Stranded: Alien Dawn

Stranded: Alien Dawn

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Rifle_Production
   
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189.188 MB
7 Sep @ 8:54am
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Rifle_Production

Description
Weapon Bench – Rifles & Gear (animated, with work pieces & racks)
Build realistic firearms and gear at a fully animated workbench. During crafting, the work piece appears directly on the table; everything is tidied up after completion. Includes a weapon rack and resource rack for organized storage – plus a helmet rack for new combat helmets (including night vision).

Highlights

Manual crafting with start/idle/end animations

Work piece spawn per recipe (e.g., M4/AR parts, magazines, helmets)

Rifle Rack (shows weapons), Resource Rack (Weapon Parts, Ammo Box, Magazine Box)

Helmet Rack + new combat helmets (standard & night vision)

Challenging but fair balancing (mid-game progression)

Android/Robot: Currently no auto-patch. The iRobot mod blocks WeaponBenchWork via whitelisting – the iRobot author needs to fix this. (See the readme for a workaround.)
Or are you a bit of a modding pro? Simply add Activity Allowed WeaponBenchWork to the iRobot mod, and you're done. Then iRobot will also work on the bench.

Free – Support welcome:
Do you like my stuff? Check out my Patreon (VAM content & more)



Version: 1.00-094
7 Comments
SniperZero 19 hours ago 
The resource HUD with this mod covers some of the UI at the top. I'm not sure if it's because I'm playing the game at 1080p but is there a way to fix that?
Mantastic 19 hours ago 
I didn't test it on robots yet, I'll have to give that at a try on the Guardians play-through I started last night.

But the ones I mentioned are definitely organic obliterators on top of being quite cheap and quick to craft compared to 2.0 versions of vanilla weapons and a good chunk of others in mods.

Another suggestion is to gate the more powerful ones behind higher tier research, which you can require colonists to have certain skill levels, specific game time passed, and/or other tech prerequisites. Have a gander at Old Earth Tech - Redux / New Earth Tech to see some examples.

To add a little extra flavor, you can change the SFX to unique sounds too. Just figured out how to do that myself so my non-tech guns sound like the real deal. Happy to help with that if you're interested.

Looking forward to the pistols and your other weapon rack!
H 8 Sep @ 4:32am 
Die gefallen mir!!!
CadiCatClaws  [author] 8 Sep @ 4:21am 
@injto4ka I only included it because I own all the DLC for this game, and the mod had become quite large. I wanted to make sure all the dependencies were in place. But yes, the pre-order was probably unnecessary after all 😉

@Mantastic Thank you so much for your feedback! I've only tested it against robots so far. Since the attacks on normal difficulty can become quite intense after a while, the weapon balance seems pretty good. It took me about 3 hours of playtime to produce enough weapons for my settlers, and it was often quite challenging. But yes, you're right, it's probably too easy in other scenarios. I'll test it and see what I can do to balance it. I'm planning to add more machines for producing weapon components, which will make the process a bit more difficult. I'm also adding pistols and another weapon rack. They're already built, but I'm still working on the programming. I'm waiting for more feedback on how the rifle production is working out.
Mantastic 7 Sep @ 3:29pm 
A couple balancing suggestions.

The damage the AR15, AR15L, and MagLow do to organics is fairly OP. Not too much, but enough that it makes combat fairly trivial against a full insect hive for example. I'd recommend scaling them down.

Also, the resources needed to create these powerful weapons are fairly low. I'd recommend scaling them up.
Mantastic 7 Sep @ 1:23pm 
Dude, this is outstanding! Top tier work!

I'll need some time to get familiar with it, but at some point this looks like it would be great to integrate into Old Earth Tech via it's add-ons for those who use it.
injto4ka 7 Sep @ 10:25am 
Good job! But why the Preorder DLC is listed as required?