - Improved damage, bleed effect, and attack rate. More effective against robots, but still better against organics.
Steel Nodachi - Medium attack rate, damage, and range, good bleeding damage. Ineffective against robots. All-rounder.
Carbon Nodachi - Faster attack rate, but not as fast as the katana. Better damage. More effective against robots, but still better against organics.
Steel Zweihander - Very slow attack, heavy damage, causes stun effect.
Carbon Zweihander - Slightly faster attack rate, higher damage.
Bullpup Rifle - The ultimate semi-automatic rifle, Scoped, fires quickly, does heavy damage over time. Effective against both organics and robots, but moreso organics.
Assault Shotgun - The ultimate ballistic shotgun. Fires quickly in a narrow cone than other shotguns with high accuracy shredding organic enemies. Less effective against robots, but they won't be thrilled to be shot by it either.

New crafting resources:
Steel - Iron + Carbon = steel. Uses charcoal and refined metal, crafted in the furnace. All of the above melee weapons will need this to craft, and all of the mid to high tier weapons in this mod now require it. In a future update, it will also apply to vanilla weapons and some other vanilla recipes that require higher end metal.

Nanotube steel - Refine the above further with carbon nanotubes to increase it's strength. Required for the carbon level melee weapons and high tier ballistic weapons. In a future update, it will also apply to vanilla weapons and some other vanilla recipes that require high end metal.

Shotgun ammo - New ammo item used by mid-high tier shotgun items.

Update: Apr 16 @ 9:34pm

Version 1.02-012

The sewing machine isn't getting the memo that it's disabled even though that's checked, so I've reenabled it but removed the research item tied to it that unhides it.

Update: Apr 16 @ 8:17pm

Version 1.01-011

Changed the cone area of the Blunderbuss and Coach Gun to 40 degrees instead of 80, and lowered their range.

Update: Apr 16 @ 3:56pm

Version 1.00-009

Initial release.

Bug fixes
  • Fixed the anvil so it doesn't send colonists off to the cold abyss.
  • Fixed research for Dyes and Staining.
  • Fixed some research/unlocking issues with some weapons and cartridge ammo.
  • Disabled the Sewing table for now. See "To Do" section for more info.
  • Fixed the Lathe's Prefabricated Parts recipe from not recognizing the limit number you set and instead causing infinite crafting amounts and a whole lot of wasted metal.
  • Fixed Cartridges from not being available to craft, locking out some early weapons.
  • Changed Carved Wood and Gunpowder to be listed under Crafting Materials instead of having their own Infobar HUD item.
  • Removed the carved trinkets for now as they serve no function...yet.
  • All weapons now give back some resources when dismantled.
  • Fixed preserved foods to now all require unlocking with their related research.
  • Fixed the display names of some objects like the Oil Press.

Enhancements
  • All buildable OET items in the game are now under their own Build Menu Icon and sorted accordingly in subcategories for easier access.

Rebalancing
  • Lowered the amount of charcoal created by baking wood from 50 to 15 and increased the stack storage size from 10 to 50.
  • Lowered the amount of Smokeleaf Pipes created in the Lathe from 80 to 30, while also adjusting the amount of resources needed.
  • Rebalanced weapon damage, range, and firing frequency across the board to function more like they would relative to vanilla weapons in the game. Being ballistic weapons, they are less effective against robots versus organic enemies. Fixed the ones that were only doing 1 damage to robots.
  • The Full Auto Rifle now behaves like one instead of having a delay in between shots.
  • Lowered vanilla weapon bow, crossbow, and spear damage to robots to scale with this mod.
  • Research times have been, overall, lengthened, in relation to their technology tier. All research items now have Intellectual skill requirements to learn (requiring skill lvl 1 - 6), except for the most basic ones.
  • Steam power generators now use charcoal instead of wood as a consumable resource. Removed wood as a needed construction resource, increased the amount of metal needed.
  • Lowered the amount of power furnaces (150 to 50) and windmills (80 to 25) generate. They were far more than what more advanced vanilla assets in the games provided.
  • Slightly increased acid battery storage from 400 to 500 to they're half of standard batteries.
  • Food Preservation recipes now cost one metal alloy instead of two.
  • Rendering no longer requires raw red meat to research.
  • Chemistry research now requires you to have observed manure and hay to appear.
  • Added another Ballistics research tier called "Automated Ammunition and Weapons Manufacturing" to unlock CNC recipes and the full auto rifle.