Stranded: Alien Dawn

Stranded: Alien Dawn

Old Earth Tech - Redux
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. :)
Vorion 1 Aug @ 7:53am 
There is a mix up with the reinforced wood. The palisade defense can be rebuild with fences, but I can't rebuild fences with the reinforced version.
Also I don't see any housing upgrades with reinforced wood? is that hidden behind (hidden) research?
Mantastic  [author] 29 Jul @ 12:04pm 
Nope, oversight on my part. I'll add that to NET.
Vorion 29 Jul @ 10:58am 
The improved Fermentation barrel doesn't have the recipe for saltpeter, is this intended?
Mantastic  [author] 27 Jul @ 6:33pm 
Thanks!

The research integration add-on prevents crafting Railgun snipers before progressing through the others, if you want to use that. It's also worth getting to the lvl 4 weapons as they'll be a fair bit more powerful than the vanilla tech weapons versus organic enemies.
Shredder 27 Jul @ 5:27pm 
Very nice mod. Adding complexity, content and difficulty.
Although the gun progression seems a bit slow, I usually end up finding/looting/crafting railgun snipers before unlocking the bolt action sniper.
wisprsilently 27 Jul @ 1:25pm 
Thanks Mantastic, didn't have general science.
Mantastic  [author] 27 Jul @ 12:54am 
Rudimentary Power, General Sciences, Metalworking, and Construction Basics.
wisprsilently 26 Jul @ 11:38pm 
Quick question, what is the prerequisite for Swamp Coolers?

Thanks
Mantastic  [author] 25 Jul @ 10:17am 
FYI, OET melee weapons are now made at the Anvil instead of the Crafting table, in case you're wondering where they went.
Mantastic  [author] 20 Jul @ 1:57pm 
Vanilla tech descriptions were left alone and the techs in this one follow the same flow as vanilla when hidden, in that the pre-reqs need to be met for them to show.

It's a side effect of making all the research hidden without the prerequisites fulfilled, and i may have over-corrected on that.

I may revisit some of the "landmark" items and revert them to "locked" so it will show you the requirement and give some research goals, I just don't want the research list to become overly cluttered with locked techs that you may or may not bother with in your play-through.
dturnerfish 19 Jul @ 10:45am 
That sorted it out. Thank you. I typically don't get tool making early.. The description for Toolmaking did not show the mods additions....
Mantastic  [author] 16 Jul @ 9:25pm 
Did you research Blacksmithing yet? That's the tech that unlocks the anvil.

You need to research Metal Alloys (or Furnaces) and Toolsmithing first for it to appear.

Double checked the mod and it looks good.
dturnerfish 16 Jul @ 8:30pm 
hI! I am loving it so far, but also having the same issue. Cannot seem to be able to build an anvil? It is not available under Old Tech or Production.
Mantastic  [author] 13 Jul @ 8:38pm 
You’re welcome, enjoy!

Machined and prefab parts are made at the anvil, and later the lathe, which are unlocked by their related research.

Steel and charcoal are made at the furnace once researched.

Chemicals are now made at the distillery and fermentation barrels.

All the ammo and gun stuff is made at the Gunsmithing table.

Anything else generally will be the crafting table or CNC machine once unlocked.

Any OET specific buildings will be under the Old Earth Tech menu item.
CavScout81 13 Jul @ 1:15pm 
Maybe I haven't played enough with this mod, but where do I find some of the new resources added with it? Such as machined parts, prefabricated parts, steel, and high-speed machine tools?

I've been salvaging all the debris and doing different expeditions but none have popped up yet. None of the crafting benches allow me to make them. And since I don't have any, I can't build any of the Old Earth crafting benches to craft any of the above parts.

Loving the changes this adds!

Thank you very much!
Mantastic  [author] 12 Jul @ 9:11pm 
Yup, that's because it's set to be hidden along with the recipes.

I'd been considering decommissioning it because extracting oil is already a quick process, and would require a number of additional recipes for it to utilize resources found in other mods (e.g. Seeds in Alba).
ramabbott 12 Jul @ 3:45pm 
Thanks Much... Looks like its there now. While inspecting in Mod Editor I also noticed the Powered Oil Press doesn't have an extract option so can't really create tasks for my people to use it.
Mantastic  [author] 12 Jul @ 3:29pm 
Fixed a goof with the research not unlocking the recipe properly. Should be good to go now.
ramabbott 12 Jul @ 3:14pm 
Kerosene not showing up as a recipe in the distillery. Is there another place its made?
Mantastic  [author] 11 Jul @ 10:56pm 
Added a new resource - Kerosene. This is used with new kerosene heaters and lamps.

Also made changes to the chemical resources.

See Change Notes for more details.
Mantastic  [author] 11 Jun @ 9:33pm 
Appreciate it! I can look into it.

Storing water isn't terribly necessary because it's easy to get from hand pumps on demand, but I can look into that as well.
Lyfestyle 11 Jun @ 7:15pm 
First off your mods are awesome!I You are appreciated. I have a request a chest/deep freezer. Also is it possible to store water?
Mantastic  [author] 11 Jun @ 4:51pm 
Fairly big update, check the notes.

FYI, Water is now a required mod as some items and recipes will be using it going forward.
Mantastic  [author] 8 Jun @ 10:14am 
Awesome! Enjoy and let me know if you come across any other issues.
MrAnti 7 Jun @ 3:11am 
Hello, (This text was translated into English with Google..com)

i thought Steam hadn't automatically uploaded this mod. So I deleted the entire mod and re-downloaded it. After that, it worked perfectly, just as it should. Everything's fine, thanks again.

See You :-)
MrAnti 7 Jun @ 3:00am 
Hello, (This text was translated into English with Google..com)

Thanks for your reply and also for the quick upgrade. One question: Will your upgrade also work with saved games? I just loaded my save game and tested it.

It's exactly the same as before, no changes. The barrels are filled and then emptied again immediately afterwards. The barrel lid doesn't close. It's like an endless loop, the whole time.

Thank you for your time and your work. :-)

See You.
Mantastic  [author] 7 Jun @ 12:57am 
All good. I actually just noticed that issue and uploaded a fix. :)
MrAnti 6 Jun @ 11:07pm 
Hello, (This text was translated into English with Google..com)

sorry, it's me again (embarrassing). I can't produce the "Refine Manure" in the "Chemical Processing Barrel," which I need for research.

The stupid thing is, the settlers bring the necessary raw materials (fertilizer) and put it in, but after 10 seconds they take it out again and store it again.

The lid of the barrel doesn't close either. You repeat this for hours and nothing happens; it's the same thing over and over again.

See You.
Mantastic  [author] 5 Jun @ 5:24pm 
@Lyfestyle Fixed. :)

All of the resources have been overhauled/changed as well for a better, more appropriate appearance.
Lyfestyle 4 Jun @ 7:29pm 
cant store shotgun ammo.
Mantastic  [author] 1 Jun @ 4:23pm 
Rifle sounds are fixed. Shotguns got a bit of a damage rebalance and the original Pump Action is back. All rifles (except for the Automatic Rifle) and shotguns now have a very small chance to headshot auto-kill an enemy when doing a critical hit.
Mantastic  [author] 24 May @ 3:35pm 
The rifle sounds got borked somehow, despite there being no changes to it. I'm looking into it. For now, pretend they have silencers. ;)
Mantastic  [author] 13 May @ 10:57am 
Added Warhammers as melee options. They do the highest damage per hit, but also attack the slowest, and will do effective damage to robots.

Other melee weapons have been rebalanced and more specialized so you have incentives to use ones over others depending on your scenario or preference, see the Change Notes for more details.
OHM 13 May @ 2:56am 
Appreciated bud
Mantastic  [author] 12 May @ 9:16am 
Extraction/Excavation are two different mining options, with one originating from Beyond Stranded and the other from Cyberpunks Weapons, Armor and Buildings only or Cyberpunks Survivors, depending on which you're running.

Not related to this mod. :)
OHM 12 May @ 3:13am 
I'm seeing a doubled deep mining in research.
Mantastic  [author] 7 May @ 8:37pm 
Nope, and it's been fixed. :)
son-goku 7 May @ 12:03am 
The tab where it shows the Old Earth Tech (Production and Appliances) both have "Missing description" under the devices that can be built.

Is that by design?
Mantastic  [author] 3 May @ 9:09pm 
Another big update. All weapons have unique models now and no longer use assets from Beyond Stranded, which would create invisible weapons if you didn't also have that mod.

There's also a new Assault Sniper Rifle, improvements to the Automatic Rifle, and some additional rebalancing of ranged weapons.
tavin44 1 May @ 7:06am 
sounds like a great mod for more immersion trying it now ty both for your hard work.