Stranded: Alien Dawn

Stranded: Alien Dawn

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Old Earth Tech - Redux
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802.108 MB
16 Apr @ 3:56pm
13 Aug @ 6:31pm
76 Change Notes ( view )

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Old Earth Tech - Redux

In 1 collection by Mantastic
Mantastic's Stranded: Alien Dawn Mods
21 items
Description
The goal of this mod is to update SomeCallMeTim's Old Earth Tech mods with bug fixes, balancing, and a lot of additional new content.

This mod is created with his permission and collaboration, and full original credit for his mods go to him with assistance from Fallout, GodBoss, lukeh_ro, and injto4ka. It includes content from Old Earth Tech, Brickwork Building, and Good Eating all rolled into one. See the first item in the Change Notes tab for the list of initial bug fixes, enhancements, and rebalancing.

Make sure the original mods are disabled/uninstalled so they don't conflict.

Please Thumbs Up and Favorite this mod if you enjoy it's content.

If you enjoy my mods and want to support my work, please donate here. :)[buymeacoffee.com]

Per his description:

"Old Earth Tech is meant to bridge the technological and production gap in the base version of Stranded : Alien Dawn. I understand that the lore of the game has instructions and recipes to jump immediately into more "modern" technologies, but I feel that misses something important.

Even when you know how to make something, you might lack the materials or especially the tools to do so. Often you'd lack the basic tools needed to create the end product, and even when you have those tools and materials you probably don't have a large or steady supply of them.

So I decided to remedy this honest oversight in the pursuit of a straightforward gaming experience. Of course, I did so by making things more complex and interactive with each other."

Content

Buildings
  • Anvil - Create unique metal based items for use in other recipes and buildings.
  • Lathe - More efficient than the anvil, and also allows for other things like carved wood and smoking pipes.
  • Chemical Processor - Refine resources into chemicals for use in ammo and certain buildings.
  • Powered Oil Press - Refine items into oils and fats more efficiently.
  • Vintage Appliances - Create cold storage without the need for electronics.
  • Power - Create power generating and storing devices without the need for electronics.
  • Kerosene Appliances - Fuel stoves and furnaces with kerosene instead of sticks for greater efficiency.
  • CNC Machine - Use advanced machining to create a fully automatic rifle, and other metal based items much more efficiently.
  • Housing - Various flooring and furniture items for your home.
  • Temperature - Added Swamp Coolers and Kerosene Heaters to help cool/heat your home.

Weapons
  • NOTE - All weapons do less damage to robots unless specified.

    Melee
  • Stone spears - Game starting melee weapon that only needs wood and stone with no research. Decent range, attack speed, and damage against organic enemies. Worthless against robots. Low durability.
  • Wooden clubs - Game starting melee weapon that only needs wood with no research. Effective against both organics and robots, but is very slow to attack. Low durability.
  • Steel/Nanosteel Katanas - Attack quickly with very high bleed damage effects, but low base damage.
  • Steel/Nanosteel Nodachi - Larger katana that attack slower, but with higher base damage and slightly more range. The "middle of the road" option, causes pain effects against enemies
  • Steel/Nanosteel Spears - Improved spears that attack at very long range, medium damage, minimum range they can't attack at, causes negative mobility effects against enemies.
  • Steel/Nanosteel Naginatas - Long range, attack multiple enemies in a cone, slow attack.
  • Steel/Nanosteel Zweihanders - Heavy damage, small stun, slow attack, causes manipulation (attack speed) effects against enemies.
  • Steel/Nanosteel Warhammers - Very heavy damage, high stun with knockout potential, very slow attack, greater effectiveness against robots.

    Ranged
  • Bows and crossbows - Additional options that are better than vanilla, but still base tier.
  • Muskets - Rudimentary rifles. Very slow fire rate, lousy accuracy, great damage, good range, potential to one-hit kill on critical.
  • Blunderbusses & Coach Guns - Rudimentary shotguns. Very slow fire rate, lousy accuracy, good damage, stun effect, potential to one-hit kill on critical.
  • Bolt Action Rifles - Improved rifles using manual action to load bullets for faster fire rate, and better range and accuracy.
  • Pump Action Shotguns - Improved shotguns that use manual pump action to eject and load ammunition for faster fire rate and better accuracy.
  • Revolver/M1911 Pistols - Short range, single fire weapons with a fast attack rate. The latter is superior against organic enemies compared to the 1.0 laser pistol.
  • Semi-auto Rifles - Further improved single shot rifles that use ammo magazines for faster fire and larger caliber ammo for increased damage and range. Greater effectiveness against robots.
  • Bullpup Rifles - The ultimate ballistic semi-auto rifle. Fires quickly at long range with high damage and accuracy. Good against robots.
  • Full-auto Rifles - Rapid fire rifles that fire automatically with a single press of the trigger. Decent range and damage per bullet, average accuracy. Wears down robots, shreds everything else it hits. Spray and pray at it's finest.
  • Assault Shotguns - Shotguns that use ammo magazines to spray projectiles at a rapid rate. Narrower cone range, but any organic enemies in that cone will get blown to pieces. Decent against robots.
  • Assault Sniper Rifles - Very long range rifle that will decimate enemies one at a time. Decent against robots.

Recipes
  • Canned soups and preserves of various veggies, fruits, and meats.
  • Chili

To Do
  • Ceiling variants of kerosene lamps.- WIP
  • Larger kerosene heaters and lights for outdoor use. Ideal for Alba and Sobrius during winter. - WIP
  • Fix the anvil animation so the colonist is holding onto a hammer.
  • Replace Vintage freezer and fridge, and lead acid battery with new models.

Lofty goals
  • Stone and brick walls and towers. They'll be mid-tier between wood and concrete.




Version: 1.50-289
Popular Discussions View All (1)
20
7 Aug @ 8:56am
Bugs, balance issues, & suggestions.
Mantastic
54 Comments
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. :)