Stranded: Alien Dawn

Stranded: Alien Dawn

Insects Level up All Species
121 Comments
Mantastic 11 Jul @ 10:58am 
Gujo was working fine for me in the past, they evolved to their top form.

I'll test out the Ulfen this weekend and see what it does.
SoulAngel13 30 Jun @ 11:35am 
ps my dogs breed just fine all the way to fenrir and kept going but the other 3 just wont breed after reaching t2 they just stop aka the arch and wooly just wont breed
SoulAngel13 30 Jun @ 11:30am 
doesnt look like anyone else is having this issue so maybe its new but i tamed 3 of the animals the ulfen drake and gujo the lv 1 breed into lv 2 i tamed all the first year and by year 4 i still only had my original ones and the lv 2s the lv 2s or T2 are not breeding i thought maybe it was my milking mod but i disabled taht and re tested it still no go any ideas?
HazeKalix 20 Jun @ 6:38pm 
everytime i do a new game or load into a game i get an error message within 20 minutes of this mod stopping due to an error
Mantastic 2 Jun @ 12:49pm 
Most minor of suggestions, I'd recommend changing the name of the mod to "Enemies Level Up" just to prevent confusion. :)

@Twini-kiwi I'd recommend not using the Glytch mod with this as there's some conflicts in the code.
Twini-Kiwi 30 May @ 3:40am 
also is this mod bugged on the crash landing scenario? im in year 3 very hard ares moon and got (hold your feet) 1 Small shrieker...I mean a free wave is a free wave but i think that isnt what should come i test some things before i can confrim this as a bug? i will see
Twini-Kiwi 30 May @ 1:06am 
theres a small Bug whit an other mod called Glytch they normally spanw on sorbius but if this mod is active they dont also if i use cheats to spawn and tame them the breeding for other creatures gets bugged until they are gone (i get an waring)
SpottyGekko 22 May @ 2:49am 
My Hulk Juno's are giving birth to Juno demolishers, which is lower-tier than the parent, so Juno's cannot currently be bred past T3 (unless you tame a T4 during an attack wave).
Twini-Kiwi 17 May @ 8:30am 
so 1 updated you introcuded a weaker cralwer variant for early robots waves but where are they? i got on 17 day year 1 an normal hotwitzer which should be then the weaker 1? right? or is the custom moon Ares too powerfull for it? just wondering
Twini-Kiwi 16 May @ 3:26am 
well i mean combined this whit jaggisd robots unleashed you have some trading ressources at least so not a completed useless as trading doesnt do that much in guardians but i can live whit it (btw why did you remove the sillica ressources? just curiois)
Ark Builder  [author] 15 May @ 4:00pm 
I was looking for a resource that was lower in quality/tier than just scrap metal

So there was at least some variety

I agree it's a stretch, any recommendations for a replacement resource are welcome
Twini-Kiwi 15 May @ 9:20am 
sooo Bots drop grenades and trade goodies? i can understand grenades but trade goodies? i just dont understand why XD makes in my eyes not really sense but maybe theres a much bigger twist behind it XD
Ark Builder  [author] 13 May @ 7:06am 
I checked the Zombies mod, and everything it adds is in it's own scenario

This mod overrides the base game attacks found in the base escape/trade/Hope scenarios

So both can be loaded and played, and they should never interact
OHM 12 May @ 3:05am 
Does this mod conflict with the Zombies mod?
Dyna-saur 6 May @ 12:59pm 
Awesome, once I am done with my finals I will be back playing this. Thanks
Twini-Kiwi 3 May @ 2:30pm 
YAY a new update ( my pc is currently in a repair shop) Gonna love to see the changes and seeking new (and funny) bugs
Mantastic 2 May @ 8:01am 
Loving these balance changes to the robot l00tz! Appreciate the update.
Ark Builder  [author] 2 May @ 5:16am 
New version uploading everyone,

Venomous Raptor fix, loot table and weapon drop changes, weaker cannon crawler added, evos can't spawn on a new map, & Demo robots are now upgraded properly!

This should be most of the things yall have identified, I greatly appreciate the feedback and callouts!
SpottyGekko 23 Apr @ 10:22am 
The problem appears to be somewhere in the Venomous Raptor definitions, because once I slaughtered all 4 of them, the Scissorhands became pregnant the very next morning !
And no mod error warnings...
SpottyGekko 23 Apr @ 6:06am 
Still getting the intermittent Mod error warnings at birth time.

I have 4x Venomous Raptors (2 male 2 female) tamed from a raid, and after 22 ingame days they've not had a single pregnancy.
Aso have Scissorhands (1xM 2xF) from a raid, not breeding since tamed 10 days ago...

Could this be due to that Mod error warning I keep seeing ?

My 20 Fenrir's and 20 Dodo's breed like rabbits, multiple births every day...
SpottyGekko 21 Apr @ 1:37am 
I'm using this mod with Project-X Repaired and seem to be having a few issues...

Had a wild Fenrir spawn that displayed as Level 9 with 800 Health, and needed Farming 9 to tame. After successful taming, it was a Level 6 with 500 Health !
Is that supposed to be how it works ? I already have a pack of Fenrir, and newborns are either Level 5 or 6 (taming level of the parent doesnt seem to matter). Their stats dont appear to change as they go up in Level, so how can I get that 800 Health I saw on the wild spawn ?

Also seeing error warnings about this mod at the time that births happen... not every time births are generated, seems random.
Dyna-saur 6 Apr @ 4:14pm 
So...on just the hard difficulty and moon Jason, Guardian scenario, I am seeing those crawler cannons on the third raid onward, which is like 15 to 17 days from start. These will 2 shot or 3 shot any survivor while also have like 70m range. Is that supposed to happen?

Initially, I thought it was because I am using rapid fire sniper and they are just scaling, but even without that mod, they show up very early. Is there a better way to handle these or am I just doomed?
Mantastic 13 Mar @ 5:43pm 
Wee bit of minor feedback. I love that robots drop electronics type items as loot now, but it's swung a bit in the other direction where you are practically swimming in them. Just needs some tweaking in the loot tables.

I'd also recommend changing the lootable weapons after to be a lot less frequent, as you also end up swimming in those too. Majority loot chance should be scrap metal or regular metal. My two cents. :)
Twini-Kiwi 21 Feb @ 1:36am 
I found 1 last bug (i promise it) or not? i have a save where im at year 5 or 4 insane chaos and every robot ecxpect 1 class did not upgraded and its the D-E1-Troubelmaker they seem to never upgrade...from what i can tell each other has atleast its 4-5 form while they only at their start (now as promised that was the last bug well scouts give roger roger but directly came a warnig but they funtion 100%)
Ark Builder  [author] 20 Feb @ 1:23pm 
1. I had originally planned to enable the building of the enemy droids in my Project-X Repaired mod; via allying with the Empire (Which is still VERY MUCH a WiP.
I'm considering making them unlock-able via some expedition/research, but that may come after the above is completed.

2. When I tested the fuel units they did deal more than their "base" damage
It isn't super clear as the player though, as the numbers are all hidden.
Let me give them a pop-up like the Roger Roger bots (Every 3 seconds), so it is clear when they stop getting the bonus.
Twini-Kiwi 19 Feb @ 1:04am 
Btw Any chane we can build our onw Forge cwralers? to reinforces our own Bots or Drones? Or thoses huge arty types the annoying ones (unless you you have a deense design where they cant shoot xd) would love that Also the drones and the troubelmakers bots perk Doesnt work? it says for the troubelmakers 30 units of fuel each cosumtion does more damage to Buildings? i cnat see a damage buff or its hard too see cant tell
Ark Builder  [author] 18 Feb @ 1:55pm 
Oh yes, that is a bug then

That animal must still be marked as hostile and require pacification; and I'll get a hotfix for it
Twini-Kiwi 18 Feb @ 5:55am 
But the Fenri as example never attacked my surviivors (i used hugo always) even if survivors near them they just flee but the ice wolf i had was pure agrresive and the fenrir is the Final Form so thats why i wondered
Ark Builder  [author] 18 Feb @ 5:50am 
High tier non-aggressive tames do spawn, I ideally can dedicate some time to make them a rarity.

They can be passively tamed, but have a VERY high failure rate and a very high aggressive response rate.
So it is high risk/high reward to try and passive tame a natural spawn.

Pacifying them via attacking may not override their "failed taming aggression chance"
Let me see if that can be implemented
Twini-Kiwi 16 Feb @ 5:54am 
another day another Bug? i was playing on an military outpost trying to tame a Ice wolf Spawned Naturally) i tried to tame it but it attacked Hugo (before he could lay down the food) i even paciffed it to be 100 safe but neither helped it after the first shot being pacifed it still attacked is this intended or Not?
Twini-Kiwi 14 Feb @ 6:03am 
ah dont worry Ark i loved the non roger roger Bots now i can fear them again XD
Ark Builder  [author] 14 Feb @ 4:15am 
Found bug in code (and a few others).
Don't know how I managed to mess up pretty much every single major thing in the scout code; but I was thoroughly impressed!

4.04-106 is uploaded and has the scout fix!
Twini-Kiwi 12 Feb @ 9:47am 
hey its me again whit another Bug and its about the scout bots (again) as the patch notes has sayed they givew out every 5 seconds roger roger they now dont do anything just attacking while im having not an issue whit just having them as normal bots but that just makes them unusefull for the new consoritum leadears... i even make a new game just to confirm it is a new bug or else i get always an error if the bot tries to Mark the target btw
Twini-Kiwi 5 Feb @ 10:20am 
Cheers Ark Builder Its a reallly good mod :)
Ark Builder  [author] 5 Feb @ 9:57am 
Hey twini-kiwi no problems at all

I want people to report issues so I can fix them and not let them sit

I will add logic to the dots letting them only apply Roger Roger to ground enemies

I'll also check on the dog breeding issues
Twini-Kiwi 5 Feb @ 7:35am 
Sry that i write much now but i found an other Bug for the Roger Roger bots i had an issue where a drone of mine got in combat and soon after the scout bot gave command but the bot gave it very often second after second (i think the issue is if bots have meele wep they cant attack the flying drone its kinda freezing the game not directly freezing but i mostly would say prevent drones from coming too close to scout Boots)
Twini-Kiwi 2 Feb @ 10:18am 
so i have to ask this I got 2 Normal dogs i wanted the female to get pregnat after reaching the time 5:00 moring there would be the chance to get pregnat but i always get an That the theres an error in this mod You May wanna re create this as im not 100% sure if im right (the dogs were 1 great danne? and a Boxer)
Twini-Kiwi 27 Jan @ 7:44am 
cheers man you,re the best
Ark Builder  [author] 26 Jan @ 4:11pm 
Second hotfix pushed to fix that oversight

I had my design notes on which attacks should select from the copters; but I missed it in my review!

1. Hostile Combat Quadcopters can now be selected to be a part of Mixed mid game, single late game, and mixed late game attacks.
Twini-Kiwi 26 Jan @ 12:26pm 
but what i did notice is that the drones dont spawn? they only came once when hope reached 100 sentience
Twini-Kiwi 26 Jan @ 11:43am 
Hey Ark Builder I did not get an warning this time my pc still runs low (thats normal since i fight now always over 300 bots xd) but it seems Now be fixed Thats good thx for the Hotfix :)
Ark Builder  [author] 26 Jan @ 8:38am 
@twiner48

Pushed the change:

1. Scout Droids now only give "Roger Roger" to other robots that are not dead.
Also corrected was lower tiers of scouts gave the weaker tier of "Roger Roger" and not the final one.

Please let me know if you still get the warning messages or if your CPU struggles.
I will revisit and improve as needed
Twini-Kiwi 25 Jan @ 10:33am 
i think the issue is that alreasy dead robots getting roger roger if this may not happen i asssume it works whitout any issuse (i dont know about modding so just some thinking of mine)
Ark Builder  [author] 25 Jan @ 8:42am 
Sounds like two bugs

One which is the scout droids are too CPU intensive.
And second, they give Roger Roger to nearby dead robots.

I suspect I will need to half the spawn cap for Robots, because of how complex they are
Twini-Kiwi 24 Jan @ 5:16pm 
theres a bug? i played whit the robot dlc and those office bots 1s which can make all nearby robots attack 1 target klls my pc sometimes even already dead bots geting again the Roger Roger stat i also get an warnig for this mod XD still love this mod
Vala 20 Jan @ 5:26pm 
I can confirm it is now fixed, thanks again !
Vala 20 Jan @ 4:27pm 
Good to know, thanks for the great support from both of you.
Ark Builder  [author] 20 Jan @ 3:22am 
@Vala, the issue was found and fixed in the commonlib

Clib assumed the DLC is present and was trying to reference things found in the DLC
It now handles this situation better
Ark Builder  [author] 19 Jan @ 5:56pm 
That error tells me that something is really off; I send a message to the commonlib author to see what it could be.

Shriekers and Ulfen both are defined as Animals, and that is "Animal" definition is what should give back "Yes" from the IsAttackable in that line....
Vala 19 Jan @ 4:45pm 
I tried the mod editor again (first time messing around with it) and I went up against a nice right off the bat. Everytime I target a new shreiker, I get this error : "Error calling Lua function "exec" from c: Mod/SAD_commonlib/FixNests.lua:21: attempt to call a nil value (upvalue 'IsAttackable')

I'm no programmer but I guess its related.