Stranded: Alien Dawn

Stranded: Alien Dawn

Old Earth Tech - Redux
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Update: 12 Aug @ 7:09pm

Version 1.48-287

Removed the Scrap metal output from the Machined/Prefabricated parts output. For some reason it's erratically deciding on whether to use the parts or the scrap on "until" output limits, causing a ton of parts to get made unintentionally. Will reintroduce it once I have a solid fix.

Update: 12 Aug @ 2:12pm

Version 1.47-285

Laying the groundwork to add M68 grenades. These feature a much wider AoE range of 15m instead of 3m for vanilla, non-EMP grenades and also improved damage against both organics and robots, particularly organics. They come in a stacks of 10. WIP, not live yet!

Added code that increases colonist's throw range from 20m to 35m, same as in the Better Grenades mod.

Removed Cartridges from the Blunderbuss recipe so both it and the Musket are available without them after researching Gunpowder.

Advanced Mechanics tech has been changed to Small Motors. This is to help make it more obvious what the main thing is you're researching it for. Updated the icon for it.

Adjusted Small Motors recipes as they were too expensive. Less parts are now needed and will also produce in batches of 5 for the crafting table, and 10 for the CNC machine.

Vintage Fridges and Freezers now have their own research tech called Cold Storage.

Swamp Coolers tech now also requires Small Motors research, as they're are a requirement to build them.

Updated the icons and description text for the CNC machine.

Update: 11 Aug @ 8:00pm

Version 1.46-283

Fixed issues with the steel Prefab/Machined Parts recipes from unlocking.

Added Prefab recipes to the CNC machine. Slightly lowered the metal alloy needed for the Raw Metal CNC recipes and made the steel ones 1:1 for output.

Update: 11 Aug @ 7:45pm

Version 1.45-282

Typo fix two, non-electric boogaloo.

Update: 11 Aug @ 7:39pm

Version 1.45-281

Typo fix.

Update: 11 Aug @ 7:38pm

Version 1.45-280

Fixed some inconsistent numbers in the Prefabricated/Machined Parts recipes at the Anvil and Lathe.

Also fixed the Machined Parts Anvil recipe from detecting it as scrap metal for the main output to count against, causing your colonists to make them indefinitely.

Update: 4 Aug @ 6:59pm

Version 1.44-279

Added a basic composting research/recipe. Good for when you're low on manure but high on food resources you don't need. This will eventually evolve into a unique compost resource that functions like manure to fertilize farms, but doesn't decay nearly as fast. More backend work needed to get there.

Removed blades and bayonets. They were serving no purpose. May reintroduce them if I'm feeling inspired to use them in a way that's...well...useful.

Added tags to all ranged weapons for backend use with Skills Mastery Rewards, Samuel Mayweather, and Auriele Allard mod weapon traits.

Fixed various grammar and casing typos.

Metal Parts Recipes overhaul:

Changed crafting time a bit for each interface to scale appropriately. Increased the time on the Anvil somewhat to incentivize moving up to the Lathe, and likewise from the Lathe to the CNC machine.

Forged Blanks have been replaced by Steel for those recipes, as that's literally what you make via the Steel recipe and are thus redundant. One less resource to worry about with one very defined purpose. Disabled the Casting research tied to it.

Prefab/Machined Parts, Machine/Assembly Tools, and Portable Motor recipes have been rebalanced across all interfaces to produce even numbered outputs, more reasonable and standardized output amounts, and incentivize moving up to better manufacturing methods. More rudimentary methods = slower creation time and more waste. You're not going to want to stick with the Anvil for Prefab/Machined Parts the entire game now, and the CNC machine will be your best friend later on. To compensate, the Anvil recipes will now also produce scrap metal as a waste product, which will be useful to you in the early game.

Fixed all CNC recipes so they're truly automated (a few were still set to manual work) and also removed the Crafting Skill requirement. You don't need crafting skill to load resources and press a few buttons.

All weapon CNC recipes now take exactly half the time to craft versus the Gunsmithing Table.

Removed the CNC Bolt Action Rifle recipe. If you're using the CNC, you're not going to have a need to produce something thatlower tier on it.

Update: 1 Aug @ 5:29pm

Version 1.43-278

Fixed the Steel and Nanosteel recipes requiring Crafting lvl 3 despite just not needing manual work. Bug in the editor.

Update: 1 Aug @ 5:24pm

Version 1.43-277

Fixed the Stone Spear and Wooden Club to be in the regular Weapons category for the Crafting Table instead of Blacksmithing, which only for the Anvil.

Update: 1 Aug @ 3:57pm

Version 1.43-276

Lowered Saltpeter fermentation time from 3 days to 2.

Added a Saltpeter recipe for the Advanced Fermenter in NET, if you're using that mod as well. Makes it in one day.