Stranded: Alien Dawn

Stranded: Alien Dawn

The Nests Awaken!
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Update: 21 Sep @ 11:36am

Version 1.02-099

Update 1.2 post-update hotfix(s)

#1 Bugfix: All research granted by this mods Expeditions are no longer unlocked as a random new game breakthrough.

#2 Bugfix: Resolved bug causing Nests to into a permanent attack triggering loop after a certain amount of GameTime had passed in a game.

Bugs I'm aware of:
- Consortium Nest locations still spawn robots even after death.

Any issues with this.... very complex mod please include the logs so I can track down why.

Update: 16 Sep @ 8:21am

Version 1.01-092

Update 1.13 post-update hotfix

#1 Bugfix: New Consortium Nests will now be aggressive to the player.

#2 QoL: Added extra panel in Nest Tutorial explaining the open commisions on any image that has the "Temporary" image.

#3 Bugfix: All Expedition events are now stored in a way to not accidentally trigger during "normal" play.

#4 Bugfix: Fixed a bug where consumed resource node's attack time hastening did not reflect in the nests UI attack bar.
(This also ended up with me lowering the complexity of the code)

#5 Bugfix: Fixed a bug causing an error when trying to find a suitable location for invaders when a nest is spawning them.

#6 Bugfix: Fixed error when a craft was interrupted causing a crash.

#7 cleanup: Removed duplicate calling of functions, could improve efficiency

#8 QoL: Added A LOT of debug logs in each custom lua function to track the complex bugs

Bugs I'm aware of:
- Consortium Nest locations still spawn robots even after death.
- Nests get stuck into an attack loop, causing immense lag and enemies to spawn.

Any issues with this.... very complex mod please include the logs so I can track down why.

Update: 15 Sep @ 7:51am

Version 1.01-089

Update 1.13 post-update hotfix

#1 Bugfix: New Consortium Nests will now be aggressive to the player.

#2 QoL: Added extra panel in Nest Tutorial explaining the open commisions on any image that has the "Temporary" image.

Any issues with this.... very complex mod please include the logs so I can track down why.

Update: 14 Sep @ 4:40pm

Version 1.01-088

Update 1.12 post-update hotfix

#1 Nest Nerfs: Nests now eat nearby resources 2x-5x less often
The attack cooldown of a nest <em>was</em> reduced by 1% of attack time per 10 EP of eaten resources.
This is now a 1% reduction per node, no longer reliant on EP in the node eaten.

Any issues with this.... very complex mod please include the logs so I can track down why.

Update: 14 Sep @ 10:33am

Version 1.01-087

Update 1.11 post-update hotfix

#1 Bugfix: Removed multipliers in nest attack strength calculations, capped an individual nests attack strength to 200% of players "score".

Any issues with this.... very complex mod please include the logs so I can track down why.

Update: 14 Sep @ 9:37am

Version 1.01-086

Update 1.11 post-update hotfix

#1 Bugfix: Removed multipliers in nest attack strength calculations, capped an individual nests attack strength to 200% of players "score".

Any issues with this.... very complex mod please include the logs so I can track down why.

Update: 13 Sep @ 2:21pm

Version 1.00-085

Update 1.1 Turns out the mod was bad....

1. Bugfix: Everything

2. Removed complicated code

3. Bugfix: Corrected math errors causing nests to be ready for an attack in 1-2 in game hours (Causing massive spawning of attackers)

4. Bugfix: Corrected an input to a base game function, which was expecting an input in percentage of player strength. the mod was giving actual player strength (Causing any input above 100 to be a.... "strong" attack.)
TL:DR This caused massive spawning of attackers, and it is fixed

5. QoL: Lot's of logging was added outputs to the mod log and the actual game log, to track if the custom lua functions are causing the sluggishness.


Any issues with this.... very complex mod please include the logs so I can track down why.

Update: 12 Jun @ 11:19am

Version 1.00-014

Update 1.1 Turns out the mod was implemented badly....

1. Bugfix: Multiple disasters cannot trigger in the same save (Possible cause of sluggishness)

2. Removal: Removed complex code that tried to track if a nest was in combat (Possible cause of sluggishness)

3. Bugfix: Corrected math errors causing nests to be ready for an attack in 1-2 in game hours (Causing massive spawning of attackers)

4. Bugfix: Corrected an input to a base game function, which was expecting an input in percentage of player strength. the mod was giving actual player strength (Causing any input above 100 to be a.... "strong" attack.)
TL:DR This caused massive spawning of attackers, and it is fixed

5. QoL: Lot's of logging was added outputs to the mod log and the actual game log, to track if the custom lua functions are causing the sluggishness.


Any issues with this.... very complex mod please include the logs so I can track down why.

Update: 12 Jun @ 11:00am

Version 1.00-013

Update 1.1 Turns out the mod was implemented badly....

1. Bugfix: Multiple disasters cannot trigger in the same save (Possible cause of sluggishness)

2. Removal: Removed complex code that tried to track if a nest was in combat (Possible cause of sluggishness)

3. Bugfix: Corrected math errors causing nests to be ready for an attack in 1-2 in game hours (Causing massive spawning of attackers)

4. Bugfix: Corrected an input to a base game function, which was expecting an input in percentage of player strength. the mod was giving actual player strength (Causing any input above 100 to be a.... "strong" attack.)
TL:DR This caused massive spawning of attackers, and it is fixed

5. QoL: Lot's of logging was added outputs to the mod log and the actual game log, to track if the custom lua functions are causing the sluggishness.


Any issues with this.... very complex mod please include the logs so I can track down why.

Update: 10 May @ 5:50pm

Version 1.00-012

The mod plus it's dependancy