Change Log: v3.1 - v3.45
Change Log: v2.1 to v2.4
Change Logs Form v1.0 to v1.6
Code Select
[b][color=green]Change Log: v3.45 Alpha 9 Release[/color][/b]
[color=red]Save game will break if any of your colonists have brain implants[/color]
Added:
- Nano Sleep Tube
- Nano Healing Pod
- Rifling bench for vanilla weapon crafting
- Medical Lab for crafting medicines
- Can now craft Glitterworld medicine and Nanotech medicine
- Nano-Thermal Plant (currently produces power but will change with dll)
- Nanotech and Cybernetic Shields
- Armour Vest, Military Helmet and Kevlar Helmet recipe for construction.
- Added Nanosteel for construction. Made form nanothread and steel 1:5
- Left Brain Implant (two implants can be installed) see changed section
- Advance Nanoponics for double growth (requires tech)
- two ned plant pots to mage a different feel to the standard
- Nanotech flooring
Changed:
- Massive code move and seperations plus code trimming.
- Complete overhaul of the reserach system [url=http://i.imgur.com/Le8LR2H.png]Click Here for Tech Tree[/url]
- Complete resource demand / recipe overhaul
- Complete Pricing overhaul
- re added experience for medical and crafting
- Nano Swarm damage recalculation
- Cyber Storm damage recalculation
- Robotics Workbench Sprite change base colour to red
- Cybernetics lab sprite changed base colour blue
- Halved nanopower plant output by 1/2 reduced construction cost 1/3
- Nano-batter storage power cut by 1/3 reduced construction cost 1/2
- Nano-Skin changed body part effects.
- Cybernetic-Skin rebalance, reduced to only effect 2 stats rather than everything.
- Nanovine output reduced form 5-10 to 2-5 and lowered grow days
- Cybernetic Armour focuses on Shooting
- Nanotech Armour focuses on Melee
- Cybernetic and Nanotech armour health increased to be better than power armour varients
- Nanothread Graphic colour
- Changed brain implant to right brain implant
- Melee and skill at arms install in right
- Audio and visual install in left
Removed:
- Nothing
|========[color=cyan]Bug reports: (fixing for patch 3.45/3.5)[/color]========|
[color=red]Problem Unresolvable[/color] | [color=yellow]Current Problem[/color] | [color=green]Problem Resolved[/color] | [color=orange]Problem Unfound / May have fixed by accident[/color]
[color=green]3.4.a: Cybernetic Turret Brought from trader[/color]
removed trader tags and tested, 15 traders no turret hopefully its resolved.
[color=green]3.4.b: No crafting experience recieved[/color]
I Thanks to the guy above for pointing out the code line to be re-added.
[color=green]3.4.c: Unable to install implants.[/color]
Played through a cross section of my implants and havnt found an issue installing anything. The bud may be a compatibility issue with another mod.
[color=green]3.4.d: Degrading of armor too fast[/color]
Coding error, fixed now and degrading is lower than standard apparel. This may increase in later versions are testing. As it stand standard deg = 1, nanotech = 0.8, cyber = 0.6.
[color=green]3.4.e: Shield and armour cannot be worn together[/color]
I changed the application area of the armour levels of cyber and nanotech, they don't represent vanilla anymore but I you can wear them together now.
[color=green]3.4.f: Hand install part not working.[/color]
Hand locations where wrong.
[color=green]3.4.g: Power armour/ helmet produces nothing.[/color]
Code checked and slight problem in ingredients. Now fixed and produces what its supposed to.
[color=orange]3.4.h: Nano rifling bench production broken.[/color]
couldn't find issue, Was able to create all weapons hassle free
[color=orange]3.4.i: No skill warning on bills, possible code issue.[/color]
couldn't find issue, got bill warning from all bills
|=========================================|
[b][color=green]Change Log: v3.35 Bug fixed and Cyber-Coven Changes[/color][/b]
[color=green]3.3.a: Cyber-Coven Heavy makes the game unmplayable[/color]
Cyber-Coven Heavy (cyber storm wielder) removed
[color=green]3.3.b: Bionics are never made due to resource requirments[/color]
Bionics changed from plateel to steel and removed hyperweave requirements
[color=green]3.3.c: Audio and visual implants are pointless[/color]
stats changed on Skill at arms and Melee implants to 5% to bring back use of visual and audio implants at 10%
[color=green]3.3.d: Prosthetic legs are epointless[/color]
now only need 10 wood and 5 steel as apposed to 45 wood and 10 steel
[color=green]3.3.e: Nanoskin creates wrong item[/color]
Recipe fixed to produce the right item
[color=green]3.3.f: Armour ingredients visual problem[/color]
removed recipe maker, added recipes
[color=green]3.3.g: Cyber sniper damage[/color]
Was using wrong bullet, now fixed
[color=green]3.3.h: Cyber sniper text[/color]
Typo fixed in description
[color=green]3.3.i: greaves text wrong[/color]
Typo fixed to the correct spelling
[color=green]3.3.j removed cybernetic faction from main file.[/color]
This is now a separate optional download. requires main file to work. link found here in original thread.
[b][color=green]Change Log: v3.3 Cybernetic Faction, traders and Fixes[/color][/b]
Added:
- Cybernetic Faction!!!
- New categories for items
- Cybernetic and nanotech sorted into weapons and apparel sections
- Cybertech Trader
- Trades all tyes of cybernetic goods
- Weapon Sounds
Changed:
- Nano advanced brain recipe
Fixed:
- Cyber Weapons:
- Rifle implimented
- Baton dif resolved
- Nano Wepaons
- baton: dif resolved
- Rifle: wrong creation code fix
- sniper rifle creation code fix
- Turrets Issues:
- Cyber turret research fixed
- turrets ramped up in damage
- Cyber turret cost comes down
- Normal Body parts can now be surgically added
- Arm
- Leg
- Ear
- Eye
- Nose
- Jaw
- Stomach
- Fixed spelling and text in lots of places
[b][color=green]Change Log: v3.2 Weapons & Other Stiff[/color][/b]
Added:
- Cyber Weapons:
- Pistol
- Machinegun
- Rifle
- Sniper Rifle
- Bow
- Batten
- Cyber-Storm�
- Nano Weapons:
- Pistol
- Shorgun
- Rifle
- Sniper Rifle
- Bow
- Batten
- Nano-Swarm�
- Turrets:
- Nanotech and Cybernetic Advanced Machinegun Turrets
- Workbenches:
- Nano Rifling Bench
- Cyber rifling Bench
- Research:
- Rifling Technology
- Implants:
- Cybernetic Jaw
- Cybernetic Nose
- Melee Implant
- Skill at Arms Implant
[b][color=green]Change Log: v3.1 Factions![/color][/b]
Added:
- Jaffa Faction with Cybernetic Update
- Norbals Faction with Cybernetic Update
- RimTrooper Faction with Cybernetic Update
- nanotech jaw and nose recipe added
- Hydroponics basin is now modular (old removed)
Changed:
- Plasteel recipe now uses synthread not hyperweave
- implants no longer require hyperweave
- advanced implants require hyperweave
- Exoskeleton nurf to make standard and cybernetic more realistic in game
- nanothread grow time reduced
- all armour mob drop rate lowered
- nanofusion power tech order changed to require nanotechnology
Fixed:
- NanotechJaw Recipe was installing into the wrong place
Change Log: v2.1 to v2.4
Code Select
[b][color=green]Change Log: v2.4 Balance, Change and Bug Fixes[/color][/b]
Added:
- Cyberskeleton - advanced from exoskeleton
- Nanoskin - lower form of cybernetic skin
- Advanced Visual and audio implants
Changed:
- Cybernetic helmet stats fixed and rebalanced
- Changed Cybernetic suit to cybernetic skin
- changed Cybernetic suit graphics
- Visual and audio implant stats reduced
Removed:
- Nanomites implant, wasn't practical
[b][color=green]Change Log: v2.35 Bug Fixes 20 Dec 14[/color][/b]
Changes:
- Bug fixes accross the baord
- balances of all systems for added content.
- reworked health difs and stat bonuses
- re-location of all armour sprites to align on body properly.
- decrsiption fixes on several items
[b][color=green]Change Log: v2.32 Bug Fixes 20 Dec 14[/color][/b]
Changes
- More Bugs Resolved from compile, sorry for any inconvenience
[b][color=green]Change Log: v2.31 Bug Fixes 20 Dec 14[/color][/b]
Changes:
- Apparel construction times increased.
- Value of items changed to reflect construction material prices
- buildable walls from nanomites, AI chips and processing chips removed
- Duplicate Carbon fibre recipe removed
[b][color=green]Change Log: v2.3 Adding some removals 19 Dec 14[/color][/b]
Added:
- Body Part Removal for natural body parts
- Nanotech Nose & Jaw
- Cybernetic Nose & Jaw
- Plasteel recipes
- Nanotech armour (with new sprite)
- Cybernetic armour (with new sprite)
- Power Armour Recipe (at Biotech Workbench)
Changed
- Most Sprites have been updated to new and improved ones.
The cybernetics have arrived v2.2 17 Dec 14
Added:
- Medicine Recipe (Herbal + Cloth + Steel) implemented at Craftsmans bench.
- Cybernetics (Legs, Amrs, Hands, Liver, Lungs, Heart, Kidney, Stomach)
- Cybernetic Suit (expensive installs to sternum)
Changed:
- Arm prosthetics now install to the shoulder, this brings it in line with Tynens code.
- Nano-Brain stats improved
- Advanced Nano-Brain stats improved
- Stack limits, changed for different resource
Bug Fix:
- Work table priorities set to 116, 117, 118, 119 for the respective tiers to try reduce clutter for work given order
- Code in recipes removed form one large file to 7 small files consisting of around 600 lines each. to resolve clutter again.
- streamlines item code to cut back on all unnecessary things
- Evil code remove = <volumePerUnit>0.05</volumePerUnit>
Change Log: v2.1 complete rework to resolve large issues 16 Dec 14
Added:
- Bionics Workbench for creating bionics
- Bionics Research
- Cybernetics Workbench - for later use
- Processing Core - for later use
- AIChip - for later use
Changes:
- Nanotech research -> bionics research
- advanced nanotech research -> nanotech research
- recipes have mostly changed
Fixes:
- Nano generator now rotatable
- conflict with Apothecary's' mod
- fix issue with not being able to start processes
Removed:
Research:
- Biotech research - it was unnecessary.
- Advanced Surgery - pointless
- Exoskeleton research - combined into nanotech and anvanced nanotech research
Workbenches:
- Biotech workbench - it was unnecessary.
- Organ Press - not needed
Items:
- Nanosteel - over complicated recipes
- Nanoweave - over complicated recipes
Change Logs Form v1.0 to v1.6
Code Select
v1.6 A little bit of growing.. 14/12/14
BodyParts:
- Nanotech Arm 30% Manipulation per
- Nanotech leg 30% Movement per
- Nanotech hand Increased personal damage
- Nanotech eye 30% extra sight per
- Nanotech ear 30% hearing per
- Nanotech liver filtration +30%
- Nanotech lung 30% Breathing per
- Nanotech heart 50% Blood Pumping
- Nanotech kidney filtration +30%
- Nanotech stomach eating +20% & metabolism +20%
Medical Surgeries:
- Nanotech Arm, leg, hand, eye, ear,
- Nanotech liver, lung, heart, kidney, stomach
Buildings:
- Nanoponics - grow products with nano properties to aid you in your on quest of cybernetics.
- Nano Vine - makes nanothread
- Robotics Table now produces only Nanotech Organ Press makes Bionic.
Materials:
- Nanothread - material for advanced nano based production
- Nanoweave - made form nano thread at the Robotics Workbench
- NanoSteel - made from steel and Nanomites :D
Recipe:
- Nanoweave - Nanothread + Plasteel = strong material at the robotics table
- Nanotech Arm, leg, hand, eye, all craftable at the robotics table
- Nanotechear, liver, lung, heart, kidney, stomach all craftable at the robotics table
- Bionic Arm - crafted at the organ press
- Bionic Leg - crafted at the organ press
- Bionic Eye - crafted at the organ press
Textures:
- Nanothread
- Nanoweaver
- Nanomites Updated
- Nano Vine
- Nanoponics Table 1x3w
- Nanosteel - shiny
v1.5 With Great Power.. 13/12/14
Buildings:
- Nano Fusion Plant - generates a lot of electricity, costs a lost of materials - rectangle building.
- Nano Fusion Battery - holds a vast amount more electricity - larger building
- both need nano fusion power research
BodyParts:
- Nano Brain - will restore a brain to normal function
- Advanced Nano Brain - will restore a brain and will improve functions
Recipes:
- Nano Brain at Robotics Workbench requires 'Plasteel' + 'Synthread' + 'Nanomites'
- Nano Advanced Brain at Robotics Workbench requires 'Visual Implant' + 'Audio Implant' + 'Plasteel' + 'Synthread' + 'Nanomites'
Research:
- Advanced Surgery - step through research with possible new surgery bench at some point.
- Nano Fusion - Nano electricity, crazy power exensive to build
v1.4 Expand and conquer 13/12/14
BodyParts:
- Bionic Liver with filtration +20%
- Bionic Kidneys with filtration +20%
- Bionic Stomach with eating +10% & metabolism +10%
- Bionic Jaw with eating +20%
- Bionic Nose with +20% breathing
- Carbon Fibre Leg - better than prosthetic 100%
- Carbon Fibre Arm - better than prosthetic 100%
Materials:
- Carbon Fibre - green cloth woven from cloth and steel
Recipes:
- bionic liver & kidneys & stomach at Organ Press
- bionic jaw & Nose at biotic workbench
- Carbon fibre material as well as carbon fibre leg & arm to craftsman bench
- Exoskeleton crafted at the robotics table (for now)
Research:
- Advanced Nanotechnology - Robotics Table
- Advanced Surgery - not used yet
- Exoskeleton Production - not used yet
Workbench:
- Robotics Workbench - does everything a nanotech workbench does plus more
Textures:
- Robotics Workbench - Temp
<!-- v1.3 Continued Improvement 12/12/14 -->
Research:
- Organ production
Workbenches
- Organ Press, organ creating recipes moved to this station (temporary image)
Items:
- Updates Nanomites Materials Image they will be used for creating advanced nanotechs
Recipes:
- Updated Bionic lung, heart, ear to use hyperweave, synthread and plasteel all small amounts (crafting skill 9)
- Added Implant construction to the Nanotech Workbench
- Medical recipes now give exp
BodyParts:
- Nano and Advance Nano Brain (advanced brain is pretty cool ;) will improve most stats ) all can be installed
<!-- v1.2 Continued Improvement 12/12/14 -->
Items:
- Nanomites Crafting Materials
research:
- NanoTech, Craftmanship, Biotech
Workbenches:
- Craftsman Workbench, Bionics Workbench
- Biotics workbench texture
- craftsmans workbench texture
- updated nanotech workbench
Recipes:
- Bionic Lungs, Bionic Heart, simple prosthetic legs and arms, synthread, hyperweave, Nanomites
<!-- v1.1 Research and Production 11/12/14 -->
Workbenches - 4cost and time to build etc
- total of 4 workbenches will be available providing all manor of things
- bill for workbench have been added.
- workbench has image
Research - added technologies for further playability
- Prosthetics, Advanced Prosthetics, Nanotechnology, Advanced Nanotechnology
- will add prerequisites when it works properly
Head implant - added body part to humanoids implant no fix into socket
Exp Gain - 10% complete.
<!-- v1.0 Initial Outlay 09/12/14 -->
Nanomites - Increase sight ( i want this to become healing )
Exoskeleton - increased movement and manipulation.
Visual Implant - increases sight
Audio Implant - increases hearing
Bionic Ears - increase hearing
Bionic Heart - increase pumping of blood
Bionic Lung - increase breathing