Stranded: Alien Dawn

Stranded: Alien Dawn

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Tags: Gameplay, Tools
File Size
Posted
Updated
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16 Jul @ 4:28pm
8 Oct @ 5:02pm
15 Change Notes ( view )

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Better Grenades

In 1 collection by Mantastic
Mantastic's Stranded: Alien Dawn Mods
27 items
Description
Vanilla grenades in the game are quite lacking, to say the least. Time to give them a buff and upgraded models!

Grenades are one of the least used items in the game for me. Their range and damage generally just don't make them worth bothering with, and their slower animation to throw them means enemies are already going to be all up in your business by the time you toss it.

This mod boosts vanilla grenades to so they're more viable, adds two new ones, and also better differentiates EMP from non-EMP. The former will do significantly more damage to robots, whereas the latter will do more to organics.

Tremendous thanks to injto4ka for helping me unlock the mystery of how throwable objects in the game work!

Changes:

Throwing range
  • Improved Grenade Tossing research - Upgrades the throwing range of regular and EMP grenades to 40m instead of 20m, and the new M68 and EMP 2.0 grenades to 50m.
Grenades
  • AoE range increased from 3m to 6m
  • Explosions will now launch enemies away from the center of impact
M68 Grenades - New item!
  • AoE range of 10m
  • Explosions will launch enemies away from the center of impact
  • 70 damage to organics, 40 to robots
EMP Grenades
  • AoE blast range increased from 3m to 6m
EMP Grenades 2.0 - New item!
  • Increased damage to robots significantly from 40 to 80
  • Increased damage to organics slightly from 40 to 50
  • AoE blast range of 10m

The lengthy stun effect remains unchanged, and they will still cause friendly fire damage so be careful when using them.

To Do:
  • Nothing at the moment.



Version: 2.05-031
Popular Discussions View All (1)
2
19 Sep @ 8:32pm
Yup, broke something or other again...
Reedtanguerra
14 Comments
Mantastic  [author] 8 Oct @ 5:00pm 
Late to respond, but I fixed the crosspollination with NET and OET - Resource Integration that were requiring Radioactive Material and Gunpowder respectively.

Those are back to only applying if you are running either of those mods.
Mantastic  [author] 23 Sep @ 1:35pm 
I'll double check the mod to make sure there wasn't some accidental cross pollination. I have other mods that change things in this one if they're loaded, and if I forgot to unload them when doing the last update, they would have applied to this one and thus lock out folks who don't have it.
CHAIR a CANNON 23 Sep @ 12:44pm 
the first one : trying to research them and they're still showing grayed out even with the prerequisites met

the first one : trying to research them and they're still showing grayed out even with the prerequisites met
only the new items , m62 and emp 2.0 are greyed , the throwing range works !

my question was on purpose , some other mods i use needed to be fix when SAD common lib is loaded
I have fix them to be compatible with the official "unofficial" patch , but yours ... i can't ... sadly , and i use your skill mastery mod without problems (nice one !)
you answer me , you don't use the SAD common, thx , i will try again , this script error give me a lead ,
Mantastic  [author] 23 Sep @ 8:50am 
This one specifically, to my knowledge, doesn't use any extra functions in SAD_CommonLib, but it's such a huge bug-fix and feature additive that it's pretty much mandatory regardless.

So just to clarify, you're trying to research them and they're still showing grayed out even with the prerequisites met? Or are they researched but you can't craft them?

I was playing it this past weekend and didn't have any issues there.
CHAIR a CANNON 23 Sep @ 7:24am 
I'm still playing and testing with SAD common libraries enabled, I still have a problem with your mod, the search shows up, but the icons are grayed out, they say I met the prerequisites but I can't choose them ... Do you build your mods with SADcommon libs enabled ?
Mantastic  [author] 8 Sep @ 11:23pm 
Also, you can still play with the existing save, just ignore the error.
Mantastic  [author] 8 Sep @ 11:22pm 
All good. Are you playing an existing save that had the older version of the mod? If so, a new game should fix it right up. The code changed where it got moved to the research item, rather than just running from the get go.
CHAIR a CANNON 8 Sep @ 11:18pm 
Hi again , sorry but i'm in trouble with mods , i check with dev mod manager , and i found this :

Error loading Mod/JykpVuu/Code/Script.lua: cannot read Mod/JykpVuu/Code/Script.lua: File Not Found
Mantastic  [author] 7 Sep @ 1:15pm 
Note that if you had the old mod in an existing save, you'll receive a script error once you use that save with the new update. You can ignore it and it won't be there with any new saves.
Mantastic  [author] 3 Sep @ 3:58pm 
Reworked the mod from the ground up. See Change notes for details, or just the summary above.