Stranded: Alien Dawn

Stranded: Alien Dawn

Old Earth Tech - Redux
100 条留言
ectropy 10 月 23 日 上午 3:58 
Thanks!
Mantastic  [作者] 10 月 22 日 下午 4:53 
@ectropy Your comment inspired me to overhaul early to mid tier ballistic weapons. Shouldn't have any further confusion now. ;)
ectropy 10 月 21 日 下午 6:00 
Ah, you may need to check some of the text then, since it _said_ that the shotgun needed buckshot cartridges, but actually only needed grapeshot
Mantastic  [作者] 10 月 20 日 上午 9:50 
Base Pump Action Shotguns require cartridges, same ammo as the Blunderbuss/Coach Gun.

Pump Action Shotguns: Buckshot require shotgun shell ammo, which is unlocked after researching Ballistics lvl 3 - Modernization.
ectropy 10 月 20 日 上午 6:13 
Looks like there's no path to make pump-action shotguns, since there's no path to make buckshot.
Am I just missing something?
Mantastic  [作者] 10 月 13 日 上午 9:11 
The option to upgrade to the Lathe has been removed, so that'll put the kibosh on that issue.

Also updated the icon for Cutting so it's easier to see.

At some point I'm going to update the Lathe so it actually looks like one as well.
Mantastic  [作者] 10 月 9 日 上午 10:00 
Ahhhhhh, gotcha. So that issue is occurring when it's being "upgraded" from a Crafting Table to the Lathe. It sounds to me like it's not properly changing over the Device Interface/Category settings once it's converted, which is likely a game bug. It's not something I'd noticed since I've never converted other tables to a Lathe before.

I'll have to see if I can fix that (may need a SAD_CommonLib fix?), otherwise I'll remove the option to convert other tables into a Lathe and just have it be something that needs to be built from scratch.

The intention with the Lathe is to have Cutting as the only option, and to just have recipes dedicated to it within, i.e. Machine Parts, Prefab parts, Carved Wood, Hi-Speed Machine Parts, and Smokeleaf pipes.
Devvvie 10 月 9 日 上午 9:29 
Built the Lathe, it has the Carved Wood, Hi-Speed, etc etc in it, no clubs.
But, if I take a workbench with the recipes in it, then turn that workbench into a Lathe it retains those recipes.

But again if I build the Lathe by itself I can't craft, only use Cutting, so the weapons are only craftable in the Lathe because I upgraded it from a Workbench to a Lathe, so it retains the recipes of the workbench it seems.
Mantastic  [作者] 10 月 9 日 上午 9:13 
I also noticed it looks to be functioning like a crafting table in that you have the Wooden Club recipe along with the enhanced carbon fabric from NET.

On my side it's nothing but the correct Lathe recipes.

I'll see if I can figure out why that's doing that too. Something definitely hinky here. I'm wondering if there's another mod that's butting heads in some way. If you're up for it, can you share your game save with me?
Mantastic  [作者] 10 月 9 日 上午 9:10 
That's peculiar, there's supposed to be an icon there above Cutting like in my screenshot. I wonder why it's not showing for you. I presume the same thing is happening with ICE Man.

Nonetheless, the existing icon is a bit squished, so I'm going to remake it in proper 100x100 size. Should put the kibosh on that issue. :) I'll work on that tonight or tomorrow and comment here again so you can check it for me on your side.
Devvvie 10 月 8 日 下午 7:14 
Hey, so, in my defense it's hard to read text <.<
I see the word Cutting and clicking on it shows me the Hi-Speed Machine Tools, but there is no Icon with Cutting so I read right over it multiple times, my bad.
Screenshot for reference

https://drive.google.com/file/d/16aUJbt0qEPPBt4rGLBg7QpyPskk_4_UD/view?usp=sharing
Mantastic  [作者] 10 月 8 日 下午 6:58 
Screenshot here. If you're not seeing that, let me know.

https://drive.google.com/file/d/17GxyK1S2H8a8DLpA5nYiFuHQe_iLfHR_/view?usp=drive_link
Mantastic  [作者] 10 月 8 日 下午 6:53 
You should see "Cutting" as an option instead of "Crafting", that's where the recipes are stored.
Devvvie 10 月 8 日 下午 6:12 
On the Lathe situation, I got the same issue. I can not add not recipes into a Lathe because there is no Craft menu for it. I can take a workbench, put recipes in it and turn it into a Lathe to keep the recipes, that is a problem tho, why?

Only the Lathe can make Hi-speed machine tools in the early game and you can't craft them because there is no menu to craft in the Lathe itself.
Mantastic  [作者] 10 月 2 日 上午 10:03 
Just a quick notice that I'm on a small pause of mod development for SAD whilst Borderlands 4 consumes my life. If there's any emergency bug fixes, I'll swing back to fix them.
Mantastic  [作者] 9 月 29 日 下午 7:06 
Checked and it's working for me. Perhaps try unsubscribing/resubscribing to the mod to make sure it's up to date?
Mantastic  [作者] 9 月 29 日 上午 9:13 
Lathe will only be Cutting. Hammering is exclusive to the Anvil. Was working fine on my last playthrough, but I'll double check it tonight in case I goofed something.
ICE Man 9 月 29 日 上午 1:49 
Lathe doesn't seem to have a crafting or cutting or hammering option on it, so can't use it
HAZ 9 月 20 日 下午 8:37 
@mantastic Thank you for this clarification... except... I saw none of these items in the tech tree or ... well anywhere.. I am sure I have all of the dependencies, but will check again... maybe this conflicts with other mods...

if so - I will remove them, as this approach sounds fun!
Mantastic  [作者] 9 月 20 日 下午 3:45 
Steel is made with charcoal and refined metal at the Furnace. It's unlocked via Metalworking. Charcoal is also made at the Furnace.

You can make Machined Parts using Steel at the Anvil, Lathe, or CNC machine, and also with regular refined metal although it's less resource efficient.
HAZ 9 月 19 日 下午 7:43 
completely stopped all tech development because I need machine parts to make steel.... how? where? I researched chemistry... and metalworking.... where?
Hanzoro North 9 月 14 日 下午 10:29 
okay. i see it now under cutting.. kinda blends in but the option is there now.. imma restart tht map and run with it thanks
Hanzoro North 9 月 14 日 下午 10:26 
honestly i never saw an option for it on the crafting table. but i'll see what htis update does for me. thankx
Mantastic  [作者] 9 月 14 日 下午 10:15 
It's there on the Crafting Table, but it was put under the Cutting recipe group by mistake, which should just be the lathe. Moved it back to Crafting.
Hanzoro North 9 月 14 日 下午 6:44 
I'm still having issue with carved wood. i researched wood working but no tables or anything allows me to make carved wood.
Mantastic  [作者] 8 月 31 日 下午 8:34 
Since folks are still having issues with it, I'll change it to be grayed out instead of hidden.

Also, if you read the descriptions of both Chemistry and Metalworking, they pretty explicitly say they'll lead you to producing power. :)
Sillverbullet3 8 月 31 日 下午 7:32 
I just researched metal working and it popped up, May I make a suggestion and have the greyed out version of rudimentary power in the resaerch panel so we the people that suck a bit know how to unlock it, I see there a lot of research items that do just that. why not the Most important one like Rudimentary Power. No? It would be most helpful. I tried this a while ago and uninstalled it cause i couldn't figure this out. BTW thanks for the fast reply
Mantastic  [作者] 8 月 31 日 下午 7:24 
Did you research Chemistry and Metalworking? Those are the only two requirements.
Sillverbullet3 8 月 31 日 下午 7:21 
Oh i also have the other 2 installed as well N e t s'
Sillverbullet3 8 月 31 日 下午 7:19 
Rudimentary power is NOT showing up in the research and cannot research ANY power
Mantastic  [作者] 8 月 31 日 下午 5:45 
Latest update adds unique sound effects to all ranged weapons! No more listening to the same vanilla sounds for non-vanilla guns.

Melee weapons, with the exception of the Warhammer, will likely remain the same. That one needs more of a thud than a twang. WIP.
Mantastic  [作者] 8 月 31 日 下午 5:43 
Appreciate the props Reedtanguerra! Glad you're enjoying it!
Reedtanguerra 8 月 30 日 下午 2:34 
I wish to commend Mantastic again for really making a fantastic gaming experience with this one. I'm playing the military outpost scenario on Very Hard difficulty, with this mod suite version 2.0 and the Enemies Level Up one. I honestly couldn't survive past the initial waves of bugs on Insane, but I'm hanging in there on Very Hard. Just rolling into Winter year 1, and it's been a Frostpunk-like rush with my 6 survivors pivoting madly between canning food for the winter, making warmer clothing and upgrading weaponry and base defenses. Very Hard difficulty feels like genuine fight for survival in a pioneering colony. Absolutely loving this!
Mantastic  [作者] 8 月 26 日 下午 7:44 
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 8 月 26 日 上午 10:54 
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  [作者] 8 月 26 日 上午 10:40 
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 8 月 26 日 上午 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 8 月 25 日 上午 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  [作者] 8 月 25 日 上午 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 8 月 25 日 上午 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  [作者] 8 月 25 日 上午 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 8 月 24 日 下午 10:40 
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 8 月 20 日 上午 5:36 
Thank you!
Mantastic  [作者] 8 月 19 日 下午 8:30 
Sorry about that, legacy text. That building object has been removed. You can make the three chemicals at the Distiller and in Fermentation Barrels.

I scanned through the rest and that was the only inaccurate line.

In a future update, I plan on making Lukeh_ro's Chemistry Table a dependency and move them to there.

At some point in the semi-near future I'm going to add text to the techs that say where things are made.
Mantastic  [作者] 8 月 19 日 下午 8:28 
Sorry about that, legacy text. That building object has been removed. You can make the three chemicals at the Distiller and in Fermentation Barrels.

I scanned through the rest and that was the only inaccurate line.

In a future update, I plan on making Lukeh_ro's Chemistry Table a dependency and move them to there.
ectropy 8 月 19 日 下午 5:55 
I see you mention the "Chemical Processor", but it would be helpful if there was a clue somewhere as to what tech path I should follow to find the Chemical Processor. Right now, I'm totally stuck because I have no idea what techs to use next to get even simple things like acid for batteries.
Help a fellow player out?
Lyfestyle 8 月 11 日 下午 10:02 
Understood and thank you.
Mantastic  [作者] 8 月 11 日 下午 3:32 
Unfortunately I don't think that's possible. Objects only have a single type of exp they can issue to the user doing the task.

However...the thought has crossed my mind to eliminate the additional Extraction skill and just use Physical, which IMO just makes more sense and also encourages you to utilize your Physical specialized colonists for the task. It also eliminates the problem having to re-balance the exp gain for Extraction as it's way too fast IMO. I'll look into it.

Unfortunately, it's a one-per asset and I'd have to redo the entity from scratch to get that working as its originally sourced from Cyberpunks. Not impossible, but a steep climb.
Lyfestyle 8 月 11 日 下午 3:24 
Got a request bossmantastic lol. Can you make extraction give a little physical EXP? Also a suggestion could a little cart that can clip through the extract asset a little so a second survivor can mine also?
Mantastic  [作者] 8 月 4 日 下午 1:50 
Sounds good, I'll add that in the next update.