Stranded: Alien Dawn

Stranded: Alien Dawn

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Old Earth Tech - Redux
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802.038 MB
16.4. klo 15.56
26.8. klo 19.42
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Old Earth Tech - Redux

1 kokoelmassa, tekijä Mantastic
Mantastic's Stranded: Alien Dawn Mods
23 luomusta
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The goal of this mod is to update SomeCallMeTim's Old Earth Tech mods with bug fixes, balancing, and a lot of additional new content.

This mod is created with his permission and collaboration, and full original credit for his mods go to him with assistance from Fallout, GodBoss, lukeh_ro, and injto4ka. It includes content from Old Earth Tech, Brickwork Building, and Good Eating all rolled into one. See the first item in the Change Notes tab for the list of initial bug fixes, enhancements, and rebalancing.

Make sure the original mods are disabled/uninstalled so they don't conflict.

Please Thumbs Up and Favorite this mod if you enjoy it's content.

If you enjoy my mods and want to support my work, please donate here. :)[buymeacoffee.com]

Per his description:

"Old Earth Tech is meant to bridge the technological and production gap in the base version of Stranded : Alien Dawn. I understand that the lore of the game has instructions and recipes to jump immediately into more "modern" technologies, but I feel that misses something important.

Even when you know how to make something, you might lack the materials or especially the tools to do so. Often you'd lack the basic tools needed to create the end product, and even when you have those tools and materials you probably don't have a large or steady supply of them.

So I decided to remedy this honest oversight in the pursuit of a straightforward gaming experience. Of course, I did so by making things more complex and interactive with each other."

Content

Buildings
  • Anvil - Create metal based parts for use in other recipes and buildings, along with steel and nano-steel melee weapons.
  • Lathe - Create metal based parts, carved wood, and smoking pipes much more efficiently than the anvil and crafting table.
  • Gunsmithing Table - Used to craft gunpowder, ammo, and the guns that use them.
  • Chemical Processor - Refine resources into chemicals for use in ammo and certain buildings.
  • Powered Oil Press - Refine items into oils and fats more efficiently.
  • Vintage Appliances - Create cold storage without the need for electronics.
  • Power - Create power generating and storing devices without the need for electronics.
  • Kerosene Appliances - Fuel stoves and furnaces with kerosene instead of sticks for greater efficiency.
  • CNC Machine - Use advanced machining to create a fully automatic rifle, and other metal based items much more efficiently.
  • Housing - Various flooring and furniture items for your home.
  • Temperature - Added Swamp Coolers and Kerosene Heaters to help cool/heat your home.

Weapons
  • NOTE - All weapons do less damage to robots unless specified.

    Melee
  • Stone spears - Game starting melee weapon that only needs wood and stone with no research. Decent range, attack speed, and damage against organic enemies. Worthless against robots. Low durability.
  • Wooden clubs - Game starting melee weapon that only needs wood with no research. Effective against both organics and robots, but is very slow to attack. Low durability.
  • Steel/Nanosteel Katanas - Attack quickly with very high bleed damage effects, but low base damage.
  • Steel/Nanosteel Nodachi - Larger katana that attack slower, but with higher base damage and slightly more range. The "middle of the road" option, causes pain effects against enemies
  • Steel/Nanosteel Spears - Improved spears that attack at very long range, medium damage, minimum range they can't attack at, causes negative mobility effects against enemies.
  • Steel/Nanosteel Naginatas - Long range, attack multiple enemies in a cone, slow attack.
  • Steel/Nanosteel Zweihanders - Heavy damage, small stun, slow attack, causes manipulation (attack speed) effects against enemies.
  • Steel/Nanosteel Warhammers - Very heavy damage, high stun with knockout potential, very slow attack, greater effectiveness against robots.

    Ranged
  • Bows and crossbows - Additional options that are better than vanilla, but still base tier.
  • Muskets - Rudimentary rifles. Very slow fire rate, lousy accuracy, great damage, good range, potential to one-hit kill on critical.
  • Blunderbusses & Coach Guns - Rudimentary shotguns. Very slow fire rate, lousy accuracy, good damage, stun effect, potential to one-hit kill on critical.
  • Bolt Action Rifles - Improved rifles using manual action to load bullets for faster fire rate, and better range and accuracy.
  • Pump Action Shotguns - Improved shotguns that use manual pump action to eject and load ammunition for faster fire rate and better accuracy.
  • Revolver/M1911 Pistols - Short range, single fire weapons with a fast attack rate. The latter is superior against organic enemies compared to the 1.0 laser pistol.
  • Semi-auto Rifles - Further improved single shot rifles that use ammo magazines for faster fire and larger caliber ammo for increased damage and range. Greater effectiveness against robots.
  • Bullpup Rifles - The ultimate ballistic semi-auto rifle. Fires quickly at long range with high damage and accuracy. Good against robots.
  • Full-auto Rifles - Rapid fire rifles that fire automatically with a single press of the trigger. Decent range and damage per bullet, average accuracy. Wears down robots, shreds everything else it hits. Spray and pray at it's finest.
  • Assault Shotguns - Shotguns that use ammo magazines to spray projectiles at a rapid rate. Narrower cone range, but any organic enemies in that cone will get blown to pieces. Decent against robots.
  • Assault Sniper Rifles - Very long range rifle that will decimate enemies one at a time. Decent against robots.

Recipes
  • Canned soups and preserves of various veggies, fruits, and meats.
  • Chili

To Do
  • Ceiling variants of kerosene lamps.- WIP
  • Larger kerosene heaters and lights for outdoor use. Ideal for Alba and Sobrius during winter. - WIP
  • Fix the anvil animation so the colonist is holding onto a hammer.
  • Replace Vintage freezer and fridge, and lead acid battery with new models.

Lofty goals
  • Stone and brick walls and towers. They'll be mid-tier between wood and concrete.




Version: 2.00-296
Suositut keskustelut Näytä kaikki (1)
28
25.8. klo 10.31
Bugs, balance issues, & suggestions.
Mantastic
67 kommenttia
Mantastic  [tekijä] 14 tuntia sitten 
Big ol' update, enough to classify it as a 2.0!.

The much wanted research overhaul is live, along with plenty of other goodies. Check the Change Notes for deets.

As always, let me know if you come across any bugs or quirks.
Reedtanguerra 23 tuntia sitten 
Yep, I have the Pursue Hostiles mod (good stuff). I rolled an unlucky seed where all the spaceship wreckage was quite a walk away from the landing point, which didn't help as scrap metal was then a chokepoint. Some maps are probably just not well suited for Insane runs
Mantastic  [tekijä] 23 tuntia sitten 
The key to surviving the beginning of Insane/Chaos is to get as much scrap metal as possible right away, and build a trap grid to kite the bugs/robots into. It'll briefly stun them and do decent damage to low tier enemies, allowing your survivors to go in and shoot/whack them. Don't forget to make stone spears/wooden clubs for your unarmed survivors right away too until some more resources become available to you to make base tier weapons.

Make sure you grab the "Pursue Hostiles" mod too so colonists, when enabled, will actively attack enemies in sight range instead of standing around if they're not weapons range, which is really helpful for melee and short ranged attacks.

Certain non-OP modded characters with pre-equipped weapons and skills can help a lot too. I always roll with Akane and Aurelie with their melee and archery bonuses, and there's others like Elisa Chesterfield that come with a Railgun Sniper 2.0.
Reedtanguerra 26.8. klo 10.14 
So, I started a new game on Insane difficulty because I'm the sort of lunatic who cheerfully goes from Easy to Insane because why waste time on the stuff in the middle once you know the game mechanics lol.

How that went: total party wipeout with the first wave of bugs xD

Research order matters at Frostpunk levels with this mod suite (ie, mess up the research and your people die). I LOVE IT.

In case anyone else was wondering, get your initial lightning rod up and then go straight for weapon making because you will need ranged weapons STAT. Meanwhile, get basic base defenses up. I made the critical error of trying to increase food production before getting my people armed.
Reedtanguerra 25.8. klo 11.08 
I agree, it does make realistic sense to make metal melee weapons on an anvil. This was just user-error me misunderstanding what all the new workstations do and missing a critical step in the weapon tech chain. :)
Mantastic  [tekijä] 25.8. klo 10.50 
Correct, as of this time it's only the anvil. I plan on adding CNC recipes for for the nanosteel ones as well.

Not too long ago that was actually the case, the Lathe completely replaced the Anvil and did so pretty fast, and the melee weapons were made at the Crafting table. However, to make the Anvil more useful, and de-clutter the Crafting Table Weapons list, I moved them there. Makes more realistic sense too since most of the work of crafting these is done at an anvil (or, in modern times, springhammers).
Reedtanguerra 25.8. klo 10.19 
Ooooh, that's what I did wrong. I researched the lathe and then deconstructed my anvil thinking the lathe was supposed to replace it being that it's more efficient, but I didn't research the CNC machine yet. To clarify, only the anvil can make the steel melee weapons? Or does the CNC machine do it as well?
Mantastic  [tekijä] 25.8. klo 9.31 
Steel and nanosteel melee weapons are made at the Anvil under the Blacksmithing category.

And for additional clarification on the others, early non-gunpowder weapons are made at the Crafting table like other non-tech vanilla weapons, and gunpowder ones are made at the Gunsmithing table, which is unlocked once Gunpowder is researched.

Apologies for the obtuse tech chains, I'm actively working on fixing that so that there's both less of a mystery on what tech unlocks what, and what the unlocked items are and do. I'm hoping to have that update out by Wednesday.

Glad you're enjoying it and my More Realistic Farming mod! Any and all feedback is always welcome. :)
Reedtanguerra 24.8. klo 22.40 
How do I make the steel melee weapons? Thank goodness I chose to play on easy difficulty to try this mod suite out because navigating through the tech chains is not very easy right now xD.

Also, for anyone else reading this, mod suite is awesome at adding fun and challenging tech progression (once you know what leads to what). It feels like you're a real pioneer. If played with the more realistic farming mod and irrigation mod once fixed, you'd better can some vegetables and meat for your first winter or things get a bit lean. Also, don't expand your base too quickly as the amount of items to make/tasks to do blows up as you progress through the tech tree. You really want to be teching with one eye towards survival and the other eye towards getting bots to help with all the tasks.
ectropy 20.8. klo 5.36 
Thank you!