Stranded: Alien Dawn

Stranded: Alien Dawn

SAD_CommonLib
 This topic has been pinned, so it's probably important
injto4ka  [developer] 5 Apr, 2024 @ 1:22am
Fixes, Improvements and Features
Common Modding Library

Made by the sad modding community.
https://gitlab.com/injto4ka/sad_commonlib

Game version 1.21
  1. Fixed the fading of modded entities.
  2. Fixed the traits "Liberated" and "Cognitive stabilizers" in old saved games.
  3. Fixed placement of flat buildings on ceilings (e.g. Hot air balloon).

Game version 1.22
  1. Completed the missing parts of the Concrete collision mesh to avoid shooting through.
  2. Shrank the Flamethrower collision mesh to avoid being hit through adjacent walls.
  3. Avoided a soft lock during movement.
  4. Shielded an error when trying to upgrade a ceiling.
  5. Stopped the persistent sound of the energy sword.
  6. Fixed direction for AoE cone weapons.
  7. Fixup for hidden unlocked resources (triggered on loading a saved game).
  8. Shielded an error where a survivor is trying to equip an invalid resource.
  9. Shielded function GetSelectionFromSelectionSurfaces usage outside a map.
  10. Potential fix for "Trying to persist an invalid object" error.
  11. The 'F' key is rebindable.
  12. Fixed animal's path when being led on floors.
  13. Room visibility fixes.
  14. Fixed the mismatched happiness factors of tamed and newborn animals.
  15. All damage negation chances are shown in the UI if being positive.
  16. Fixed the lighting strikes to start only when the thunderstorm is fully present.
  17. Shielded a crash during construction placement
  18. Fixed a rare case of wrong enemy invasion direction
  19. Added an option to remove the game stuttering caused by Windows 11 24h2 update
  20. Fixed a major error in the creature spawning code preventing the spawn of several unit types (LukeH).
  21. Roofs can be built over elevators (LukeH).
  22. Elevators can be built over flooring (LukeH).
  23. Fix for survivors never using some relaxation routines.

General improvements
  1. Removed some unnecessary loading screens.
  2. Additional savegame information is included in the log upon loading it (in order to make possible associating log files with the savegames).
  3. All errors will be remembered now in the saved games (so that a save game could be debugged later).
  4. Ensured a reachable despawn destination for animals.
  5. The energy sword has now an AoE attack.
  6. All devices with on/off state can be toggled by drafted survivors.
  7. All interactions while drafted can be disabled now from the gameplay options.
  8. Added the missing remaining duration in the rollover of health condition effects.
  9. It is now possible to load savegames made with the Preorder DLC without having the dlc available (by replacing the missing entities with the closest equivalent).
  10. Memory optimization of the unit's path visualizations.
  11. With game rule "Mastery", the Manipulation attribute can boost efficiency, rather than just degrade it.
  12. All resources can be dismantled.
  13. Approaching an non-existent spot would fallback to the target's origin.
  14. The cooking stoves emit heat when used.
  15. Added an option to auto butcher defeated enemies.
  16. Added an option to hide missing resources in the infobar UI.
  17. Added an option to display the queued activity tasks of the selected unit.
  18. Refactored the visuals of the Sobrius rain, snow, storm and thunderstorm to be more realistic.
  19. Added an UI to save and load the enabled state of the mods.
  20. Start Game Paused option added (mirrored from the mod Bonus Starting Survivors). If both mods exist in the same time, only the original option will be considered.
  21. Removed the NEW! keyword for features introduced by the last official game update.
  22. Added shortcuts ] and [ for field extend/reduce (rebindable from the game options).
  23. All production and relaxation devices and most storages can now be owned.
  24. Introduced the notion of positive and negative game rules. Game rules with negative effects are not counted towards achievements requiring no game rules to be active. The existing game rule "Lost cause" is thus fixed to be ignored in the achievement checks for no game rules.
  25. Error is displayed to the player in case that the savegame folder cannot be created.
  26. Added an additional control in the Tamed Animals UI to disable animal breeding when needed.
  27. Added an option to suppress popups about mod errors.
  28. Game performance improved when building very large rooms.
  29. Huge performance optimization for games with a large base.
  30. "Out of Reach" notification added for blocked buildings, controlled via the mod option "Notify about unreachable".

"Beyond Stranded" 4.06
  1. Fixed broken mod initialization leading to missing/broken features
  2. Fixed missing functor properties
  3. The fixes addresses reports about the excavation not behaving properly as other activities. Also some not working mod options should be ok now.






Modding
  1. Fixed playing of modded sounds.
  2. Only mods with options are listed in the options panel.
  3. Missing functor properties in mods are replaced by their default values.
  4. Fix mod shortcuts not being active if a saved game is loaded first.
  5. Fixes and tweaks for importing modded entities.
  6. Fixed CombatQuadcopter's weapon property group name
  7. Added a mod property Optional that makes the mod not mandatory in saved games if missing (e.g. UI mods).
  8. Added an option Notify the player after update that makes the mod to display a notification that opens a popup window with the last changes after update.
  9. Potential fix for a missing mod Steam id after initial upload.
  10. Procedure FixChangedModID added for fixing changed mod ID in saved games
  11. Mod item Change Property can tweak presets without a global map.
  12. Mod item Change Property can tweak sound presets.
  13. Mod item Change Property can use default property value.
  14. Mod item Change Property can properly validate its value.
  15. Mod item Change Property displays the changed value.
  16. Mod Item Convert & Import Assets is case insensitive for file extensions.
  17. Preset choices will list only the requested class for those sharing a common base class.
  18. Fixed a bug causing each mod item to store data in the LocalStorage.
  19. Enabled copy-from for FX mod items.
  20. FXPreset has a visible ID in the editor.
  21. Fixed the missing mesh LOD info in the entity viewer.
  22. Disabled mod items sorting after adding a new mod item
  23. Entity Viewer lists properly the sub materials.
  24. Added additional properties in the Scenario definition to allow to equipping the characters with alternative equipment.
  25. Coloring in the mod editor.
  26. New mod items including Translation, Key Bindings Category, Attached UI Preset, Anim metadata, Cooldown.
  27. The mod manager won't open twice.
  28. Preset based mod items can be edited in their respective preset editors.
  29. The class_parent property in the Entity class is now a list of choices instead of a single text field.
  30. Developer properties are visible in debug mode.
  31. Save in mod: Vanilla presets can be saved into a given mod folder. The presets will be just saved in a subfolder Presets in an unpacked local mod folder. This will not include them in the mod items.
  32. Copy Code: Vanilla presets now have a button in the toolbar allowing to copy the preset code into the clipboard. The copied code represents a serialized version of the preset. Executing the code would create the preset.
  33. Copy Presets: Vanilla presets can be copy-pasted into the mod editor if a conversion is possible.
  34. RegionDef temperature ranges are displayed in degrees.
  35. The mods can include version information when uploaded (enabled by default).
  36. Mod reload button added in the mod properties.
  37. Mod errors shown as messages in debug mode.
  38. Property Actor FX Class can accept any value.
  39. Spell check option in the mod definition
  40. Added a mod option to start the game directly on the mod editor map.
  41. Empty OS paths wont be stored in the local storage.
  42. Added a Restart Game button in the mod entity to ensure proper entity reload.
  43. The external editors are always started without debug support.
  44. No version bump on mod save, only on upload.
  45. Fixed copying translated texts.
  46. Fixed the random changing of mod translation ID-s.
  47. The correct mod version is announced before mod upload.
  48. The mod items can be stored as templates or created from templates.
  49. Updated mods are listed in the mod manager log.
  50. Option added for auto loading newly subscribed mods.
  51. Option added for auto loading mod dependencies.
  52. Mods loaded or unloaded via the mod editor will persist their enabled state.
  53. EventProgressValue prop has no max.
  54. The mod items would display help info if available.
  55. The entity class cannot inherit another entity class.
  56. CompositeBodyPreset has a color modifier property.
  57. Added additional animation channel properties in the units.
  58. GatherSiteLootModifiers is applied for mining, butchering, and robot scavenging.
  59. function Human:ChangeDef added.
  60. Game progress and cooldown values are shown in the game menu in debug mode.
  61. Potential fix for invisible body parts.
  62. Added helper function AddBuildingComponent.
  63. The mod items can be grouped in folders.
  64. The mod options can have a visibility condition.
  65. All EquipResource classes have reactions and also invoke OnEquip/OnUnequip.
  66. Added a set of Hit Negation Modifiers to be used to tweak hit negation.
  67. The direct health damage in the health conditions is now scalable.
  68. New weapon property BonusDamageFromPhysical.
  69. The living creatures have damage reduction properties.
  70. New combat reactions: ModifyDamageReceived, ModifyDamageInflicted and ModifyWeaponRange.
  71. All slab presets have now "Skin Material" property that can change their appearance.
  72. Added animation remapping for the units via the property Anim Remapping.
  73. A toggle is included in the mod options is provided to enable or disable automatic mod syncing with saved games upon loading, so that any save can be loaded successfully.
  74. ModifyCombatEfficiency reaction works for animals.
  75. A mod can request a game restart on unload.
  76. Refactored the Change Property mod item to make it more robust.
  77. Added RobotCondition as a simplified version of the HealthCondition but for robotic units.
  78. Survivors under 18 years old are considered children and cannot have love interests or to be target of such. They will not drink alcohol or smoke stimulants and pipes as well.
  79. The Unit Tags preset filters can be negative (i.e. rejected tags).
  80. Added a large story bit popup option containing a scroll-bar for the choices.
  81. All translated properties would show their Loc ID on rollover with the mouse
  82. Mod option added "No Loc ID change on Copy" to avoid changing loc ID when copying items in the mod editor.
  83. The mod item presets can be displayed as NEW! if they match their mod current version.
  84. Some mod items can be marked as Disabled, which would make them unavailable in-game but still providing compatibility (backward or forward).
  85. The unit reactions are hot-reloaded on editor change.
  86. The animals would use all standard combat reactions.
  87. The energy resistance is displayed in the equipment infopanel tab.
  88. All modifiers added via HC, HF or RC effects can accumulate.
  89. Empty prop tables won't be saved if the prop default is false.
  90. Mod option added "Ignore Prop Collision" to ignore Change Property conflicts
  91. The buildings composed by slabs would not ignore the Final Color property from their Building preset.
  92. IsDlcAvailable would raise an error if called before the DLC info is available.
  93. Added an option to disable auto-saving on the mod editor map.
  94. Removed game log spam caused by a missing spot in a modded entity.
  95. Removed the message "Your code has been loaded and is currently active in the game."
  96. Removed the warning about the risks of using mods, as we already know that.
  97. TryActivateStoryBit global function added.
  98. Most of the mod items can be disabled if a DLC is missing or there is incompatibility with other mods.
  99. Mods can be marked as Obsolete via const.ObsoleteMods. Obsolete mods can still be loaded if "Allow outdated mods" is specified in the mod options.
  100. Fixed a potential game freeze after modification of animation speeds
  101. The const mod items can load before the mod code items via the property Load Before Code
  102. Introduced a pair of a story bit effect and the respective condition to "mark" the storybit context object (or its player global object) with something that can be later checked.
  103. Msg "ApplyModOptions" is now called on Lua reload to make possible to re-apply code changes behind options for mods that require this.
  104. Added a mod option "Warn if mods are injected in saves" to know if a loaded save doesn't have the currently loaded mods.
  105. All room objects are now registered in their room labels.
  106. HeatSourceComponent has now custom spots for Heat Source and Heat Exhaust.
  107. Fixed modifying the empty table in nested lists.
  108. Fixed Behaviors property base class in InvaderSpawnDef so that it can be edited.
  109. Fixed the log about overridden presets to show the mods.
  110. Change property item will be applied after all mods are loaded.
  111. Mods with modified properties will show a warning on save.

Map editor
  1. Map editor help popup added
  2. Removed broken dev options in the Entity Viewer
  3. Single selection by default
  4. Filter categories are properly listed
  5. Vanilla art spec is available
  6. Shortcut "Ctrl-Alt-F1" added to Copy Camera Location to Clipboard
  7. The map editor toolbar size is controlled from the editor settings.
  8. Unlocked the usage of Visual Marked Errors (VME) in debug mode.

Unit components
  1. Exploding Corpse
  2. Reanimate
  3. Heat

New logic effects & conditions
  1. SpawnResourceAt
Last edited by injto4ka; 23 May @ 2:12am
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Showing 1-15 of 17 comments
ReignEdaze 24 Feb @ 8:57pm 
Thank you for all your hard work!
ga77kz 11 May @ 7:50am 
Hello, injto4ka!
I'm experimenting with the modding of this game.

Before installing your mod, I created several scenarios:
Copy from => Robots ("NEW! Guardians")

After that, I subscribed to this mod and the "NEW!" tag disappeared from "Guardians",
but it did not disappear from my Scenarios
(please see the screenshot at the link[postimg.cc]).

That's how you planned the job fix
21. Removed the NEW! keyword for features introduced by the last official game update.
or is something wrong with your mod?

If it works as you planned (not sarcasm), then PLEASE tell me
how to add/remove the "NEW!" label in the Scenario name in the mod editor?
Last edited by ga77kz; 11 May @ 7:51am
ga77kz 11 May @ 8:07am 
It is also interesting (for me)
that this label "NEW!" appeared next to the ID in the mod editor[postimg.cc].

There was no such thing before installing your mod.
injto4ka  [developer] 11 May @ 8:43am 
This is the expected behavior. You can manage the appearance of the tag by the properties "New In Version Major" / "New In Version Minor". As long as the mod version matches these values, the tag will be visible.
ga77kz 11 May @ 9:34am 
Originally posted by injto4ka:
Yeah, I see now. Thank you.
ga77kz 11 May @ 11:24pm 
Originally posted by injto4ka:
.
Hello again, injto4ka!

I got a new problem today.
Previously, I created 2 android characters from Hope:
Copy from => Hope
left "zero" values for all Skills and "Normal" for all Skill inclinations[postimg.cc]

After that, I saved my mod, closed the mod editor,
and ran a Scenario to test these characters in the game.

A little later, I wanted to fix something in the mod, saved the game, went to the main menu and launched the mod editor.

For some reason,
these characters didn't have any Skills and Skill inclinations[postimg.cc].

Then I added zero Skills and "Normal" Skill inclinations to these characters again,
saved and closed the mod, and then closed the mod editor.
Immediately after that, I reopened my mod by running the mod editor from the game
and the situation repeated itself - characters without Skills and Skill inclinations.

If you exit the game after that, then start the game again and open my mod, then these notes appear:
1 link[postimg.cc]
2 link[postimg.cc]

Please tell me where I'm wrong.

Update:

Messages began to appear[jumpshare.com] in the lower left corner of the screen.:
1. Just during the game
2. when saving and overwriting the save file

There was no such message before installing your mod. :-)
Last edited by ga77kz; 12 May @ 6:23am
injto4ka  [developer] 12 May @ 12:52pm 
Originally posted by ga77kz:
Originally posted by injto4ka:
.
Hello again, injto4ka!

I got a new problem today.
Previously, I created 2 android characters from Hope:
Copy from => Hope
left "zero" values for all Skills and "Normal" for all Skill inclinations[postimg.cc]

After that, I saved my mod, closed the mod editor,
and ran a Scenario to test these characters in the game.

A little later, I wanted to fix something in the mod, saved the game, went to the main menu and launched the mod editor.

For some reason,
these characters didn't have any Skills and Skill inclinations[postimg.cc].

Then I added zero Skills and "Normal" Skill inclinations to these characters again,
saved and closed the mod, and then closed the mod editor.
Immediately after that, I reopened my mod by running the mod editor from the game
and the situation repeated itself - characters without Skills and Skill inclinations.

If you exit the game after that, then start the game again and open my mod, then these notes appear:
1 link[postimg.cc]
2 link[postimg.cc]

Please tell me where I'm wrong.

Update:

Messages began to appear[jumpshare.com] in the lower left corner of the screen.:
1. Just during the game
2. when saving and overwriting the save file

There was no such message before installing your mod. :-)

To have zero to all skills and Normal to all inclinations is the same as not having any values set. That's why you don't see anything when reopening the editor. It's not a gameplay bug, as nothing will break in the game. The problem is UI related, and it's true that is being caused by this mod, as it prevents certain unwanted processing of default values in the vanilla version. It is now fixed and you should be able to see the skills.

I cannot reproduce the other problem with the saving.
ga77kz 18 May @ 2:16pm 
Dear injto4ka, I need a little help from you.

I'm pretty sure my current problem isn't because of your mod, but I'm not sure who to ask.

Maybe you can tell me out of the goodness of your heart.

I created a Gun in my mod and added all possible icons, all icons are displayed in the game,
except for the situation when the object is lying on the ground[jumpshare.com].

What could I have missed?
injto4ka  [developer] 19 May @ 1:30am 
Originally posted by ga77kz:
Dear injto4ka, I need a little help from you.

I'm pretty sure my current problem isn't because of your mod, but I'm not sure who to ask.

Maybe you can tell me out of the goodness of your heart.

I created a Gun in my mod and added all possible icons, all icons are displayed in the game,
except for the situation when the object is lying on the ground[jumpshare.com].

What could I have missed?

Check the path letter casing - it is case sensitive - even the file extension is case sensitive and can easily get mistaken

And this is not the best place for modding questions - my free time is very limited - use instead the modding channel in the official game's Discord server
ga77kz 19 May @ 5:17am 
Originally posted by injto4ka:
Check the path letter casing - it is case sensitive - even the file extension is case sensitive and can easily get mistaken…
Your hint helped. Thanks a lot!
no one 6 Jun @ 3:37am 
Hello, which setting will prevent the game from crashing? My game keeps crashing and closing
injto4ka  [developer] 6 Jun @ 4:31am 
Originally posted by no one:
Hello, which setting will prevent the game from crashing? My game keeps crashing and closing

There is the mod option "Fix Game Stuttering", which could help.
If not, what helps most people is to limit the frame rate to 60.
Last edited by injto4ka; 6 Jun @ 4:31am
no one 6 Jun @ 4:40am 
I enabled the "Fix Game Stuttering" option. I changed the frame rate limit to 60 but it still becomes unresponsive and hangs up.

Originally posted by injto4ka:
Originally posted by no one:
Hello, which setting will prevent the game from crashing? My game keeps crashing and closing

There is the mod option "Fix Game Stuttering", which could help.
If not, what helps most people is to limit the frame rate to 60.
injto4ka  [developer] 6 Jun @ 8:19am 
Originally posted by no one:
I enabled the "Fix Game Stuttering" option. I changed the frame rate limit to 60 but it still becomes unresponsive and hangs up.

Originally posted by injto4ka:

There is the mod option "Fix Game Stuttering", which could help.
If not, what helps most people is to limit the frame rate to 60.

If you experience a game freeze, then the reason may be related to a mod. Currently the mod "Insects Level up All Species" is causing a freeze, and the issue isn't fixed yet.
Bateman 20 Jun @ 5:24pm 
Hi injto4ka, thank you for your ongoing (unofficial) development of this amazing game. Apologies if this is not the correct place to post this but I am also experiencing consistent game freezes. I have game version 1.22.240404 & am using your Mod 1.11-976 (no other Mods used), have turned ‘Fix Game Stuttering’ on, turned off auto save, turned off steam overlay, verified integrity of game files, updated NVIDIA drivers & Win11. I’m running a 13th Gen i9-13900HX, 2.20 GHz, 32.0 GB RAM & an NVIDIA RTX4080 (Laptop display) on native/default 2560x1600, 240Hz resolution with the game display settings reflecting this & using either high or ultra settings doesn’t fix things. It’s very frustrating … any ideas would be greatly appreciated?
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