Stranded: Alien Dawn

Stranded: Alien Dawn

The Nests Awaken!
47 Comments
wisprsilently 14 Oct @ 7:57pm 
Having similar problems as D2 below. Also the various robots around the structures are extremely easy to pick off one at a time. Others don’t seem to react to their teammates getting attacked.

New structures are spawning crazy fast.
D2 9 Oct @ 2:07pm 
Consortium structures that spawn along the main pylon cannot be interacted with. They simply remain on the ground and I cannot do anything to despawn them. Removing the mod from the save still keeps the structures but removes the main base pylons. I'm playing on very hard and bases spawn quickly but the world becomes cluttered with consortium structures and I can't do anything to make them go away. Can you look into this please?
sowkr99 30 Sep @ 5:07pm 
And a stand alone too? :steamhappy: Yeah!
Ark Builder  [author] 30 Sep @ 3:58pm 
It honestly wouldn't be a bad idea to make a few more expeditions in myy Enemies Evolve Mod that brings home tamed animals (If the colonists taming level is high enouugh)

Maybe even make it possible to get access to breeding pairs of animals not normally found in your location. ((Like finding a camel breeding pair on an expedition when you are on Saltu)
sowkr99 29 Sep @ 8:26am 
Morning, Ark Builder. Is there a way to make a separate mod for the "Friends from Afar"? I love the idea of bringing home pets from other areas but I am afraid of the nest! LOL
Twini-Kiwi 25 Sep @ 12:37am 
Ahhhh Now that explains everything so I learned something today stone is bad unless in mass Cheers
Ark Builder  [author] 24 Sep @ 4:17pm 
Yes, I needed a way for nests to passively get more aggressive (Other than randomly or using a cooldown)
So I assigned 2-3 resources per species, and when a resource is consumed you get a X% chance to alert the species (Where X is the resource input of the recipe)

So a bunch of "small" 5x stone recipes will cause a lot less "aggression" (Because each has a 5% chance of angering the species)
But if you are starting to industrial and use 80+ stone in a single recipe.... that has an 80% chance of pissing off the species.

Easy/Medium difficulties get a 3:1/2:1 throttle where it takes 3 alerts before a species creates a nest or a nest is alerted to you.
Twini-Kiwi 24 Sep @ 3:47pm 
I always use Insane difficulty and Ares moon (just in case) so Stone Triggers Absolute madness if i gather A huge amount? If so I think if im not mistaken I always play on sock (Seed for Desertum) And gather mostly Stone for Concrete sounds like I make my life then worse? Then I learned something about the Nest I guess XD
Ark Builder  [author] 24 Sep @ 3:27pm 
Hey Twini-Kiwi,

What difficulty are you using?
Scissorhand nests do not like you using stone or ulfen meat (That is a passive trigger I set)

Are you using large amounts of either?

Asking because I do have code that throttles how often new nests spawn and how fast nests are alerted to your presence
Ark Builder  [author] 23 Sep @ 2:45pm 
I will double check how often I set species to get aggressive,

I suspect my % chance was to high and will give it a swing with the nerf bat
Twini-Kiwi 23 Sep @ 8:28am 
so uhhh i dont know how i should ask say it? but i dont think its normal that in 17 Days (year 1) spawn over ( i dintd count anymore at 25) nets from scissorhands in fast time (i was on desrtum but i gues thesse nest can spawn there to) i mean yes more silicon for sure but i dont get any more normal attacks (or in project x repired) Unless i understand the nests not directly (they were after shrot period awaken as i attacked the very first scissorhands nest ) and yeah
Ark Builder  [author] 22 Sep @ 6:39am 
1. You can post them in the modding channel of the sad discord, host them on imgr, or place them in a github repo bug. (That ui bug is technically from the enemies evolve mod)

2. I will add a one time popup to this mod when a nest "attacks" without knowing about the player. That should help others in the same place as you. (The nest tutorial is airway 6 pages long, otherwise i would put it there)

3. I forgot I hid their UIs behind observation..... that's most likely what's happening. Let me dev some improvements to discovering and add some shielding to the new uis to only inject when the unit is observed
Twini-Kiwi 22 Sep @ 6:21am 
Yeah i must also say i didn't directly though of the Awareness XD also where should i send Screenshots? Bc at the moment the Crawler is inside at the base and doesn't move also a second 1 is outside the thing is I can study it (The 1 that Is attacking) and the other not as its Hostile (I just need to know where you want the screenshots and I will deliver them
Ark Builder  [author] 22 Sep @ 5:49am 
First isn't really a bug, but not the cleanest way of doing it.

If a nest has collected enough resources to create a brood, but isn't aware of the player it will just release a batch of angry insects that will just wander and look for stuff to kill. I need to make it not show a permanent aggressive insect alert.

2. Is definately a bug. The crawlers have a new ui section showing how much scrap they have (they use scrap to improve nearby robots armor). A screenshot of it would be great. Selecting and deselecting the crawler may cause it to go away.

It's my first foray into the UI, and it's it's own beast....
Twini-Kiwi 22 Sep @ 3:25am 
2 new Bugs: after 9 Broodmothers spwanend They dindt go over to attack mode(not spawned in the nest) they just were there and go roaming a bit here and there also after a consortium base Spawned (after some time) a CB1 (forge crawler) spoawned and top left there was a small green message Mobile amory which showed alwasy then up when i use the mouse (im more of controller) it was even in the main menu
Twini-Kiwi 21 Sep @ 12:03pm 
nice to hear and appreciate the hard work for this complex love it in all ways
Ark Builder  [author] 21 Sep @ 11:48am 
The latest update should resolve the infinite spawning nest enemies!
Along with safely handles situations where a nest cannot spawn a unit around itself.
(There were some difficulties picking a spot near a nest that the enemy unit could get to you as well)
Whom3 17 Sep @ 3:57am 
Like the mod cheers but like said it spawns hundreds of enemies which pretty much crash's the game
Ark Builder  [author] 14 Sep @ 9:23am 
Demolishers (It uses the strongest unit of the nest) yes
300 of them no

I will check those functions and fix them
Twini-Kiwi 14 Sep @ 7:03am 
so on day 8 now first year i played on saltu whit project X repaired and this mod erverthing was smooth until nests became Active and send whit out breaks Scirrosrhands demiolhsiers? about 300 or more at day 8 Yeah that cant be right? or is it?
Ark Builder  [author] 14 Sep @ 5:34am 
Yup, new update that should have resolved 90% of the problems
Took me so long because life and how it was essentially a re-build from the ground up
Twini-Kiwi 14 Sep @ 3:48am 
oh new Update and sounds really Promising Love it finnaly a worthy treat our battle will be lengedary (gets slwoly eaten by an scirrrsohands)
Shredder 9 Aug @ 2:42am 
"Still some issues with Entropic Shreikers spawning en-masse outside of the map area"

I just had 450+ of exactly these guys spawning in front of my base. No notification.
I wouldnt have noticed them if they didnt lag out the game.
Len Darker 8 Aug @ 11:20am 
Something like this should have been the default mechanic instead of random incremental waves.
Rhino 19 Jul @ 5:06am 
no picture? :steamsad::steamsad::steamsad::peeperfish::ElderShark::steamhappy::steambored:
Mantastic 2 Jul @ 11:07pm 
Still some issues with Entropic Shreikers spawning en-masse outside of the map area. More info in Discord.
Twini-Kiwi 13 Jun @ 3:31am 
aye a patch for the mod gonna re do my project x run new then (until a new heavy bug suprises me XD ok jokes aside i love your hard work for the mod)
Ark Builder  [author] 12 Jun @ 11:40am 
1. New version updated with bugfixes and logging, see if it's better now.
It's hard to tell what exactly what causing the performance.... BUT I fixed some glaring issues.

And I added ways for me to tell if it happens again

2. I can only guarantee it works on new save games.
The mod literally takes the nest as defined in the code and adds a new class to it....

3. The nests will only evolve it's protectors when your base itself would be attacked by it's evolved form. So lower difficulties will not see the nests strengthen their defenders (Other than increasing max hp)

4. I'll double check to make sure I didn't stop nests from respawning it's defenders, iirc the time it takes for a nest to do so is.... loooonngggg
jchavez52691 30 May @ 10:15am 
Installed and used on an old save. Didnt notice a difference in spawns but did notice it caused a lot of lag, had to disable this mod.
Sturmlied 25 May @ 12:49am 
Hey! I tried this on a old save and a new one but theres no enemies spawning at all, the nests do evolve (hp up) but for about 1 years theres still just 4 adult shriekers in the nest that evolved.
Sturmlied 24 May @ 11:28am 
is the spawning of too much enemies fixed? would love to use this mod
Twini-Kiwi 20 May @ 7:17am 
ahhh dont worry Ill can wait for it its a complete new system for the nest its understandebel that bugs like thesse were left in (i myself wouldnt even be able to do these mods XD)
Ark Builder  [author] 20 May @ 6:47am 
I will be going over the custom Lua code for the cause of the slowdowns and massive attacks.

Thousands of final form Shriekers should not be a thing, but I must have left a bug in the code itself.....

The attacks should also spawn near the nest, not the base. So that's another thing I will look into.

I apologize in advance, I'm not very experiences in interacting with the map coordinates/system.
Standby
Whom3 20 May @ 4:42am 
Same here deleted them all with cheats but still virtually unplayable
Twini-Kiwi 19 May @ 1:09pm 
thats the thing it only happend for me in the 2 earyl year before that everthing worked fine some errors occured but something semms to trigger huge Entropic shriekers even after using cheats to delete them laggeg still heavy
Whom3 19 May @ 11:16am 
Yes I have it enabled I've killed quite a afew but there are thousands just outside my base doing nothing but causing lag
Mantastic 19 May @ 9:13am 
For the folks that are getting the massive spawns, do you have the Insects Level Up mod enabled?

If so, the spawns shouldn't be that large and should instead trigger the smaller upgraded ones based off of that base spawn count.
Whom3 17 May @ 1:51pm 
Could do with some sort of cheat to just kill the massive swarm in one go I've killed about a thousand but there's still too many for the game to handle
Whom3 17 May @ 10:29am 
Same here I think thats causing the lag
Twini-Kiwi 17 May @ 5:21am 
and im just at the 2 year day 3 XD
Twini-Kiwi 17 May @ 5:21am 
uhmmmmm why do there spawn over 1000 entropic sriehkerss nera my base? i was wondering why my game lagged as hell and then i saw a huggge army of them... HOLY SHRIEKER
Whom3 17 May @ 3:25am 
Any tips on changing settings for this mod my game has got almost unplayable with lag since installing this :(
Ark Builder  [author] 14 May @ 4:16am 
All nests do nothing until they are woken up.
This awakening can occur:
- When a human is near the hive for the first time
- A regular game attack is replaced with a single nest awakening
- the disaster wakes up all nests

The first 2 can happen at anytime, and I decided to not gate them because this would be singular nests waking up. Which can be managed easier.

The last disaster can only occur after the first year has passed
Flin Fredstone 13 May @ 11:19pm 
This looks interesting.

Do the attacks the nest(s) send out start from the beginning or is there a delay timer for you to prepare a few days, just as with normal attack spawns ?

Personally i would suggest using the endless expeditions mod from Jaggid Edge as well so that you have access to plenty of scrap metal in the long run for the constant repairs i reckon ?
Twini-Kiwi 13 May @ 7:51am 
now this is something i wanted since i played sad now we need bug patrols
OHM 12 May @ 3:04am 
Thanks!
Mantastic 11 May @ 10:07pm 
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