Stranded: Alien Dawn

Stranded: Alien Dawn

New Earth Tech
Mantastic  [developer] 1 Jul @ 7:56pm
New Earth Tech - 2.0 Update
The big 2.0 release! So big I had to post the notes here.

I'm doing a testing playthrough just to check for any obvious bugs or goofs, but I wanted to post a preview of the changes.

Removed any remaining user facing references to Cyberpunk.

Buildings:

Atomic Turrets.
They were too OP and are now more unique in their capabilities to incentivize using them in a more diverse/situational manner. HP was lowered was lowered from 1250, and repair costs are also now the same as construction costs, so keep them protected.
  • Atomic Railgun Turret - 750 HP, 6 sec attack speed, 30% incoming piercing damage negation. Intended for long range sniper use.
  • Atomic Concussion Turret - 750 HP, 30% incoming blunt damage negation. Intended for crowd control, does minor damage.
  • Atomic Laser Turret - 500 HP, 8 dps against organics, 25 dps against robots, 30% incoming energy damage negation. Intended for quick aim damage and anti-robot defense.
  • Atomic Nuke Turret - 500 HP, damage now applies over 7 seconds via DoT. Intended for large area bombardment with a slow attack.

Added the Radioactive Container for dedicated storage of Radioactive Material (formerly Nuclear Waste).

The Enhanced Medical Bed now requires some Radioactive Material. Think x-rays and imaging.

The Advanced Meat and Drying Racks have been replaced with a new Dry Ager appliance. Stores less, but dries resources in half of the time and prevents spoilage with controlled temps. Functions like the vanilla dry ager where it's "set it and forget it" instead of requiring recipes. Requires power.

The Cyberpunk Research Desk is now the AI Research Desk. It now also requires an AI core to build.

Military Wardrobe now has the correct icon, and it's storage capacity was lowered from 75 to 25. Still lots of storage, but it's not a Tardis anymore.

The Medical Cabinet no longer keeps stored items freezing, as it's literally just a metal container. Lowered the storage from 5 to 3.

Removed the Cyberpunk Bed. It's redundant to justin.crause's superior Furniture mod which features a lot more variety in high-tech beds.

Batteries:
  • Cyberpunk Batteries are now Crystal Batteries, and require Energy Crystals to build.
  • Atomic Batteries had their maximum storage lowered to 6000 from 9000, and now require Nuclear Batteries instead of Nuclear Waste to build.
  • Both no longer get a benefit from Battery Optimization, however there is a new Breakthrough research item Exotic Battery Optimization that gives them a 50% boost.

Recipes
Fermentation recipes no longer have 50/100/200 variants, since they all produced the same amount in the same amount of time overall anyways, and thus overcomplicated things. Rebalanced the single recipes.

Added recipes from some other mods to the Advanced Fermenter, such as Coconut and Seed (Alba mod) based antibiotics, and additional Kimchi recipes.

Weapon and Armor Repair has been overhauled and simplified. There's no more repair kits, just flat recipes to input your original damaged item and a set resource cost (50% of a new one). Added recipes for all plasma/atomic weapons. Crafting time is now half of the original recipe instead of 2 hours.

One important thing, due to limitations in the game, it can''t detect if a weapon or armor piece is damaged or not when using the repair station, so make sure you're not feeding it brand new items and wasting resources, The repair station must be used intentionally and judiciously.

Resources
Added Compost as a resource produced by the Composter. Functions the same as manure, but degrades significantly slower and thus can be stored outside long term, or indefinitely indoors. Anyone who gardens knows that unused compost lasts a really long time before it degrades.

Nuclear Waste has been renamed to Radioactive Material, which makes more sense as a useful version of it for crafting and building. Updated the related descriptions.

Radioactive Material mining amounts from the Excavator have been lowered to 25, while the amount earned from expeditions has been increased so it will serve as the primarily way of acquiring it. The indefinite expedition for it now has a 50% chance of appearing on your playthrough instead of 25%.

Weapons

All weapons aside from the powered bow and crossbow have new models, along with resource entities so they won't stick out like a sore thumb when dropped or visibly stored.

Plasma weapons now require energy crystals in their recipes.

New weapon - Atomic Shotgun. The ultimate shotgun/pulse rifle, this atomic monster will annihilate groups of enemies and contaminate the rest that manage to survive. This will, however, also cause friendly fire and thus annihilate your colonists and structures if you're not careful. Use with extreme caution, best used by one colonist as a front line offense option with some distance from the base. It also has a minimum range that it cannot fire on, primarily for the safety of it's wielder and those around it.

Plasma Shotgun will now also knock down enemies in it's blast radius, and causes bleeding damage.

Plasma and Atomic Shotguns now have slower rates of fire at 6 sec instead of 3 to balance out their power.

Adjusted the crafting costs for them to be a little more balanced. Also fixed some that had accidental cross pollination with Old Earth Tech - Redux resources that should only be present when using the OET Resource Integration add-on.
Last edited by Mantastic; 6 Jul @ 11:53pm
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dp 7 Aug @ 9:31am 
Thank you! Looking forward to checking this out!
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