Stranded: Alien Dawn

Stranded: Alien Dawn

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Old Earth Tech - Redux
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1.188 GB
4 月 16 日 下午 3:56
11 月 2 日 下午 3:06
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Old Earth Tech - Redux

在 Mantastic 的 1 个合集中
Mantastic's Stranded: Alien Dawn Mods
28 件物品
描述
Ever notice how there's a big technology gap between going from Iron Age tech to sci-fi level tech? No longer!

This mod is an evolution of SomeCallMeTim's original Old Earth Tech mods, and is developed with his permission and collaboration. Full original credit for them goes to him with assistance from Fallout, GodBoss, lukeh_ro, and injto4ka.

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 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."

For the ultimate beginning to end mod synergy experience that gives you a true challenge, I highly recommend playing it with these other mods:
  • Old Earth Tech - Redux: Research and Resource Integration Add-ons
  • New Earth Tech
  • Research & Development Costs - Mod Support
  • Better Grenades
  • Enemies Evolve
  • Truly Hostile Wildlife
  • Cyberpunk Tools
  • Skill Mastery Rewards (Features a special trait just for rifle type weapons in this and OET/NET)
  • Drones of War + Drones of Peace
  • Mobile Turrets of War
  • More Challenging/Realistic Farming
  • Updated Food Recipes
  • Pursue Hostiles (to get the most of the melee and short range weapons)

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, parts, and the guns that use them.
  • 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 - Swamp Coolers and Kerosene Heaters to help cool/heat your home without the need for electronics.

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
  • Chemistry - Refine resources into chemicals for use in ammo and certain buildings via the Chemistry Table, Fermentation Barrels, and Distiller.
  • Canned soups and preserves of various veggies, fruits, and meats, and also some prepared meals. Very useful on Saltu.
  • Chili

To Do
  • Canned veggies and meals are overdue for some rework and TLC. - Next bigger update.
  • 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.

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




Version: 2.18-378
热门讨论 查看全部(1)
54
9 月 6 日 下午 6:56
Bugs, balance issues, & suggestions.
Mantastic
133 条留言
Mantastic  [作者] 17 小时以前 
For Swamp Coolers, first you need to research Chemistry, Metalworking, and Basic Architecture first to unhide it, then Small Motors and Rudimentary Power to research it.

For Cold Storage, you'll need to research Chemistry and Rudimentary Power first to unhide it, then Small Motors to research it.
Randomgamer 12 月 13 日 上午 12:57 
Hi, need to research swamp coolers and cold storage but can't find them in the research list. I subscribed to this and 2 other OET add-ins.
Mantastic  [作者] 12 月 11 日 上午 10:59 
Lua, and coding in general, makes my brain hurt. Most of what is in my mods is either based on other mods and modified, or had help from injto4ka, ArkBuilder, or lukeh_ro.

That said, if it's something that involves property changes, that might be doable, but depending on how it works those changes may have to be made in the More Storage mod and not OET.
Daepapa 12 月 11 日 上午 2:51 
@Mantastic I sifted around in the More Storages mod's code and saw that the vanilla weapons had changed .resource_entities properties where they referenced item IDs (ie. LaserPike, LaserPistol, etc.) that aren't in the items database according to the in-game mod editor, maybe they're implemented somewhere else in the base game?

I was wondering if the OET weapons maybe need separate display entities with different scales and orientations or some such to get them displayable on custom models, but that seems like a lot of trial-and-error for each individual item. I haven't really done much lua work before and am still new to the mod editor so I got lost in the sauce trying to figure it out.
Mantastic  [作者] 12 月 8 日 上午 11:05 
Thanks, glad you're enjoying it!

That's a good question. I hadn't tried to use them on those racks, so I wasn't aware it was an issue.

Weapons have two different entities, one for when in use by colonists, and one for when stored or placed on the ground. The latter is deliberately shrunk down so they fit on vanilla storage shelves.

Off the top of my head, there may be attachment points missing from the base Blender model that it uses to store them, or they're oriented in the model in a way that allows them to look normal on shelves, but doofy on the racks.

I'll have to poke around.
Daepapa 12 月 8 日 上午 1:19 
Hi there, really enjoying the mod, thanks for all the hard work! I'm currently trying to get the new OET weapons displayable in the weapon racks from lukeh_ro's "More Storages" mod, but can't quite get the models to render properly (they're either oriented really weirdly or ridiculously over/undersized). Do you have any tips on how to go about making a compatability patch for something like this?
Mantastic  [作者] 11 月 18 日 上午 10:00 
Confirmed that issue is with Metal Production Rebalanced, which glitches out the vanilla metal recipes. Not OET.
Mantastic  [作者] 11 月 17 日 下午 12:46 
Same as vanilla, via scrap metal or ore at the Furnace. This mod makes no changes to those recipes, and NET just adds ones to the Factory Forge.

I've never come across that issue before, nor have I with a recent playthrough with this version of the mod.

Also, make sure you're running at least SAD_CommonLib in tandem with them.

Are the recipes available via the Kerosene or Electric Furnaces?
Mr. Khan 11 月 17 日 上午 11:40 
Hi,

How to produce Metal Alloys?

Without this mod, we could produce metal alloys in Stone Burner using Scrap or Ore. But after this mod is installed and the required tech stack is researched, I am no longer able to produce "Metal Alloy" which seems to be the backbone of everything.

Strong Burner building is now producing Glass, Steel (Using metal alloy and coke), Coke (Using Wood) and Bricks. But there is no way to produce Metal Alloy.

We have Anvil unlocked and built but it either requires metal alloy or steel (which also requires metal alloy).

Please advise if I am missing something to sort out this issue.

I am using all the recommended mods in the description above, with nothing additional installed. And its a completely new game.
Mantastic  [作者] 11 月 2 日 上午 11:27 
Fantastic!