Old Earth Tech – Redux

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Author: Mantastic

Last revision: 17 May at 02:52 UTC (9)

File size: 1.25 GB

On Steam Workshop

Description:
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.

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
  • 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 more efficiently.
  • Gunsmithing Table – Used to craft gunpowder, ammo, parts, and firearms.
  • Vintage Appliances – Create cold storage without the need for electronics.
  • Power – Create power generating and storing devices without electronics.
  • Kerosene Appliances – Fuel stoves and furnaces with kerosene instead of sticks for greater efficiency.
  • CNC Machine – Use advanced machining to create advanced metal items and waepons 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.

Characters
  • Harry Cartwright – Excels at blacksmithing and any crafting involving any metal.
  • Terrance Reese – Excels at combat with shotguns and gunsmithing.
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.
  • Wooden/Steel/Nanosteel Bats – Decent attack speed and damage. More effective against robots, but decent against organics. Very brief stun, no bleeding damage or other effects.
  • Steel/Nanosteel Katanas – Attack quickly with very high bleed damage effects, but low base damage.
  • Steel/Nanosteel Nodachi – Larger katanas 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. Extremely effective 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.

    Weapon tags (for use with modded traits)

  • spear – Spears and Naginatas
  • sword – Katana
  • greatsword – Nodachi and Zweihander
  • blunt – Wooden Clubs and Warhammers
  • pistol – Colt Revolvers & M1911s
  • rifle – Muskets, Bolt Action, Semi-auto, and Bullpup Rifles
  • autorifle – Automatic Rifles
  • sniper – Bolt Action & Semi-auto HCLR rifles, and Assault Snipers
  • shotgun – Blunderbusses, Coach Guns, and Pump Action & Assault Shotguns
  • bow – Bows & Crossbows
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.
  • Chili
Tools
  • Binoculars – +50% field observation speed, +30m sight distance.
  • Balloon Kerosene Burner – 2x expedition speed.
  • Chainsaw – +75% cutting and chopping speed.
  • Construction Toolbox – +33% to construction/repair/deconstructing speed.
  • Cooking Tools – +50% to cooking and butchering speed.
  • Crafting Toolbox – +25% to general crafting speed.
  • Cutting torch – +50% scavenging and salvaging speed. 2x bonus to harvested scrap metal and metal.
  • Jackhammer – +75% to mining/extraction speed, +25% chance of finding bonus ore/silicon when mining.
  • Pickaxe – +25% to mining and extraction speed, +10% chance of finding bonus ore/silicon when mining.
  • Tailoring Kit – +25% to tailoring speed.
Armor
  • Chainmail – Good piercing, minor blunt, and no protection against energy and gas.
  • Plate – Superior piercing and blunt, penalized energy, and no gas protection.
To Do
  • Canned veggies and meals are overdue for some rework and TLC. – Eventually
  • Ceiling variants of kerosene lamps.- WIP
  • Fix the anvil animation so the colonist is holding onto a hammer.


Version: 2.34-439