Stranded: Alien Dawn

Stranded: Alien Dawn

Skill Mastery Rewards
19 Comments
Mantastic  [author] 6 Aug @ 9:38am 
FYI, the Vanilla Weapon Tags mod is now a dependency with the code change to use tags in the weapon related traits. Without it, the bonuses won't work for vanilla ranged weapons.
Mantastic  [author] 3 Jul @ 11:39am 
Rehabilitation Specialist is now available as the other Healing Skill, with tremendous thanks to both Ark Builder and injto4ka for their coding help
Mantastic  [author] 10 Jun @ 10:36pm 
Merged up some of the less than stellar traits with others to make them an additive bonus that doesn't prevent you from getting others that are more useful.

Working on a new Healing skill that grants patients small temporary buffs after being fully healed to replace Impeccable Healer, which was pretty useless at skill 10 as maxing it out prevents you failing healing tasks anyways.

Armor trait is coming soon.
Mantastic  [author] 10 Mar @ 5:39pm 
Yup, that's what it is. I'm not sure what skill exactly, but it can be ignored. I'll see if I can figure out which of the skills not made by me is imported from another mod and make corrections just so the backend is clean.
Mantastic  [author] 10 Mar @ 3:48pm 
I'll have a look, but it's possible it's referencing something that's related to another mod. Shouldn't be affecting the mod's functionality though.

It should highlight which item is producing that nested error.
Arti 10 Mar @ 2:35pm 
I noticed this bug in the mod editor.
Mantastic  [author] 10 Mar @ 2:08pm 
Any more info on the error it produced? Been using it fairly extensively without any issues.
Arti 10 Mar @ 12:37pm 
Hello, One or more nested objects have errors.
!!! Story bit MasterOfCombat Story pop-up to select Combat Mastery bonus skill.
Arti 1 Feb @ 1:20pm 
Sad_commonlib, of course, without this fashion so that they do not work + 3 skill masters Rewards, Drones of Peace, Drones of War. Now I play with other mods for now nothing happens to the drones, I have not come when something will happen, it will write :)
Mantastic  [author] 1 Feb @ 12:12pm 
@Arti Do you also have SAD_CommonLib? You'll need that for the mods to work.
Arti 1 Feb @ 8:33am 
Hello, I reinstalled the game, only these 3 mods: Skill Mastery Rewards, Drones of Peace, Drones of Wari, I launched the game menu/honey manager/honey editor and this conflict appears there

Duplicated loc ID 348844675769
348844675769, "An improved automated aerial unit designed to fight back attackers."
348844675769, "An automated aerial unit designed to fight from a distance. Shoots slowly, cannot attack within 10m, and is much less durable."
Mantastic  [author] 31 Jan @ 9:23am 
@Arti That's an odd one, never had that pop-up for me. That would be from Drones of War, and I believe it's referencing the Missile Drone on that second line since that's the only one with a minimum attack range limitation. Did you see that in Normal Mode or in Debug mode? Did it pop up after doing a specific action?
Arti 31 Jan @ 3:46am 
HI after installing skill Masters Rewards, Drones of War, Drones of Peace pops up the conflict - Duplicated loc ID 348844675769

348844675769, "An improved automated aerial unit designed to fight back attackers."
348844675769, "An automated aerial unit designed to fight from a distance. Shoots slowly, cannot attack within 10m, and is much less durable."
Mantastic  [author] 7 Jan @ 6:41pm 
The dialogue box quirk has been fixed thanks to injtro4ka. Make sure you have the updated version of SAD_CommonLib!
Mantastic  [author] 5 Jan @ 5:28pm 
There's a quirk with the Combat traits where you can't click on the lower ones beyond the dialogue box size. As a workaround, you can hit the down arrow on your keyboard to select it and hit enter.

I'll see if there's something I can do to get it working as it should, either increasing the dialogue box or something else.

Considering removing Master Hunter and Combat Instructor as I'm not sure anyone will bother with those, or ever has since they're not particularly useful compared to the others.
Mantastic  [author] 3 Jan @ 5:47pm 
@Zargachi, sorry I didn't get back with you sooner. I opted not to make another fork because the mod is still evolving, and I didn't want to double up the work. Here's some info for you and others that want to do that though.

Open up Mod Editor, then the mod in the list. This will create a local copy.

Under each Story bit entry, look for Prerequisites under the Activation section.

Under Filters, click on the - AND pulldown.

Delete the "Hasn't got (insert trait here)" entries.

Save.

That will allow you to get more than one trait until you can eventually get them all, or delete some and keep a few. Up to you. :)

Note that in order to keep getting updates the for the mod, you'll need to delete the local copy.

Once the mod is finalized, I'll release an OP version as requested.
Zargachi 28 Nov, 2024 @ 3:01am 
nice, i like to play with small groups so this helps a lot on late game XD
Mantastic  [author] 27 Nov, 2024 @ 2:40pm 
Sure, I can do that. It's OP, but hey, fun right? :)

I'll have to create a separate mod for that though as the way the code works (per my understanding of it anyways) doesn't allow you have an option. Easy enough to do though.

I think what I'll do to balance it out is have it so they trigger after a longer amount of time. Currently these are all set to trigger after 3 hours of hitting skill 10.
Zargachi 27 Nov, 2024 @ 9:58am 
could you add and option to be able to add all the skill possible with time? like, you reached lvl 10, took one skill, after some time, you have the option to take another one, and so on, so you are able to make super colonists?