Stranded: Alien Dawn

Stranded: Alien Dawn

Project X (Repaired)
444 Comments
Shredder 31 Jul @ 1:08am 
I don't think you need both. It's 1 GB so this is not just a couple of codelines fixing errors, but a whole copy including the fixes.
Really hope more fixes are coming, as I am trying out the mod right now, but reading the comment section makes me believe there's much more to repair.
mrdb74 22 Jul @ 8:11am 
oh OK i didn't' know this thanks for letting me know i try subscribing to the other project X also.
DragonMaster8011 17 Jul @ 5:19pm 
Do you have to have both Project X and the repair to get the mod to work ?
mrdb74 21 Jun @ 4:14am 
thought i got around the problem with the MOD as SAD says its a issue. but mostly once i enable it the game wont start so i have to unsubscribe refresh computer and do it all again was working but now still trying to get it to work again even i've done it twice today you said its a WIP please can you fix this issue SAD has with this MOD
HazeKalix 20 Jun @ 6:37pm 
Fabricator matrices research is blocked, requires 150k galacticoins and 10 trade script, i have 100s of them, and over 2m in coins, it just wont activate, even when bought from a passing ship its completely locked out including any research associated with fabricator matrices.
Khan Amarrid 19 Jun @ 1:04pm 
Some research options are being blocked by this mod, as is the ability to build fabricators. Are these issues going to be looked at and fixed in a future update, please?
mrdb74 17 Jun @ 7:39am 
played one game and saved it. today stranded wont even load and the only thing it can be is Project X was really enjoying it too.
BEEFY 16 Jun @ 10:20pm 
Hiring new colonists costs 27-45 MILLION credits!!! Also whenever I craft a box of organs it disappears. I lost about 20 before I realised it. Run out of research to get one of my colonists to Intelligence 10 to unlock the Galactic Fabricator research. Plenty of that alien and cyber stuff, but useless without boxes of organs.
J0hñ RæmbOŠ™ 7 Jun @ 6:41am 
I played on desertum and the warning always turned on everyday in the morning... it became annoying and really need some advice to turn it off...
J0hñ RæmbOŠ™ 7 Jun @ 6:39am 
it seems there's a conflict between this mod and beyond stranded, but this mod was endorsed by beyond stranded mod thus this mod is compatible with beyond stranded... anyone know what's the conflict is and is the conflict can be ignored?
Urake 6 Jun @ 1:10pm 
Can't seem to research matter fabricator even though I have the items? Do I need a special research desk (it shows up in the 'normal' one)
apjs 30 May @ 4:29am 
Hi, there is no "trade" tab in the trading console. I researched "Cheaper electronics", which has in its description that it unlocks the "trade" tab below "supply". But I don't see it and I also dont see "supply" anywhere. Could someone let me know if its maybe a bug in my specific savegame or if it is a problem with the mod itself? Thank you!
barton_87 29 May @ 1:46pm 
Another issue... I can't hire droids....When I click on "Hire Near-Sentient Droid" from the hiring menu, it just closes and nothing happens.
Khan Amarrid 29 May @ 12:00pm 
In addition the GECC Colony Ships not locking into orbit to trade if asked from the Comms Relay, I am unable to research the Fabricator Matrixes despite having all the necessary resources. Can you shed any light on what else I need to do or is this a bug? Thank you. :)
barton_87 28 May @ 12:43pm 
Further, GECC Colony Ships do not lock orbit to trade if asked from the Comms Relay...
barton_87 28 May @ 11:54am 
Also, the Natural Curiosity perk seems to be a bit bugged. I've had the same species be "discovered" over a dozen times now... yet I am still missing plants that are not on the map I am on...
barton_87 28 May @ 11:38am 
@Ark Builder, I don't know if I am missing something... but I can't seem to plant cyber crystals. I've got survivors at Farming 10 and have researched the Cyber Crystal Farm but its showing greyed out on the Plants tab and not showing up on farm plots if I try and swap a planted plot.
Смуглый 21 May @ 1:22am 
its barely working for me. Idk what to do, cause when i building relay nothing happend
Xix13 13 May @ 11:45pm 
There are 3 PX moons, Astral, Delta and Chaos. Normally, I'd expect an easy, medium and hard choice, but it seems here there are 2 easy/lightweight and 1 insanely chaotic. Which is the "medium" difficulty moon? Thanks for a great mod.
jay7720 11 May @ 8:58am 
i feel so stupid i thought i had built everything. Thanks for the quick reply and thanks for keeping the mod alive.
Ark Builder  [author] 11 May @ 5:36am 
@Smasher2.0 there are no translations of the mod yet unfortunately

@jay7720 There are new research columns to the far right that slowly unlock the PX buildings/recipes. You need to research & build a signal relay to progress past a few researches
jay7720 10 May @ 9:02pm 
How do you unlock the normal px stuff now? the power and turrets etc. i got two years in and cant work it out :/
Smasher2.0 3 May @ 5:09am 
è disponibile anche in italiano?
Ark Builder  [author] 3 May @ 4:26am 
The tech tree can be found in the balance & planning google sheet [docs.google.com] I use.

TL:DR
Trade Receipts are used to purchase Official Trade tech
(I need to add a way to spend these outside of tech purchases tbh)
Govt Secrets are used to purchase Illegal Trade tech
- There is a large selection of things to spend Govt Secrets on (And it's upgrade BP)
-- Requires Black Market or Cyber gear research completed

I will check to see about the BP safe not showing up and other places to store them.

ThePhantom, the Landing Pad should be in the construction menu -> PX -> Relay; not in it's normal place.
JoeBloe 25 Apr @ 9:47pm 
@Ark, i finally broke my game, pathing issues, mats started spawning everywhere, i had 41 survivors and and over 100 droids. So now I'm starting a new game lol, ill have less survivors.

It seems i was missing some research, from the pictures in the description I was missing most of the alien turrets. I also never found blueprints or any use really for the higher tier hacking mats, i was wondering if there was a road map for the research somewhere, or at least some good hints kinda thing.
Mamaelf 24 Apr @ 10:12pm 
Is there any way to put the trade agreements and Galactic Government Secrets in the Galactican safe? the Blueprints safe isn't coming up for me even after I researched it.
ThePhantom 23 Apr @ 2:26pm 
hi guys, i have been playing this game for a while and i just find out about this mods, the game is amazing, but i have just one single glitch that i cant see to get rid off, the landing area, i can not get it to appear, i already have the towers and the pod but i cant just get the landing area button, thanks guys you rock.
Ark Builder  [author] 22 Apr @ 2:17pm 
@Golfballtaucher, I have not touched breakthroughs, but I do know this mod makes some available via the PX scenario

@JoeBloe, I do not have much experience with very old and very large saves
My initial thoughts are that the game is most likely at it's "best" managing less than 4 survivors.

That is on top of the "special" reactions I have added in both the PXR and ILU mods that take up precious runtime resources. I will need to think/dig into how to make things a little cleaner

@Lord Helmchen, yes I agree that is an odd decision. I will make open a bug at the repo to review all storage containers and make them feel worth it for their physical length/width/height
Lord Helmchen 20 Apr @ 4:19pm 
What is the recommended way to place the galactic devices taller than the standard building level height? The Large Construction Storage has a stack size of 10 for e.g. Metal Alloys. This makes it much less attractive to me compared to standard stockpiles. Maybe set the stack size to 100 for everything inside this storage? Thank you, for maintaining this mod, Ark!
JoeBloe 20 Apr @ 1:17pm 
Actually it just started working on its own. I do have another issu,I i run a powerful gaming PC, wont list specs, but i can run any new game at 4k with 60 FPS+ np. I'm 15 years into my current run,PX scenario, 25 survivors, and a very overkill base. Would love to post pics. I cant figure out whats slowing my game down, I doubt its the size of my base, given that PX is literally made to have dozens of survivors. I had the same issue earlier in this run and had to reduce my farming plots and rely on trade ships for fruits/veggies, which is fine, and that fixed the issue, farms are gone, issue is back. My game will be unplayable at some point at this rate of growth lol. I was hoping you might have some advice or would like to know if anyone else is encountering this issue.

Side note, I personally love the work you're doing, Base game got tooooo easy.
Ark Builder  [author] 18 Apr @ 3:29pm 
Hey Joe,

I don't think I disabled the random traders showing up without prompting, but I will double check

You should be able to go into the communication array and select from the "local" ships nearby and ask them to trade in the latest update
JoeBloe 18 Apr @ 2:57pm 
hey sorry if this is in the wrong place, i cant seem to add a message in the bug report section. I havent seen any trade ships since this new update. ive played a full year almost and still nothing. Thanks in advance!
Golfballtaucher 17 Apr @ 6:28am 
I cant get Breakthroughs is that normal? :)
mrdarmac 9 Apr @ 8:21am 
Thank you for your work ser
Smokey_Lunge420 6 Apr @ 11:59pm 
just wanted to say "Thank you!" for your work on this mod, i have been using the original for along time and wast till just about an hour ago i found this even existed so the less broken P-X is awesome. :steamthumbsup:
neanter 6 Apr @ 4:21am 
Thanks!.
Good question. Not sure. It is good to see what you can trade later even if you can't do so right away; gives a direction/aim.
Ark Builder  [author] 6 Apr @ 3:44am 
I'll clean up the tooltips in a quick pass over them,

Would it be clearer if the recipes that take higher skill levels be hidden until you have a colonist with a high trade skill?

I can set that in the next update, but that would make newer players not immediately know how valuable trading can be
neanter 6 Apr @ 2:52am 
So I noticed that someone had mentioned the issue of all trading starting at least above skill level 2 below, and it turns out that Zackarie can trade wood and stone despite the tooltip saying that the minimum is 2. So all good at this point really
neanter 5 Apr @ 9:44am 
First of all, thanks for the great work! I have Zackarie and he is supposed to be a super trader, but he is at level 1 in trading and therefore I cannot train him up with the trading station as the lowest possible trade is level 2. Am I missing something? Perhaps there are easier trading tasks later? Thanks
Dyna-saur 2 Apr @ 1:10pm 
Alright, thanks for the info.
Ark Builder  [author] 1 Apr @ 2:59pm 
@KuroRed, the signal relay research should appear in the "Other" tech column after you have either:

1. Researched basic Electricity
2. Found a Scrap Electronic from scavenging
3. Construction Basics is researched

Then it should appear in the Science Construction Menu
Ark Builder  [author] 1 Apr @ 2:55pm 
There are public excel docs where I do the balance by #'s and define conceptually how I make the systems:
SAD PXR [docs.google.com]
SAD ILU [docs.google.com]

Note The actual #'s may be different due to hotfixes/changes as I wrote it into the mod

Another player mentioned making a wiki to help.

Specifically about Background techs: Most are unlocked by keeping specific PXR colonists super happy.
Dyna-saur 30 Mar @ 10:50am 
Hello, is there a documentation for this mod to help with progression and details about some stuff? I am playing my my second playthrough with this mod and I don't understand what most of the "Background" research tab is about or how to unlock said researches. For some reason, I was able to unlock them in my first playthrough, but don't know how, now I can't seem to be able to.
Please help.
KuroRed 25 Mar @ 7:24pm 
signal relay is missing
Ark Builder  [author] 20 Mar @ 2:35pm 
@Beckster, please unsubscribe and resubscribe to the mod.
That hopefully will knock things loose and back to how they should be

@jumbled, I have tried to balance through math/statistics.
But that doesn't translate often to feeling fun or give yall a difficult decision.

So I will take another pass at the cyber weapons/armor numbers & modifiers.

In general, I am trying to balance this mod so that:
1. Galactican gear feels "dependable", weaker (But not weaker than base game), and gives non-combat benefits
2. Cyber gear gives better damage/defense, but feels "unwieldy" or has a non-combat downside
3. Alien gear does something weird and in an extreme way

So if you or others find that the above doesn't line up with the way the gear plays, I will do a balance pass.

Re. Damage to robots. It is the damage the weapon deals to non-animals and non-humans; which makes it not very relevant when the PX scenario only throws animals at you (atm).
jumbled 19 Mar @ 8:09pm 
One other thing, now that I'm paying closer attention to it. The Cyber weapons seem under-powered as compared to anything else. The "damage to robots" thing, which I'm guessing to mean any form of damage it inflicts, is worse than a common laser pistol.
Beckster 18 Mar @ 4:29pm 
@Ark Builder those columns do not exist for me, even after building the signal relay
jumbled 18 Mar @ 1:56pm 
I was also taking note of the Cyber equipment which seems to have negative temperature tolerance ratings. Wearing it reduces the heat/cold tolerance of people. Is this correct? It makes it worthless to wear if they can't go outside in it.
Ark Builder  [author] 18 Mar @ 10:59am 
@barton_87 I will check the motion sensors unlock conditions

@Beckster, @Papa Wraith, & @Behaviour, the tech tree for PX is in new columns to the far right of the tech tree. There are even some technologies present that you can do before a signal relay is researched.
See check if this is what you see when you scroll: https://imgur.com/a/n0rgiY0
(You should see more if the signal relay is completed)

@jumbled, I will correct the recipes in my next sweep.

@codovan, stone and wood should still be 0 skill trade training recipes. If you do not see them in the UI then there is prop a bug with the tech that should unlock them
Codovan 18 Mar @ 6:34am 
Hi I think I can not longer learn trading with 0 or 1 skill point after upgrading my trading options. Every option requires at leat 2 skill points. Is there a way i had overlooked