Stranded: Alien Dawn

Stranded: Alien Dawn

Old Earth Tech - Redux
90 Comments
Devvvie 6 hours ago 
Hey, so, in my defense it's hard to read text <.<
I see the word Cutting and clicking on it shows me the Hi-Speed Machine Tools, but there is no Icon with Cutting so I read right over it multiple times, my bad.
Screenshot for reference

https://drive.google.com/file/d/16aUJbt0qEPPBt4rGLBg7QpyPskk_4_UD/view?usp=sharing
Mantastic  [author] 6 hours ago 
Screenshot here. If you're not seeing that, let me know.

https://drive.google.com/file/d/17GxyK1S2H8a8DLpA5nYiFuHQe_iLfHR_/view?usp=drive_link
Mantastic  [author] 6 hours ago 
You should see "Cutting" as an option instead of "Crafting", that's where the recipes are stored.
Devvvie 7 hours ago 
On the Lathe situation, I got the same issue. I can not add not recipes into a Lathe because there is no Craft menu for it. I can take a workbench, put recipes in it and turn it into a Lathe to keep the recipes, that is a problem tho, why?

Only the Lathe can make Hi-speed machine tools in the early game and you can't craft them because there is no menu to craft in the Lathe itself.
Mantastic  [author] 2 Oct @ 10:03am 
Just a quick notice that I'm on a small pause of mod development for SAD whilst Borderlands 4 consumes my life. If there's any emergency bug fixes, I'll swing back to fix them.
Mantastic  [author] 29 Sep @ 7:06pm 
Checked and it's working for me. Perhaps try unsubscribing/resubscribing to the mod to make sure it's up to date?
Mantastic  [author] 29 Sep @ 9:13am 
Lathe will only be Cutting. Hammering is exclusive to the Anvil. Was working fine on my last playthrough, but I'll double check it tonight in case I goofed something.
ICE Man 29 Sep @ 1:49am 
Lathe doesn't seem to have a crafting or cutting or hammering option on it, so can't use it
HAZ 20 Sep @ 8:37pm 
@mantastic Thank you for this clarification... except... I saw none of these items in the tech tree or ... well anywhere.. I am sure I have all of the dependencies, but will check again... maybe this conflicts with other mods...

if so - I will remove them, as this approach sounds fun!
Mantastic  [author] 20 Sep @ 3:45pm 
Steel is made with charcoal and refined metal at the Furnace. It's unlocked via Metalworking. Charcoal is also made at the Furnace.

You can make Machined Parts using Steel at the Anvil, Lathe, or CNC machine, and also with regular refined metal although it's less resource efficient.
HAZ 19 Sep @ 7:43pm 
completely stopped all tech development because I need machine parts to make steel.... how? where? I researched chemistry... and metalworking.... where?
Hanzoro North 14 Sep @ 10:29pm 
okay. i see it now under cutting.. kinda blends in but the option is there now.. imma restart tht map and run with it thanks
Hanzoro North 14 Sep @ 10:26pm 
honestly i never saw an option for it on the crafting table. but i'll see what htis update does for me. thankx
Mantastic  [author] 14 Sep @ 10:15pm 
It's there on the Crafting Table, but it was put under the Cutting recipe group by mistake, which should just be the lathe. Moved it back to Crafting.
Hanzoro North 14 Sep @ 6:44pm 
I'm still having issue with carved wood. i researched wood working but no tables or anything allows me to make carved wood.
Mantastic  [author] 31 Aug @ 8:34pm 
Since folks are still having issues with it, I'll change it to be grayed out instead of hidden.

Also, if you read the descriptions of both Chemistry and Metalworking, they pretty explicitly say they'll lead you to producing power. :)
Sillverbullet3 31 Aug @ 7:32pm 
I just researched metal working and it popped up, May I make a suggestion and have the greyed out version of rudimentary power in the resaerch panel so we the people that suck a bit know how to unlock it, I see there a lot of research items that do just that. why not the Most important one like Rudimentary Power. No? It would be most helpful. I tried this a while ago and uninstalled it cause i couldn't figure this out. BTW thanks for the fast reply
Mantastic  [author] 31 Aug @ 7:24pm 
Did you research Chemistry and Metalworking? Those are the only two requirements.
Sillverbullet3 31 Aug @ 7:21pm 
Oh i also have the other 2 installed as well N e t s'
Sillverbullet3 31 Aug @ 7:19pm 
Rudimentary power is NOT showing up in the research and cannot research ANY power
Mantastic  [author] 31 Aug @ 5:45pm 
Latest update adds unique sound effects to all ranged weapons! No more listening to the same vanilla sounds for non-vanilla guns.

Melee weapons, with the exception of the Warhammer, will likely remain the same. That one needs more of a thud than a twang. WIP.
Mantastic  [author] 31 Aug @ 5:43pm 
Appreciate the props Reedtanguerra! Glad you're enjoying it!
Reedtanguerra 30 Aug @ 2:34pm 
I wish to commend Mantastic again for really making a fantastic gaming experience with this one. I'm playing the military outpost scenario on Very Hard difficulty, with this mod suite version 2.0 and the Enemies Level Up one. I honestly couldn't survive past the initial waves of bugs on Insane, but I'm hanging in there on Very Hard. Just rolling into Winter year 1, and it's been a Frostpunk-like rush with my 6 survivors pivoting madly between canning food for the winter, making warmer clothing and upgrading weaponry and base defenses. Very Hard difficulty feels like genuine fight for survival in a pioneering colony. Absolutely loving this!
Mantastic  [author] 26 Aug @ 7:44pm 
Big ol' update, enough to classify it as a 2.0!.

The much wanted research overhaul is live, along with plenty of other goodies. Check the Change Notes for deets.

As always, let me know if you come across any bugs or quirks.
Reedtanguerra 26 Aug @ 10:54am 
Yep, I have the Pursue Hostiles mod (good stuff). I rolled an unlucky seed where all the spaceship wreckage was quite a walk away from the landing point, which didn't help as scrap metal was then a chokepoint. Some maps are probably just not well suited for Insane runs
Mantastic  [author] 26 Aug @ 10:40am 
The key to surviving the beginning of Insane/Chaos is to get as much scrap metal as possible right away, and build a trap grid to kite the bugs/robots into. It'll briefly stun them and do decent damage to low tier enemies, allowing your survivors to go in and shoot/whack them. Don't forget to make stone spears/wooden clubs for your unarmed survivors right away too until some more resources become available to you to make base tier weapons.

Make sure you grab the "Pursue Hostiles" mod too so colonists, when enabled, will actively attack enemies in sight range instead of standing around if they're not weapons range, which is really helpful for melee and short ranged attacks.

Certain non-OP modded characters with pre-equipped weapons and skills can help a lot too. I always roll with Akane and Aurelie with their melee and archery bonuses, and there's others like Elisa Chesterfield that come with a Railgun Sniper 2.0.
Reedtanguerra 26 Aug @ 10:14am 
So, I started a new game on Insane difficulty because I'm the sort of lunatic who cheerfully goes from Easy to Insane because why waste time on the stuff in the middle once you know the game mechanics lol.

How that went: total party wipeout with the first wave of bugs xD

Research order matters at Frostpunk levels with this mod suite (ie, mess up the research and your people die). I LOVE IT.

In case anyone else was wondering, get your initial lightning rod up and then go straight for weapon making because you will need ranged weapons STAT. Meanwhile, get basic base defenses up. I made the critical error of trying to increase food production before getting my people armed.
Reedtanguerra 25 Aug @ 11:08am 
I agree, it does make realistic sense to make metal melee weapons on an anvil. This was just user-error me misunderstanding what all the new workstations do and missing a critical step in the weapon tech chain. :)
Mantastic  [author] 25 Aug @ 10:50am 
Correct, as of this time it's only the anvil. I plan on adding CNC recipes for for the nanosteel ones as well.

Not too long ago that was actually the case, the Lathe completely replaced the Anvil and did so pretty fast, and the melee weapons were made at the Crafting table. However, to make the Anvil more useful, and de-clutter the Crafting Table Weapons list, I moved them there. Makes more realistic sense too since most of the work of crafting these is done at an anvil (or, in modern times, springhammers).
Reedtanguerra 25 Aug @ 10:19am 
Ooooh, that's what I did wrong. I researched the lathe and then deconstructed my anvil thinking the lathe was supposed to replace it being that it's more efficient, but I didn't research the CNC machine yet. To clarify, only the anvil can make the steel melee weapons? Or does the CNC machine do it as well?
Mantastic  [author] 25 Aug @ 9:31am 
Steel and nanosteel melee weapons are made at the Anvil under the Blacksmithing category.

And for additional clarification on the others, early non-gunpowder weapons are made at the Crafting table like other non-tech vanilla weapons, and gunpowder ones are made at the Gunsmithing table, which is unlocked once Gunpowder is researched.

Apologies for the obtuse tech chains, I'm actively working on fixing that so that there's both less of a mystery on what tech unlocks what, and what the unlocked items are and do. I'm hoping to have that update out by Wednesday.

Glad you're enjoying it and my More Realistic Farming mod! Any and all feedback is always welcome. :)
Reedtanguerra 24 Aug @ 10:40pm 
How do I make the steel melee weapons? Thank goodness I chose to play on easy difficulty to try this mod suite out because navigating through the tech chains is not very easy right now xD.

Also, for anyone else reading this, mod suite is awesome at adding fun and challenging tech progression (once you know what leads to what). It feels like you're a real pioneer. If played with the more realistic farming mod and irrigation mod once fixed, you'd better can some vegetables and meat for your first winter or things get a bit lean. Also, don't expand your base too quickly as the amount of items to make/tasks to do blows up as you progress through the tech tree. You really want to be teching with one eye towards survival and the other eye towards getting bots to help with all the tasks.
ectropy 20 Aug @ 5:36am 
Thank you!
Mantastic  [author] 19 Aug @ 8:30pm 
Sorry about that, legacy text. That building object has been removed. You can make the three chemicals at the Distiller and in Fermentation Barrels.

I scanned through the rest and that was the only inaccurate line.

In a future update, I plan on making Lukeh_ro's Chemistry Table a dependency and move them to there.

At some point in the semi-near future I'm going to add text to the techs that say where things are made.
Mantastic  [author] 19 Aug @ 8:28pm 
Sorry about that, legacy text. That building object has been removed. You can make the three chemicals at the Distiller and in Fermentation Barrels.

I scanned through the rest and that was the only inaccurate line.

In a future update, I plan on making Lukeh_ro's Chemistry Table a dependency and move them to there.
ectropy 19 Aug @ 5:55pm 
I see you mention the "Chemical Processor", but it would be helpful if there was a clue somewhere as to what tech path I should follow to find the Chemical Processor. Right now, I'm totally stuck because I have no idea what techs to use next to get even simple things like acid for batteries.
Help a fellow player out?
Lyfestyle 11 Aug @ 10:02pm 
Understood and thank you.
Mantastic  [author] 11 Aug @ 3:32pm 
Unfortunately I don't think that's possible. Objects only have a single type of exp they can issue to the user doing the task.

However...the thought has crossed my mind to eliminate the additional Extraction skill and just use Physical, which IMO just makes more sense and also encourages you to utilize your Physical specialized colonists for the task. It also eliminates the problem having to re-balance the exp gain for Extraction as it's way too fast IMO. I'll look into it.

Unfortunately, it's a one-per asset and I'd have to redo the entity from scratch to get that working as its originally sourced from Cyberpunks. Not impossible, but a steep climb.
Lyfestyle 11 Aug @ 3:24pm 
Got a request bossmantastic lol. Can you make extraction give a little physical EXP? Also a suggestion could a little cart that can clip through the extract asset a little so a second survivor can mine also?
Mantastic  [author] 4 Aug @ 1:50pm 
Sounds good, I'll add that in the next update.
Vorion 4 Aug @ 1:42pm 
That would be a good idea. I am currently playing a map witrh very VERY few ulfen around and I'm struggling hard to not use the cheat console and give me a little manure.

I do like the reduced resource requirements for firearms. I can get bolt action rifles at a reasonable time now and aren't dependent on scavening a railsniper.
Mantastic  [author] 4 Aug @ 1:31pm 
That's actually on the list of things I'd like to add.

My plan is to make Lukeh_ro's Irrigation & Composting mod mandatory, and then piggy back by customizing it in OET with some property changes, in addition to a recipe/resource that's synthetic fertilizer which never rots away and is created via Chemistry resources.

I'm waiting on him to fix an issue in that mod that prevents vanilla manure from being used on farms.

Reason being is making a new Compost/Fertilizer recipe and resource is easy, but Manure is coded as the only "fertilizer" the game can utilize for that purpose and it's not something that can be easily changed through the Mod Editor GUI options. It requires some decently complex code that's above my ability to do and his code already has.

That said, I could create a quick stop-gap recipe that uses the fermentation barrels to create manure for those who aren't using the Irrigation mod currently.
Vorion 4 Aug @ 1:05pm 
I am kind of missing an OET version of a composter to craft my own manure. There's a modern kind, but no old kind? or do I have too many mods in the way?
Mantastic  [author] 4 Aug @ 12:31pm 
Thanks!

I think that's actually typo on my part. Should be the same output for both. I'll fix it on the next update.

So many bits and bobs to keep track of. Lol. Let me know if you notice any other quirks.
Shredder 4 Aug @ 1:48am 
Yes, good job. Seamless integration achieved.
Is there a chance we can get a way to produce prefabricated parts cheaper late game? The CNC machine gives 90 machined parts per 60 forged blanks, but only 60 prefabricated for each 60 blanks, so I still stick to the Lathe.
Mantastic  [author] 1 Aug @ 8:28am 
I'll have a gander. Reinforced wood in and of itself is gated behind research, but beyond that everything else is unlocked.

FYI that's in the NET mod, but it looks like my goal of having a homogeneous experience between them is working. Lol. :)
Vorion 1 Aug @ 7:53am 
There is a mix up with the reinforced wood. The palisade defense can be rebuild with fences, but I can't rebuild fences with the reinforced version.
Also I don't see any housing upgrades with reinforced wood? is that hidden behind (hidden) research?
Mantastic  [author] 29 Jul @ 12:04pm 
Nope, oversight on my part. I'll add that to NET.
Vorion 29 Jul @ 10:58am 
The improved Fermentation barrel doesn't have the recipe for saltpeter, is this intended?
Mantastic  [author] 27 Jul @ 6:33pm 
Thanks!

The research integration add-on prevents crafting Railgun snipers before progressing through the others, if you want to use that. It's also worth getting to the lvl 4 weapons as they'll be a fair bit more powerful than the vanilla tech weapons versus organic enemies.