Stranded: Alien Dawn

Stranded: Alien Dawn

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Old Earth Tech - Redux - Resource Integration
   
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5 May @ 9:21pm
12 Aug @ 11:05am
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Old Earth Tech - Redux - Resource Integration

In 1 collection by Mantastic
Mantastic's Stranded: Alien Dawn Mods
21 items
Description
This is an add-on mod to Old Earth Tech - Redux that integrates it's various crafting resources (steel, nanotube steel, prefabricated parts, etc.) into vanilla crafting recipes, weapons, and buildings.

The goal of this add-on is to create resource continuity and usefulness throughout the game rather than limiting them only to OET items and buildings. Some have been changed in ways to make a bit more general sense as well.

The base Old Earth Tech - Redux and Glass & Greenhouses mods are required.

Items with updated recipes:

Vanilla Buildings - Civilian:
  • 3D Printer
  • Arcade Machine
  • Bench Press
  • Delivery Drones
  • El Cooking Stove
  • Food Fabricator
  • Freezer
  • Harvest and Service Bots
  • Material Fabricator
  • Orbital Antenna/Radio
  • Refrigerator
  • Teleportation Hub (Official Mod)
  • Regular and Graphene Windmills
  • Battery
  • All Solar Panels and Solar Roof
  • Diesel Generator
  • House, Flood, and Searchlights
  • Hydroponic Racks
  • Air Conditioner

Vanilla Buildings - Combat:
  • Assault & Battle Bots
  • Automated Turrets
  • Battle Drones
  • Mobile Turrets
  • Small & Combat Mech

Vanilla Weapons:
  • Laser pike
  • Laser Pistol 1.0 & 2.0
  • Laser Sword
  • Pulse Rifle 1.0 & 2.0
  • Railgun Sniper 1.0 & 2.0
  • Grenades (EMP and Regular)

New Earth Tech:
  • Atomic & Plasma weapons
  • Atomic/Crystal battery & generator
  • Atomic turrets
  • Silicon Windmill

Drones Turrets of War:
  • All drones.

Mobile Turrets of War:
  • All mobile turrets.

Improved Solar & Graphene Solar Roofs
  • Both roof panels.

Justin Crause's Furniture
  • Beverage Cooler
  • Commercial Fridge
  • Industrial Freezer
  • Charcoal Grill (also changes the fuel to Charcoal).

To do:
  • Integrate content from Project-X Repaired.
  • Bug fix and rebalance as needed.



    Version: 1.11-024
13 Comments
Mantastic  [author] 30 Jul @ 7:43am 
Sorry Vorion, I accidentally deleted your comment. On my phone and the trash can was perilously close to the “Post comment” button.

Sure! For anything research cost related, let’s do a discussion thread on the R&D mod page. I’ll make one sometime today when I’m on break.

OET and NET have threads already on their pages if you have general feedback for those.
Mantastic  [author] 29 Jul @ 1:56pm 
Appreciate all your feedback! Very useful stuff that helps me balance things out for play-styles beyond my own and my assumptions of others.

FYI, these are covered under the Research & Development mod, not this one. :)

I'll look into the Electronic components requirements to see if I can re-balance them a bit more in the middle. The intention was to deliberately make it more difficult to progress to the high-end tech stuff if you don't have your production locked down, and focus more on investing in research to help get you to that point first (i.e. Service Bots, Delivery Drones, Extraction with one dedicated extractor, suitable farms, at least one dedicated crafter) while relying on OET/mid level vanilla items until then.

A "game starter" stone spear is a good idea, and thinking about it, possibly a wooden club and a stone throwing tool that works like a grenade. I'll work on that.
Mantastic  [author] 29 Jul @ 1:56pm 
The medical bed is one of those things that vanilla itself places too late into the game to be all that useful. I'll noodle on ideas that would make it more useful but still balanced.

I'm going to re-balance the weapon building requirements for research to the next tier. My thought for the ranged ones was you'd already have most of them made with colonists using them so it wouldn't be too much of a climb. In practice though, that's not always the case. For melee weapons, it made logical sense to have to craft different types to "learn" how to make better ones, but it also uses a disproportionate amount of resources so that's going to be adjusted.

The compound bow and crossbow aren't supposed to be better than the early gunpowder weapons. It's intended to be a linear climb. I'll have to re-evaluate that if that's the case.
Vorion 29 Jul @ 11:32am 
Part4:
Melee weapons
The requirements to craft *every* melee weapon to get from steel to nano-steel versions seem excessive. If I know how to craft a blade, I shouldn't need to craft 4 different kinds of blades.
It feels a little out of sync when I only need to craft 3 spears - that gives me the knowledge to craft 6 different melee weapons, but to just use different steel then I need to craft 12 weapons - that feels excessive. Maybe make it 1 bladed weapon, the hammer and the zweihander?
It's about resource and manpower allocation. I don't have an incentive to build those weapons when the laser pike is good enough. (Maybe melee as whole in this game is poor, but that's not the mod's fault)


That's it for concrete feedback, keep up the great work, really loving your mods!
Vorion 29 Jul @ 11:32am 
Part3:


Firearms:
Crafting what feels like eleven thousand firearms to unlock the next version doesn't make the early weapons a viable alternative, especially if the compound bow / crossbow are on par or better than anything before semi-automatic weapons. I don't really have a recommendation. I usually just rush through the low level weapons.
Sticks&Stones -> Bows -> Compound Bows -> semi automatic -> automatic.

I feel maybe a reduction in production costs might help. Right now it's not worth the effort to craft all the ingredients to build 6 guns that are a sidegrade to the compound bow. I'd rather spend the same resources on racing through the tech tree.
Vorion 29 Jul @ 11:31am 
Part2:
I feel the resource requirements make certain items from the techtree too late to be useful:

Weapon research:
If I don't have a wreck nearby that I can scavenge and/or the scavenging gives me "useless" items like fuel, 1st aid kits or food instead of scrap, I'm dead. I can't build a trap maze, I don't have weapons and I can't craft or research weapons.
Maybe it's possible to add "sharpened sticks" as research? 20 wood, 20 stone, allows me to craft a sharpened stick, with 50-75% of the damage of a spear and poor, very poor durability? They should at most last 2 fights.

Medical Bed:
By the time I can "afford" the medical bed, most of my people have maxed out medicine anyhow, and, generally speaking, getting hurt is a non-issue since my base is near impenetrable anyhow with mazes, flamethrowers, turrets and me going out with long range weapons to decimate the crowd first.
Vorion 29 Jul @ 11:31am 
It works now.
I have been playing on the Ansible Relay scenario.

Here's my very subjective feedback, which I need to split up over 4 posts.

Part 1:

I love the resource requirements, they really slow the game down in a good way. I need to strategize more on what I want to research and when and need to alingn that with getting resources ahead of time, really loving it.

With that said:

The bottlenecks for me are the immense Electronics, CPU and Metal requirements to research. I have 2 people going to grab endless fuel and endless ore events with two balloons, my silicon farm is 3 times the size of my food production (graingrass, meatplants, veggies, and a wild fruit-bush patch) and I can't seem to get ahead with the metal and electronic demands.

(AND I need to time it so my two guys aren't away while I get yet another wave of crabs attacking my base)
Mantastic  [author] 28 Jul @ 12:14pm 
That would be in the main OET mod. I'll have a look. It'll be an easy fix, just need to change the categories in the weapon objects. :)
Vorion 28 Jul @ 11:57am 
Great, thanks! Not sure where this goes, the CNC machine has some weapons in "Assembly" and some weapons in "craft weapons".
Mantastic  [author] 24 Jul @ 5:54pm 
Fixed! The change is in the main OET mod.