Stranded: Alien Dawn

Stranded: Alien Dawn

Old Earth Tech - Redux
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Update: 31 Aug @ 4:19pm

Version 2.04-334

Ranged weapon TLC update!

New sounds! OET ranged weapons now feature sound FX different from ye olde vanilla.

Added resource entities so they don't reuse vanilla "techy" models when stored or placed on the floor.

Buffed the Bullpup rifle's fire rate to somewhat 1.5 from 2, and damage a bit to 30 from 22, and 45 from 40 for critical hits.

Lowered the full auto rifle rate from 0.1 to 0.2.

Buffed the M1911's fire rate somewhat to 1.5 from 2.

Update: 30 Aug @ 1:14am

Version 2.03-317

Fixed the Compost recipe from being available without the appropriate research.

Update: 29 Aug @ 7:09pm

Version 2.03-315

New models for the freezer, fridge, and lead acid battery.

Prep work for a new grenade research/item. WIP.

Update: 28 Aug @ 8:49pm

Version 2.02-299

The Assault shotgun became a robot destroyer beyond it's intended effect and giving little incentive to upgrade to better ones in NET. It now does 10 robot damage (down from 25), same as the pulse rifle 1.0, but it still fires a fair bit faster at better range and thus will still be more effective. No change to organic damage.

The Bullpup Rifle was also a little too effective, lowered it's damage from 15 to 10. Again, no change to organic damage.

Raised damage against robots a smidge from 40 to 50 for the Assault Sniper so it's on par with the Railgun Sniper 1.0.

Update: 28 Aug @ 6:13pm

Version 2.01-297

Fixed the kerosene and chemistry recipe unlocks for the Chemistry table.

Update: 26 Aug @ 7:42pm

Version 2.00-296

A semi-sizeable update, and enough to classify it as 2.0. :)

Research techs have all been updated with more descriptive text on what they unlock, and also altered some prerequisites to be "locked" instead of "hidden" so they'll appear in the tech list earlier.

Integrated Lukeh_ro's Chemistry table mod which is now a prerequisite. You can now craft Ammonia, Acid, and Kerosene from there in smaller batches.

The larger batch Chemistry recipes are still available at the Distiller and Fermentation Barrel, and now can be made in batches of two for greater overall efficiency.

The idea is you can make it quicker in small amounts at the Chemistry table, but will require a survivor to do manual work vs. slower production but more output with no survivor needed to work it.

Added Synthetic Fertilizer as a new resource to fertilize your plants. Made at the Chemistry table using Ammonia, Charcoal, and Stone (Phosphate). This doesn't decay outside (or elsewhere) and can serve as a viable alternative to manure for when it's in short supply or enough cold storage isn't available to you, and compost when you're short on organic resources to use.

Changed Composting recipe back to the specialized compost resource, which decays much slower outdoors and not at all indoors.

Irrigation and Composting mod is now a prerequisite. Included a change that hides that mod's Composting research so you don't have redundant items and use the one in this mod as intended.

Buffed the Bolt-action and Semi-auto rifles' damage against robots, particularly for the HC variants. They're still inferior to their energy weapon equivalents, but they're more viable now. Also adjusted their fire rates. Standardized naming to HC and HCLR for the high caliber and high caliber/scoped variants.

For the purposes of "types", the HCLRs are tagged as snipers, so if you're using Skills Mastery Rewards, you'll get the bonus with survivors that have the Master of Snipers trait. The non-LR ones are classified as rifles and thus will get the bonus from Master of Rifles trait.

Removed the Bolt-action Hunter rifle. It was mostly redundant to the sniper variant, and 4 different versions of it was excessive.

All Gunsmithing Table recipes for assembling guns are now classified as Assembling activities instead of Crafting, and thus any survivors with bonuses to Assembly will make them faster. Ammo and gun components, however, are still classified as Crafting.

Removed Blades, Bayonets, and Forged Blanks as they serve no functional purpose.

Fixed some weapons that had zero skill requirement to craft.

All weapons are now "destroy on fail". Initial builds have a 10% chance to fail and upgrades 20%, up until proficiency skill level which is 2 or 3 levels above the minimum needed depending on the weapon tier. This isn't to discourage you from upgrading, but to add a little risk so you're not completely tempted to go just straight to the upgraded ones and skip the base models.

Update: 18 Aug @ 12:09am

Version 1.51-291

Decreased the firing rate of the Assault Sniper. Was outdoing the Bullpup Rifle in damage, and if you had Sniper Eyes or Master of Snipers, firing rate, with the added extreme range.

Update: 17 Aug @ 9:26pm

Version 1.51-290

Removed the Distiller research requirement from Kerosene research. Would prevent you from getting it when playing Alba as there's a separate Distiller research object based on seeds than grain, unless you were lucky enough to play with a survivor that knew either of the grain producing plants.

Fixed the Kerosene Wall Lamp so it properly unlocks when Kerosene is researched. Was unlocked right from the get go before.

Update: 13 Aug @ 6:31pm

Version 1.50-289

Fixed the Bullpup Rifle from using the same firing animations as the Automatic Rifle, which caused it to fire waaaaay too fast if you have the Master of Rifles trait from Skills Mastery Rewards, or Sniper Eye. It's now truly semi-automatic as intended.

Lowered the damage on the Automatic Rifle for both organics and robots. It'll still shred plenty fine, but prior damage was just too OP. Damage was also tied to a Health Condition in Beyond Stranded, which if you didn't have would cause it to not work. Shouldn't be any more instances of borrowing from other mods.

Standardized the text casing for Weapon recipes and objects. Tweaked some of the descriptions. Removed the "bird" reference for regular Pump Action Shotguns and changed the Peacemaker to the Colt Peacemaker.

Update: 13 Aug @ 4:40pm

Version 1.49-288

Changed the weapon tags on the shotgun weapons to 'shotgun', matching the new Master of Shotguns trait in Skill Mastery Rewards.

Increased the accuracy of the Pump Action Buckshot gun. Also corrected the range between that one and the regular Pump Action Shotgun as they were flipped.