Stranded: Alien Dawn

Stranded: Alien Dawn

New Earth Tech
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更新于:7 月 8 日 下午 6:25
作者:Mantastic

Version 2.01-224

Went through all the research items and adjusted their trade pre-requisites and value. They all should provide a nice, worthy boost to your colony without leaping you forward too far, nor showing up too early as to be unusable or unaffordable. All Atomic level research is also now tradeable, but at a very steep cost and only after you've researched Nuclear Batteries.

Added a research item to unlock Enhanced Medical Beds instead of them just automatically coming available after researching surgical beds.

Changed Radioactive Material's backend grouping to Crafting Materials instead of Construction.

更新于:7 月 8 日 下午 5:29
作者:Mantastic

Version 2.00-223

Minor text correction for Crystal battery research.

更新于:7 月 6 日 下午 11:45
作者:Mantastic

Version 2.00-222

Added the missed the Plasma Sniper energy crystal requirement.

更新于:7 月 6 日 下午 6:50
作者:Mantastic

Version 2.00-221

The big 2.0 release! So big I can't even fit all the text here! Check the 2.0 thread for full release notes.

更新于:6 月 8 日 下午 3:11
作者:Mantastic

Version 1.30-099

Recalculated processing times for the Advanced Fermenter's Insect recipes. They all took 4 days before, which is not intended. It's now Insect Fuel x 50, 100, 200 - 1 day, 2 days, 4 days.

Redid the way the Advanced Fermenter's recipes unlock so they don't require Research property changes on the backend.

Fixed the resources needed to build and craft certain things back to their "original" state. Interaction with another mod overwrote their values to what they were modified to in said other mod, so if you didn't have it you were SOL.

Redid the research tech prerequisites so they're mostly hidden now until you meet the majority of the them outside of colonist skill requirements. This will lower research screen clutter. Also altered the skill requirements on some for better balancing, or those that were missing them altogether.

A whole lotta backend reorganization so it's much easier to find needles in haystacks. WIP.

更新于:6 月 6 日 下午 9:42
作者:Mantastic

Version 1.29-094

Removed research costs which were unintentionally applied to the mod.

Posting original 1.0 mod changes here for posterity:

Changes from the previous mods:
  • Cyberpunk weapons and armor naming were changed to Plasma and Atomic to better show their tiers and be a little less generic.
  • Added the character unique weapons from the Survivors mod and relabeled them as Atomic/Plasma versions and the final tier of weapon for their type and category.
  • Atomic ranged weapons now do a very small AoE area of damage upon impact, indicating radiation damage, and cause knockdown. They can also cause friendly fire damage to be careful with them. AoE damage is applied via a 5 second DoT.
  • Atomic/plasma melee weapons do additional damage in a 180 degree cone in front of the the attacker.
  • Damage and range to all atomic and plasma weapons adjusted to make them true end-tier weapons without being OP.
  • All research items are now available through prerequisite style unlocks, and are no longer dependant on the Scenario based exploration triggers.
  • Nuclear waste is unlocked via a harvesting quest, which can be discovered at random by doing the "Explore" expedition. Once unlocked, you can harvest more via the quest (there is both a limited and unlimited variant), and through the Excavation building with the right level of skill.
  • The Mystical Tree quest can be discovered at random by doing the "Explore" expedition. It can only occur once after one year of playtime and you will only receive two seeds instead of three (one for the Mystical Tree and the other for Resin Tree). There is a 50% chance your playthrough won't have this expedition, so may the odds be ever in your favor.
  • Vanilla turrets can now be upgraded to (or downgraded from) Atomic versions.
  • The Atomic Tactical Nuke Turret now has a longer target range. Before it was too close and would cause friendly fire damage to itself and whatever surrounded it's immediate vicinity.
  • Slightly increased the range of the Atomic Turrets so it's a more desirable option compared to vanilla turrets. Added a very small AoE damage area applied via 5 second DoT. Can cause friendly fire damage.
  • Cyberpunk Research Desk nerfed to 150% speed instead of 200%. For reference, the Advanced Research desk is 125%.
  • Nerfed Extraction and the Mystical Tree where all items provide less resources, except for Nuclear Waste. This still makes it a viable option to get resources either in a pinch or when you're unable to elsewhere, while still providing incentive to acquire them in the other ways the game offers.
  • Silicon armor is no longer exclusive to Saltu and is now the mid-tier option of the new armors. Added 30% gas damage protection to the helmet and minor energy resistance to all pieces.

更新于:6 月 3 日 下午 7:39
作者:Mantastic

Version 1.28-093

Re-added the recipes that were temporarily removed due to a snafu in SAD_CommonLib that's now fixed.

更新于:6 月 1 日 下午 6:30
作者:Mantastic

Version 1.28-092

Upgraded Weaponry has been removed. For better low tech weapons (of which there are many more than the two that were included here) subscribe to the Old Earth Tech Redux mod.

Powered Weapons no longer requires Upgraded Weaponry as a prerequisite, and instead now needs Electronics Crafting researched.

更新于:6 月 1 日 下午 5:24
作者:Mantastic

Version 1.28-091

Changed the armor recipes to require a piece of vanilla armor to upgrade from.

Advanced Synthetic and Silicon require a matching piece of Synthetic armor.

Atomic requires a matching piece of Carbon 2.0 armor.

更新于:5 月 31 日 下午 4:20
作者:Mantastic

Version 1.27-090

Due to a bug in SAD_CommonLib's new Change Research Effects function, I've temporarily removed the items that add recipe changes to the fermentation barrels. This will cause the Advanced Fermentation Barrel to not function temporarily as well.

Once the bug is fixed, they'll be restored.