Stranded: Alien Dawn

Stranded: Alien Dawn

Old Earth Tech - Redux
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Update: 12 Sep @ 3:14pm

Version 2.10-349

Increased the power output for Swamp Coolers so they work more effectively. Found they were rather lacking during Severe/Extreme Heatwave events.

Changed the "Make Until" multiplier for Scope and High Caliber Receiver recipes from 10 to 1.

Update: 7 Sep @ 1:58pm

Version 2.09-346

Removed WIP M68 grenade items as they were migrated to and finished in the Better Grenades mod. The research item was causing a pop-up bug due to an issue with how it used skills as a requirement (which is fixed in the Better Grenades mod).

Fixed the Chemistry Table Melon Ammonia recipe from mostly working unattended.

Fixed stored food from stacking up in front of the Vintage Fridge and Freezer. Both still had the Visual Storage Component left over from when they re-used the vanilla fridge/freezer assets that displayed stored contents.

Adjusted Small Motor requirements for buildings/recipes that use them to match their newly cheaper/bulk crafted status.

Made some initial changes to Food Preservation recipes. More to come...

All canned food now lasts outside for 48 days, increased from 20 or 24 depending on what it was.

All recipes now use 5 scrap metal instead of 1 regular metal. Should make it easier in the early game to use when regular metal can be scarce.

Added Canned Meat & Veggie Stew recipes, so you have a canned tasty meal option. Will add others that are "cannable" in the future.

Changed Chili to need chew roots instead of grain.

Updated all preserved food recipe/resource descriptions.

Changed all preserved food recipes to take two hours instead of one hour manual and a half-hour unattended.

For now, Canned Chewroot, Melon, and Beefberres will still produce Canned Veggies which are useable in anything that needs generic vegetables in their recipe, but I'll eventually make them discrete so they can be used in things that specifically require that resource (e.g. Chew Root Oil, Buttermelon Pie, etc.).

Update: 3 Sep @ 8:21pm

Version 2.08-345

Fixed the Vintage Fridge and Freezer from being invisible.

Somehow the entity file for them disappeared into the ether totally at random...

Update: 3 Sep @ 1:39pm

Version 2.08-343

More updates to batch limits for weapon based recipes. The guns themselves all remain at 2, but others needed some adjustment for more efficient production, and preventing overproduction in some cases.

Updated the Steam text through here so I don't accidentally replace changes that I made on Steam itself when updating the mod.

Update: 2 Sep @ 9:03pm

Version 2.07-341

Fixed the batch limits for Lathe and CNC recipes that create new resources and Smokeleaf Pipes. Some of them were too high for the amount produced.

Update: 2 Sep @ 8:50pm

Version 2.06-340

Backend cleanup, nothing user facing.

Update: 31 Aug @ 10:18pm

Version 2.05-338

Aaaaaand to use recipe costs instead of building costs for resource descriptors in the research description.

Remind me not to update my mods when I'm three beers in and it's late at night. :P

Update: 31 Aug @ 10:15pm

Version 2.05-337

Aaaaand that the amount of time to research is correct.

Update: 31 Aug @ 10:13pm

Version 2.05-336

And let's make sure Rendering is in the right tech category while we're at it. ;)

Update: 31 Aug @ 10:08pm

Version 2.05-335

Somehow accidentally deleted Fat Rendering Research. Remade it.

Changed Rudimentary Power to be locked rather than hidden in the research tree.