Stranded: Alien Dawn

Stranded: Alien Dawn

Old Earth Tech - Redux
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Update: 1 Aug @ 3:49pm

Version 1.43-275

Lowered Saltpeter fermentation time from 3 days to 2.

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

Update: 30 Jul @ 10:54pm

Version 1.42-274

Added Stone Spears and Wooden Clubs. Channel your inner caveman while you're still living like one!

These are available right out of the gate and provide you with game starting melee weapon options using only wood and stone. Definitely better than using your hands, but you'll want to upgrade from them pretty quickly once other resources and completed research become available to you.

Following the mod's melee weapons theme, Stone Spears have decent range and attack speed, and are more effective against organics but are basically worthless against robots. Wooden Clubs are more effective against robots and do decent damage to organics with a stun effect, but have a very slow attack rate. Both have low durability and will require fairly fast replacement.

Updated Warhammers to have "Bash" and Spears to have "Impale" as their damage UI text.

Update: 30 Jul @ 9:26pm

Version 1.41-271

The early Ballistic weapons needed some love. The Compound Bow and Crossbow were straight up outdamaging them in pure DPS with better range. They've now been buffed, but without compromising their historical flaws (i.e. shite accuracy and very slow reload speeds). They're basically now very powerful per shot and stand a chance to one-hit kill weaker organic enemies.

Musket & Cartridge Musket - Range increased slightly from 35m to 40m. Critical hits can now perform headshot insta-kills to organic enemies. Increased damage to both organics and robots, the later of which makes sense since these weapons were originally developed as chain and plate armor piercers.

Blunderbuss & Coach Guns - Range slightly increased from 15m to 20m. Increased their cone area to 60 from 35. Drastically increased their damage to organics, and a minor bump for robots. The former was mistakenly set waaaaay too low.

Pump Action Shotguns - Increased damage to both organics and robots somewhat to scale upgraded DPS properly.

Assault Shotgun - Increased it's cone range from 15 to 35. 15 was too narrow, 35 gives you adequate enemy group coverage while quickly shredding anything in it.

As of now, the rest were left alone as their damage, fire rate, range, and accuracy all make them clearly superior weapons compared to their lower tiers.

Update: 27 Jul @ 10:41pm

Version 1.40-270

Hid Power Tools. Not a functional item yet, was unhidden on accident.

Update: 24 Jul @ 10:26pm

Version 1.40-268

Removed Carbon Nanotubes from the Machine Tools recipes and replaced them with Machined Parts. Using the Research & Development mod, Machine Tools were required to research the 3D Printer, which if you have no other method of acquiring Carbon Nanotubes would prevent you from researching it.

Moved the Steel and Nanosteel melee weapons to the Anvil. Aside from making the Anvil more useful, as the Lathe makes it redundant very quickly, it also makes a bit more realistic sense. Also, less clutter in the vanilla Crafting Table.

Added unique resource entities for all the melee weapons.

Update: 22 Jul @ 8:56pm

Version 1.39-250

Updated the names of the Acid and Ammonia recipes in the "build menu" so they're easier to tell which is which in terms of the main ingredient needed.

Update: 22 Jul @ 8:51pm

Version 1.39-249

Fixed the Chew Root Ammonia and Saltpeter recipes so they appear in the right category for their devices.

Gave them their own Chemicals grouping on the backend instead of being a member of Drinks, which is just hilarious.

Update: 20 Jul @ 7:05pm

Version 1.38-248

Moved Kerosene Furnaces and Stoves to the Kerosene research to unlock.

Update: 20 Jul @ 2:48pm

Version 1.38-246

Added Ceiling Kerosene Heaters, allowing you to hang heating solutions from the ceiling without taking up floor space. Due to their smaller size however, they'll be less effective per unit so you'll need to build multiple heaters to get the same effect as one floor heater.

Changed some of the bottom tier techs to be locked instead of hidden, as hiding them was causing some confusion on where players should start to unlock them.

Readjusted some of the research times based on the tier of tech being researched.

Update: 15 Jul @ 9:05pm

Version 1.37-241

Fixed the Kerosene Wall Lamp from being unlocked from the get go. Now requires Kerosene research as intended.

Added lighting effects to the Kerosene Heater. Fixed the Turn On/Off icons to reflect it being an igniting object, not electrical. Changed it's icon.

The descriptor text still shows it being an electrical device, which is a lie. Unfortunately it's not so obvious as changing some text in a field. Normally it uses what's in the resource, and it has that too, but not sure why it's still there. WIP.

More work behind the scenes on the ceiling heater and lamp, but not there yet.