A new mod is available. :tada:
#modio-feed
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A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.48
Changelog
Fixed crash related to microwave gun. Fixed Extermination mission type not having a Mule. Fixed Survival start drop pod drill not having collision. Fixed Jelly Plover, Fumer, Beamers not being able to be hit by some player attacks. Added replication to placeholder Extermination assets as well as spawning logic. Added system to pause logic timers for custom ragdolls if player physics collision is not enabled to slightly help with performance. Added velocity change to custom ragdoll bones to potentially keep velocity when created if original ragdoll was falling or moving. Still trying to figure out what causes certain ragdolls to float gently to the floor . .
A new version is available. Version 1.50
Changelog
Slightly changed the laser pointer UI in the Space Rig to make the assignment sync button more obvious. Changed various assets that did not need to be spawned by clients to hopefully prevent issues, enabled various changes to allow clients to do certain actions to hopefully prevent issues. Added new Arcade option to the Gameplay tab (enabled by default) that has multiple Jetty Boot arcade cabinets as well as most of the useful terminals nearby to edit gear and choose assignments while near the bar. Added experimental damage system to enemy ragdolls that allows you to damage them or burn them to remove them (not a toggle yet). Added a system to check for missing stock Space Rig bar lighting and props streaming level if no event is active to prevent black area lighting by the bar due to the game expecting a forced - natural seasonal event level. Plus changes from 1.49 build which I had to pull due to immense issues, but they are solved in this version.
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
Вам не хватает атмосферы лучшего французского ресторана Москвы в игре про смешных космических дворфов? Мы решили этот вопрос за вас. Этот мод заменяет музыку в игре на саундтрек сериала "Кухня".
Info
Version: 0.9.2
Size: 260.9 MB
Tags
Auto-Verified, Optional, 1.36, 1.38, Audio, [AimedForVerified], 1.35.69455, 1.37
A new mod is available. :tada:
Вам не хватает атмосферы лучшего французского ресторана Москвы в игре про нетрезвых космических дворфов? Мы решили этот вопрос за вас. Этот мод заменяет музыку в игре на саундтрек сериала "Кухня".
Info
Version: 0.9.2
Size: 260.9 MB
Tags
Auto-Verified, Optional, 1.36, 1.38, Audio, 1.35.69455, 1.37
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version PPS_0.8
Changelog
- Beta is Now Praetorian Steeve
- Alpha is now Opressor Steeve
- Exploder Steeve Added
- Cosmetic Skull added for Sacrificial
- Timer Backpack added for Timed steeve
- Added Lobby Preview for steeve (Occasionally big steeve easter egg) XD
- Added 8 new hats!
A new version is available. Version 1.51
Changelog
- Added failsafe for Survival mission type not having a Mule when used with other mods which resulted in the inability to extract.
- Added failsafe for global tools chat commands not spawning for some clients which prevented local commands from working; such as clearing locally created ragdolls.
- Added brief popup telling the host about the laser pointer opening up a useful UI (using a vanilla system for this, not custom so can't fine tune).
- Added mod version info to the debug menu UI in the escape / pause menu as well as on the locally spawned MCR Settings Editors.
- Added scrollbar to chat commands list (WIP) to the debug menu UI in the escape / pause menu.
- Added potential failsafe to enable map rotation when exiting the Space Rig to ensure client sync in a new MCR lobby they joined.
- Added " !ragdoll " as a potential alternative command to toggle infinite duration ragdolls.
- Added short delay before editing DeepCSGSections for better performance, may not be needed.
- Added Elite Egg Hunt missions in
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
This changes all OSTs in-game with soundtracks from the Halo Trilogy, Halo 4, Halo Wars 1 & 2, and Infinite. This does not change the jukebox or alter SFX from enemies or allies. All tracks fall under Microsoft/Bungie/343i Fair Use Policy.
Info
Version: 1.0.0
Size: 183.4 MB
Tags
1.38, Audio, [AimedForVerified], Optional
A new version is available. Version PMM_4.0.1
Changelog
- Potential fix for clients without the mod crashing under specific circumstances (Mainly someone triggering a salute mule)
- Fixed issue with debug mode
- Fixed issue with mules not loading in non mule missions when option was toggled on
- Fixed MCR compatibility mode
A new version is available. Version 1.3.0
Changelog
Updated to Season 4: Critical Corruption.
All classes Overcharger upgrade decreased from +10 to +5.
All classes Healthy upgrade decreased from +30 to +20.
Moved Breathing Room to Tier 5.
Added Reinforce Module upgrade to Tier 5 that increases shield by +10.
Added Unbreakable Vitality upgrade to Tier 5 that increases health by +40.
Added Tier 6.
Moved Bigger Mineral Bag to Tier 6.
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.52
Changelog
Added new systems to spawn the data sync asset as well as other things as early as possible and added failsafes to them, changed point extraction assets a bit, minehead is 25% larger, minehead should have a proper falling system, minehead sentries received numerous changes, added combat scaling to Bosco in Survival, aquarqs and compressed gold have different visuals, compressed gold has a special effect when hitting enemies, added a new system that improves initial off-screen ragdoll performance quite a bit, radiation barrels received visual changes as well as nerfs to movement from firearms as well as an explosion effect, Survival has new text for contextual events such as survival time instead of showing 1 mil seconds, added support for perk editing from other mods, removed logic from InitCave to prevent issues, made new assets for specific logic to be performed on server and client, major performance boosts by editing the cave itself (especially for the new massive maps), fixed numerous issues with crashes
A new mod is available. :tada:
A new version is available. Version 1.4.3
Changelog
*Added 30 seconds of Official Stereo mixed segments taken from Ratchet 1 Beta Demo FMV, to both Orxon as Ratchet, and Kalebo III mixes
*Added Alternate Unused Beta Oozla Megacorp Store Track to End Wave
*Added Alternate Unused Demo Challenge Complete Track to rare Mission Complete Screen
A new version is available. Version SGGSTI_1.6.4
Changelog
- Japan Slasher Alpha -> Live
- Detonator Breeder Name Fix
- Modified Gravity Player Aura
- Added New Auras to Alpha (Freezing, Burning, Gooey)
- Added new TI option for all auras (Host or random target)
- New Mimic Molly Death (Attempt to fix molly calling bug)
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version SGGSTI_1.7
Changelog
HALLOWEEN UPDATE!
- Added New enemies Witch Warden, Jaco-grunt, Skullterra, Candle Lobber, Little Ghost, and Ghostly [BOSS]
- Updated King Sting fireballs (Hopefully to fix desync)
- Fixed client side bananaman sound setting
- Small bug fixes
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version PATCH 1.2.1
Changelog
RESOURCE SHORTAGE!
- The Rivals are beginning to get stretched thin across Hoxxes! Robots will spawn less frequently overall on Rival Fortress! (10-15 secs)
ENDANGERMENT!
- Nayaka Collossi are struggling to maintain their overpopulation in the Corridors. They're much rarer now, fortunately!
DEFENSES BREACHED!
- Ommoran Protectors seem to have a much harder time maintaining their power to control Sentries. It seems as if Ommoran Constructs become less powerful the more Heartstones we extract. Ommoran Protectors can now only summon up to 8 Sentries at a time. In fact, they seem to be slowly retreating deeper into the Planet. Perhaps strange readings from the Planet's Core might have something to do with it...
A new mod is available. :tada:
A new version is available. Version 1.53
Changelog
Added toggles for mission types from MCR to allow you to remove them temporarily for assignments or indefinitely, added many systems related to assignments to prevent crashes related to this shit system, available missions will be reduced when an assignment is active to prevent crashes, added forced assignment advancement if the previous completed mission type was the same as the client assignment and was successful to hopefully make doing any mission of the same type count for clients, fixed info passer asset for mission data sync not working at all in a mission which resulted in desync, changed Hoxxes IV spin rotation to -0.04 as the fast speed was for a joke, fixed Survival music playing in grid descent map layout, fixed PLS being randomized on mission load which resulted in desync, changed main data change asset to be replicated by the host to maximize the chances of late join clients being synced properly if they have not gone to the Space Rig with the mod active, further improved code for multiple asset
A new version is available. Version 1.1
Changelog
- Reduced volume of some voicelines
- Disabled "I am cornholio, my bunghole will speak now" due to poor quality of sound file
- Moved "Nicaragua" voiceline to bosco-attack-cue
- Added some gibberish voicelines in spanish on Bosco attack
- Increased volume of Bosco revive chanting voiceline
A new version is available. Version SGGSTI_1.7.2
Changelog
- King Queen Sting Boss set to live (Replaced fireball attack)
- Added Jaco-Swarmer, Jaco-Shooter, and Pumpkin Patch enemies for halloween
- Nerfed Ghostly spawn rates for Little Ghosts
- Fixed some add to spawn pool errors when not using TI
A new mod is available. :tada:
A new mod is available. :tada:
It's a mod that replaces spring dwarf for Hatkid
Info
Homepage, Version: 1.0
Size: 378.6 KB
Tags
1.38, Visual, [AimedForVerified]
A new mod is available. :tada:
A new mod is available. :tada:
Músicas dos álbuns do nosso amado Gemaplys para a Jukebox. Peguem suas cervejas e curtam essas obras de arte incríveis! Rock 'n' Stone!
Info
Homepage, Version: 2.0
Size: 88.6 MB
Tags
1.38, Verified, Audio, Visual
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.54
Changelog
- Fixed food causing crashes when eaten.
- Fixed Elite Salvage not being completable.
- Fixed Elite Mining Expedition not having the correct requirement value.
- Fixed some ragdolls spawning inside out for certain Rockpox variants.
- Fixed Decontamination music playing on MCR_PLS_Cleansed map layout.
- Potential fix for crashes related to assignment missions generating with some invalid data that I did not initially understand.
- Added the Space Rig edits back in and with reworks to fix some stuff.
- Added blocking of Shellbacks, Nayaka Trawlers and more to the Gunner Shield.
- Added new swarm attractant calldown machine to Extermination.
- Added new small base to Extermination to house the swarm attractant tool.
- Added experimental system for clients for ragdolls to be more reliable.
- Removed turrets from Extermination as they were purely experimental.
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version PATCH 1.2.2
Changelog
POWER STAGNATION:
- Ommoran Constructs are slowly being pushed back by our forces!
Protectors are now significantly weakened, only appearing one at a time rather than 2 or 3 per swarm!
SPREADING DISEASE:
- Rockpox Naedocyte Breeders have been discovered beyond what we have deemed contamination zones. Take them out as soon as possible, Miners. Who knows what could happen if they're left alone for too long...
TRIPLE TROUBLE:
- It seems as though Tri-Jaws are suffering from a population decline. Whether it's due to DRG activities or the impending Rockpox threat, we cannot be sure. But at least they will not threaten our operations as much as they have before...
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.55
Changelog
- Added new experimental data asset to data passer system to potentially help prevent vein desync for clients.
- Added new but non-functional system (WIP) to limit new map gen to Elite mission types and layouts depending on Elite mission type.
- Added new terminal for MCR Settings Manager by the Equipment terminal, Jetty Boots, Medbay and Memorial Hall.
- Added pathfinder blocker back to the Gunner Shield but still allow shellbacks and such to roll over it.
- Removed enemies colliding with active ragdolls (may not work atm).
- Removed hard coded pumpjack dialog from Swarm Attractant machines by temporarily editing the dialog asset to be unusable while in Extermination.
- Removed some new Jetty Boot arcades to make room for the MCR Settings Manager terminal by the arcade.
- Removed debug / testing map layouts from being selected for non Elite missions, Decontamination will work again.
- Removed MCR Settings Editor visuals and versioning texts.
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 0.0.5
Changelog
Заменены фразы для ударов киркой
Лойд теперь говорит "Товарищ капитан, чай"
Изменены фразы для тега опасных мобов
Добавлено больше фраз при убийстве Glyphid Septic Spreader
Добавлены несколько фраз для тега Детонатора
Изменён звук стука по контейнеру
Изменена громкость некоторых фраз
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.2.4
Changelog
Major bug fixes
- Fixed crash that happened when grabbed by Glyphid Stingtails
- Fixed map opening that was lighting everything around the player for the rest of the game
- Potentially fixed infinite drilling bug (applied a blind fix because could not reliably reproduce, let me know if it happens again)
Holsters improvements
- Increased shoulder holsters size for easier grab
- Releasing any hand while wielding a weapon and the pickaxe at the same time now only releases the item in that hand (and not both items like before)
Items hand positioning
- Fixed M1000 and Goo Gun that were turned sideways after ammo reload
- Fixed bad items positioning in hand when grabbed with left hand
- Fixed pickaxe position in hand
- Fixed driller's detonator positioning in hand
- Fixed weapon positioning bug when pressing ammo reload button multiple times in a row
Weapons and items
- Attached hacking tablet to the hand (instead of the head)
- Display either the driller's detonator or the charge in hand, depending on t
A new mod is available. :tada:
A new version is available. Version 4.01
Changelog
Coming back from a 2 month break, didn't quite realize just how strong this version of Bosco still is. Adjusting the damage a bit further.
Goal is to make Hazard 3 still somewhat of a challenge for the average (casual) player, while still letting Bosco feel helpful in Hazard 4+ difficulties. Players shouldn't get too reliant on Bosco at the expense of diminishing improvement on their own skills.
Damage: 3 (Direct) / 2 (Radial) -> 2 (Direct) / 2 (Radial)
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.3
Changelog
THE HORRORS OF HOXXES:
- Strange disruptions are occurring the more artifacts are extracted by DRG Archeological operations. The caves are now haunted! Burial Grounds have been disturbed and are now teaming with hostile Ghosts to encounter! Beware, as Ghosts can rarely be encountered in the caves outside them as well!
THE CREEPING VINES:
- Korlok Vines have begun to multiply, making them easier to spot among Korlok Roots in the caverns!
DEFENSE PROTOCOL II:
- Rival Fortresses have been discovered to have a weakness! Disable their Turret Controllers and Rival machines become significantly less common! (30-40 seconds)
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.57
Changelog
- Potential fix for clients being unable to use the MCR Settings Manager terminals, the original one at the Depot works fine still.
- Fixed / changed Extermination swarm attractant building spawning at world origin and now only 1 will spawn in the starting room.
- Potential fix for clients being unable to optimize enemies and generate my new ragdolls.
- Removed spawn room Minehead in Elite Point Extraction.
- Nerfed Restrictive Armor to 75% damage reduction as 90% was insane after testing, still subject to change.
- Added 12 new secondary objectives to all mission types and disabled debug secondaries on a few mission types.
- Added PLS / map layout randomization to Survival and Extermination so that their layouts are no longer static.
- Reworked the lighting system on Lost Helmet, Lost Armor, Gas Canisters to now be much brighter and to maintain having a light above it at all times instead of based on rotation.
- Removed original secondary objective replacements to potentially give more weighting to the selec
A new version is available. Version 1.58
Changelog
- Fixed guaranteed mission freeze / crash for Extermination when finishing up the map load. Had to do with a math check with no delay and an axis check that was not viable.
- Fixed multiple replication errors for Decontamination, may or may not prevent crashes but it is better overall.
- Fixed Gunner Shields and Flares not properly colliding with most of my custom structures.
- Fixed Survival post map load starting dialog events not occurring for clients.
- Fixed minigun turret animations.
- Potential fix for Decontamination based special gear such as Cleansing Gunner Shields, Cleansing C4 and Cleansing Sentries not working for clients.
- Potential fix for XRAY not equipping the terrain scanner automatically to enforce the warning (might be impossible).
- Improved Extermination's swarm attractant building a little bit and added minigun turrets to it.
- Improved Extermination's swarm attractant hologram to work as intended.
- Added flare collision with enemies, physics actors and my custom structures.
- Added
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 2.2.1
Changelog
I feel like from now on I will only be able to do smaller updates, this mod is already packed enough as it is.
Added:
- Swarm(single): "OST 160"
- Swarm(looping)/Caretaker: "OST 174"
- Space Rig: "Usagi Flap"
Removed:
-Swarm(single): "OST 129"
Same reasoning as before for the removal of "OST 129", I felt like it's the weakest link among the other tracks. Sacrifices have to be made to make the mod better.
I haven't had time to actually test this version but I'm sure nothing will be off. If something IS off then I'll just fix it later.
Anyway enjoy the new tracks!
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.59
Changelog
- Added a new system to check for players not in the Space Rig drop pod to deploy in personal pods when a mission is done loading.
- Added a new system for laser pointer waypoints to add waypoint number, what it marked and the marked object's icon to easily know what waypoints are for what.
- Added a new system for laser pointer markers to allow you to change their type to request platforms, flares, drills, ziplines or back to normal by pressing Control R.
- Added a new system for laser pointer markers to remove specific ones by pressing 1-0 with the laser pointer out or remove all by pressing delete with it out.
- Added more waypoints to the laser pointer so that there are now 10 total per player.
- Added new escape drop pod to Extermination with a 7 minute extraction timer to make it easier than the stock Point Extraction one that has 3 minutes or maybe it was a 5 variant?
- Added new escape drop pod to Survival with a 10 minute extraction timer due to map complexity and waiting for the extra slow, damaged
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.60
Changelog
- Fixed Survival Drop Pod immediately leaving after landing for no apparent reason. Fix was to make a new asset.
- Fixed Shredders being unable to be damaged (probably).
- Fixed issues and crashes related to Decontamination's Head of Testing.
- Potential fix for Minehead landing zones being created in locations before a target is even assigned.
- Added difficulty scaling to Survival so that for example hazard 1 does not give the same scaling gold bonus as hazard 5.
- Added new system for performance boosts to check for children of classes to stop certain changes instead of hard class references.
- Added new system to make Decontamination have a consistent green fog in every biome. Requires data to be reset back to normal in the Space Rig (automatic).
- Added new falling failsafe system to Minehead variants and added falling system to Decontamination's Head of Testing.
- Added additional checks to some deep dive systems to account for invalid data entries and to instead use a default value instead.
- Added mi
A new version is available. Version SGGSTI_1.8
Changelog
- Added "HostOptionalOnly" mode for those using the sideloader where this mod only needs to be on the host (Limits spawns) [All spawns available in this mode are suffixed with "(Opt.)"]
- Added Filters to remove specific spawn groups from the spawn pools / TI Polls / TI Spawns (Including one to remove helpful or infinite spawns)
- D8, D12, and D4 spawns added to live!
- Added Player Auras to Live (Gooey, Freezing, Burning)
- Added Major Recoil & Face It Boss to Beta!
- Fixed various bugs / grammar mistakes
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.61
Changelog
- Added replacement to the Zipline Launcher that has a rework to instead use zipline length to deduct ammo from total so that a 5m zipline uses 5 ammo, 30m uses 30 ammo. Accounts for remaining mag size. Increased zipline max angle to 70, 75 with upgrades.
- Added additional terrain checkers to Minehead variants to lessen the chance of it going to the abyss.
- Added failsafe to Minehead variants to spawn it nearby and disable terrain checks if it goes to the abyss.
- Added Hiveguard variants to Elite Egg Hunt to make it feel like they were protecting the nest.
- Added Hatchery warning eggs to Elite Egg Hunt to make it feel like a major nursery.
- Added Stalker to Elite Egg Hunt enemy spawn pool. Can work on improved variant soon.
- Added buried supply pods as well as old sentries to Elite Salvage as well as made much more stationary enemies spawn such as Spitballers.
- Added a new system to account for assignment mission complexity and duration limitations to hopefully guarantee a generated mission to preve
A new version is available. Version 1.2.5
Changelog
- Bosco can now mine and fetch burried items (Aquarqs, Eggs) when pointing at them with laser pointer
- Wave your hand to make Bosco throw the item at you
- Fix laser pointer that was invisible in holster after having been released
- Re-apply the M1000 / Sludge Pump orientation/scale fix after reload
A new mod is available. :tada:
A new mod is available. :tada:
Unlocks both normal and scripted waves after a Dreadnought spawn.
Info
Homepage, Version: 1.0
Size: 26.7 KB
Tags
1.38, Gameplay, [AimedForApproved], Optional
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
Unlocks normal bugs' waves during Caretaker fight.
Info
Homepage, Version: 1.0
Size: 27.0 KB
Tags
1.38, Gameplay, [AimedForApproved], Optional
A new mod is available. :tada:
A new mod is available. :tada:
Replaces PE's pressure waves with Mining Expedition's normal and scripted waves.
Info
Homepage, Version: 1.0
Size: 27.8 KB
Tags
1.38, Gameplay, [AimedForApproved], Optional
A new mod is available. :tada:
Adds default Swarms to Sabotage and unblocks normal waves and Swarms during Caretaker fight.
Info
Homepage, Version: 1.0
Size: 28.0 KB
Tags
1.38, Gameplay, [AimedForApproved], Optional
A new mod is available. :tada:
A new version is available. Version 1.62
Changelog
- Potential fix for clients not having their perk changes applied due to a rework of trying to cache perk data from other mods.
- Potential fix for clients not creating infinite duration ragdolls properly.
- Potential fix for clients being unable to use the MCR Settings Manager terminals.
- Potential fix for clients being unaffected by the personal pod system by delaying the logic by 2 seconds.
- Potential fix for clients and server having differing tools in Decontamination somehow - now updates gear every 5s.
- Potential fix for clients being unable to edit their own laser pointer marker to have request prompts due to the vanilla variable not existing on clients.
- Potential fix for clients not caching their last played mission type due to not saving the data - this should make the assignment completion system work now.
- Potential fix for Damaged CULE defense UI not being cleared properly for clients.
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 0.1.0
Changelog
Fixed issue with scrolling to the bottom of the list (maybe)
added search functionality, so you can find shouts easier (through either filename or dialog text)
added shout details view ('≡' button) so you can see all the various voicelines related to each shout
A new mod is available. :tada:
A new version is available. Version 2.2.2
Changelog
Replaced two of the End Wave tracks because I felt they didn't fit well enough compared to the new tracks I replaced them with.
Added:
- End Wave: "OST 175", "System All Green"
Removed:
- End Wave: "Signal of Abydos", "IROHANI HOP"
Once again sorry if you liked the removed tracks but it is what it is, hopefully you'll like the new ones more like I do.
And also again I didn't get to test this version out because I'm not playing actively anymore, still enjoy the game ofc but I am just doing other things. So if there are problems, be sure to let me know so I can fix them.
Enjoy!
A new mod is available. :tada:
A new version is available. Version 1.63
Changelog
-
Added system to toggle between vertical platforms that rotate based off of your current look angle and horizontal ones by replacing the platform gun with a custom one. Hold R to toggle between modes and particles will play depending on mode. Should not conflict with other mods, only expand functionality.
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Added system to reload and deploy multiple detpacks / c4 / satchel charges by replacing it with a custom one. Tap R to allow yourself to deploy another one to detonate simultaneously. Should not conflict with other mods, only expand functionality.
-
Potential fix for clients not using their save game to determine perk functionality due to a variable check from the game instance that is not readable by clients.
-
Potential fix for clients not spawning ragdolls properly in general due to getting the wrong type of global actor to add the system to (FSDPawn instead of EnemyPawn).
-
Potential fix for MCR Settings Manager terminals causing softlocks on the host due to funky event calls. I went to a lot o
A new mod is available. :tada:
A new version is available. Version 4
Changelog
New tracks.
Boss: Black Eagles, Descendants, Wild Dogs
Wave: Curtain Rise
WaveLooping: Cascadian Conflict, Fullmetal Frontline, Redline
Extraction: World on Fire, Cascadian Conflict
Loading: Weekend War, Sitrep, NotLOP
Results: Sitrep
Space Rig: Sitrep, NotLOP, Weekend War, Prologue
A new mod is available. :tada:
A new version is available. Version 1.64
Changelog
-
Added new system to Decontamination variant of Engineer Sentries to bypass hard coded sentry gun type as well as other issues that made it nearly impossible to use my new sentry anymore. Now has proper first person placement models and a new device to inform you of sentry 1 or 2 that you are placing at the new marker.
-
Added new failsafe system to custom ragdolls to gradually accumulate time spent uninteracted by the player so that after 1 minute passes with no player collision it will force stop it's physics simulations even if it is actively moving. This value resets when a player collides but will allow ragdolls to move naturally for 1 minute before stopping to help improve performance so that manual chat commands to stop simulations are less needed.
-
Added new system to the Survival variant of the MULE that causes it to create a brighter and brighter light once it stops in place to serve as a good light source for an area. This light source will dim down once it starts moving again but overall it
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.2.0
Changelog
- Fixed a rare bug where the tracker wouldn't load (i think)
- If the bug does occur, added a "Reload" button in the settings that will reload the tracker so it works again
- Removed "Reset" button and "Reset Position" category from the settings
- Added new setting: "Hide on mission start" that will hide the tracker from the hud until you tame your first Steeve. This is disabled by default.
- Adjusted the z-order of the tracker so that it's rendered behind the chat box
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
replace all the Character Model to Game Development Department
Info
Homepage, Version: 1.2
Size: 8.4 MB
Tags
1.37, 1.38, Verified, Cosmetic, Visual, Animation, Optional
A new mod is available. :tada:
A new version is available. Version SGGSTI_1.8.2
Changelog
- Added Unbulk and Jumpscare Bulk to Optional Mode (Sideloader)
- Fixed Mega Bulk Names on clients in optional mode
- Pet Shredder can now follow a specific player given by chat (exact spelling not needed) [If it doesn't find the player it helps the team, works requiredbyall and optional modes]
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version PPS_0.9
Changelog
- Option to choose to not scale your steeve with boosts (Make smaller elite, praetorian, oppressor boosts)
- Option for Modular UI Steeve HP bar with name
- Set Steeve Preview Tank liquid to clear
- Attempted fix for floating hats in the steeve tank
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.5.1
Changelog
Tweaked Light Micronades to stop it from feeling underwhelming.
More ammo, slightly more area damage
area radius penalty is now percentage based which will affect the area radius upgrades to compensate for above buffs (area radius increasing upgrades will be halved in effectiveness)
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.01
Changelog
- Added a system to keep the main light rotation always above the flare so that light casting works consistently so that the light does not go under the floor and be useless.
- Adjusted the frequency of velocity checks for flares to be MUCH less often as I guess I left testing values enabled.
- Adjusted the new lighting system to better match the original flare brightness / radius so that it works better in darker biomes.
- Adjusted all flare variant collision channels to contain less data to help performance and fix some other issues.
A new version is available. Version 1.5.2
Changelog
Tweaked actual uranium rounds as it was too overpowered.
- The rate in which it heats up targets was too strong so now it's a slow rate, still stacks with hot bullets
- Having high damage and dealing damage through armor alongside the high heat rate was also too much, as well as the added penetration, so they have been replaced with huge armor breaking power
- Slightly increased spinup penalty to better compensate for damage
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.65
Changelog
- Added a replacement for the vanilla Stalker that is more reasonable, has custom systems and looks unique. This is only a spawn in Elite Egg Hunt.
- Added new audio and visual indicators to the platform gun when holding 'reloading' which 'changes between vertical and horizontal platforms.
- Added new visual indicators to the detpack when tapping 'reloading' to place another detpack instead of detonating.
- Added additional DNA options for Elite mission types to prevent missions with invalid DNA options which can result in some issues or crashes if loaded.
- Potential fix for replication issues for the new platform gun, detpack and laser pointer systems that could cause issues for clients (may fix crash?).
- Potential fix for assignment mission crashing related to Point Extraction as well as others by fixing a missed instance of data that was not accounting for forced eligible mission generation options.
- Fixed some objective based changes for some assets not occurring properly due to not accounting for new
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version SGGSTI_1.8.3
Changelog
- New Egg Menace (Alpha) [Optional]
- Face It BOSS Fixed for final testing (Beta)
- All Player Auras now Optional Compatible (No visuals on clients without the mod)
- New Elemental Shellbacks (Replacing Snowball Youngling) [Optional]
- New Zerker Player Aura (Alpha)
- Freezing Player Aura Reworked visuals
A new mod is available. :tada:
A new version is available. Version 1.5.2
Changelog
Tweaked actual uranium rounds as it was too overpowered.
- The rate in which it heats up targets was too strong so now it's a slow rate, still stacks with hot bullets
- Having high damage and dealing damage through armor alongside the high heat rate was also too much, as well as the added penetration, so they have been replaced with huge armor breaking power
- Slightly increased spinup penalty to better compensate for damage
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.6.3
Changelog
Tweaked Weighted Rounds & Actual Uranium Rounds to better balance them:
Weighted rounds-
Damage 9 > 2.1x
base spread and recoil now both 0.5x (both lower than before)
Reload speed 1 > 1.3
Rate of fire -4 > -5
Actual Uranium Rounds-
Heat Damage 10% > 35%
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 2.6
Changelog
UPDATE 2.6 (Nov 8, 2023)
- Download the newest companion app. (2.6)
- All profiles and data have been wiped.
Patch Notes:
- Community events are big spawns where the community collects points towards a goal.
- Removed mission polls in favor of Community Events and MiniGames.
- Moved notification style to the settings page.
- Beer polls are still optional but only run 1 time per spacerig.
- The entire event layout has been changed for better organization and options.
- No more monolithic lists of spawn groups. Each event isolates its own set of groups. Even the names are isolated allowing you to reuse group names between different events.
- Nameplates have a color option.
- Spawn targeting has been overhauled to include new features and flexibility by design.
- Profiles have been beefed up including many new custom properties.
- Send a message into twitch chat from the mod.
- Global chat commands.
- Copy/paste spawn group feature.
- Small chance for a donation message will pop into chat. That helps su
A new version is available. Version 2.6.0.2
Changelog
Sending a small update out soon to fix some bugs, change some texts of things, and added 2 of my own extension spawns.
- Pocket Holes - Toss all the resources out of your pockets, with the option of multiplying their value.
- Meat Traps - Inverted cave leeches on the ground in a hole that grab you without damaging. But they hold you in place until someone free's you.
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
This mod replaces a bunch of the in-game music with selections from the Guilty Gear series. Well, mostly. It also includes some personal favorites from Metal Gear Rising, the Shin Megami Tensei series, as well as Devil May Cry 5.
Info
Version: 1
Size: 175.5 MB
Tags
1.38, Audio, Auto-Verified, [AimedForVerified], Optional
A new version is available. Version 1.6.3
Changelog
Tweaked Weighted Rounds & Actual Uranium Rounds to better balance them:
Weighted rounds-
Damage 9 > 2.1x
base spread and recoil now both 0.5x (both lower than before)
Reload speed 1 > 1.3
Rate of fire -4 > -5
Actual Uranium Rounds-
Heat Damage 10% > 35%
A new mod is available. :tada:
A new version is available. Version SGGTI_3.1.3
Changelog
- Attempted fixes for pet shredder and goojellymother settings
- Player Aura Zerker moved to Live
- Major Recoil moved to Live
- EMP moved to Beta (Added emp settings)
- Player Thicc added to Beta (Added settings and minigame w/ scoreboard)
- Various small fixes
A new mod is available. :tada:
A new version is available. Version 2.6.1.1
Changelog
Patch 2.6.1.1
- Community Events renamed to Community Challenges.
- New spawn added
Utility: Despawnfor use cases where you want to despawn on a nested trigger. - Changed command
#pointsto#challengein alignment with the name change. - Added a Credit system for viewers to spawn things using commands and in-game points. Great for non-affiliate twitch streamers and anyone looking for a less intrusive way to incorporate integration.
creditssays your personal viewer credits amount.#spawnsshows a generated list of viewer credit spawns (found in the community tab)#dailyRewards the viewer daily points. Can only be used once per day per viewer.- Additional settings in the settings tab for these new features.
- You can award viewer credits from spawn profiles.
Thanks to MajorTom77 for testing :heart:
The new credit spawn system is new and will need some feedback to get it right. Please keep in mind its not perfect and all feedback is welcome!
A new mod is available. :tada:
A new version is available. Version 2
Changelog
-Removed Duplicate 'The Only Thing I Know For Real' for Dreadnought #3, and replaced it with 'Bury the Light'
-Removed 'Bury the Light' from Endwave #7, and replaced it with 'Find Your One Way'
Bury the Light had a long build up, so it wasn't getting its time to shine as an Endwave song. Since I had a duplicate as a boss song, I just moved it over there, and added Find Your One Way as the replacement Endwave song.
A new version is available. Version 1.66
Changelog
Too much to list with my current level of energy; will update later today with actual notes.
It's a lot of changes, fixes, improvements for a number of things but notably an internal rework of Decontamination.
May have some issues with some interaction prompts.
A new version is available. Version 1.8
Changelog
Added 3 new overclocks for scout:
2 for Zhukov (Heated Barrels and Compact Casings)
1 for Deepcore GK2 (Miniature Bullets)
Tweaked Overcharged Coils for the ArmsKore
Added new penalty as it felt the ammo for it was too high:
-140 max ammo
A new version is available. Version 1.8
Changelog
Added 3 new overclocks for scout:
2 for Zhukov (Heated Barrels and Compact Casings)
1 for Deepcore GK2 (Miniature Bullets)
Tweaked Overcharged Coils for the ArmsKore
Added new penalty as it felt the ammo for it was too high:
-140 max ammo
A new mod is available. :tada:
A new version is available. Version 2.6.1.2
Changelog
Update 2.6.1.2
- Added spawn Utility: Target Router. It helps setup complex spawn patterns.
- Fixed the auto cull minerals feature.
- Changed #daily viewer credit reward to work on calendar days rather than 24hr periods.
- Updated the about page a bit.
- Fixes to the viewer credit system.
A new mod is available. :tada:
A new version is available. Version 1.9
Changelog
Added new clean overclock to the revolver: Advanced Compound -
Essentially a way to improve the explosive bullets upgrade as it felt lacking apart from its use on magic bullets.
This converts some damage into radial damage but as you get more radial damage than the damage converted, it fits as a clean
A new version is available. Version 1.67
Changelog
Enabled functioning map rotation for current build until official game update.
Added some floors and walls to space rig but not completely.
Turned off some deep dive stuff to potentially fix crashes due to incorrect DNA until I have time to make a whole new system.
What were the previous patch notes? A LOT. Will include them at some point in other updates when I am less crunched for time and sleep.
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 0.0.69.1
Changelog
Added beta version of polls.
To use, create a reward in Twitch Integration that starts with [Poll] and the mod will automatically grab it and add into the pool of votes.
You can see the available votes in the EGG tab in ModHub, you can also enable the polls and control the timers from there.
A new version is available. Version 1.68
Changelog
- Added Glyphid Plague Egregore boss to Rockpox Ambush events as an alternative way to end the event early. Still early in design though.
- Added system to the main Contagion Spike in Decontamination to have tentacles that fade in and out of visibility depending on active players in it's radius.
- Added knockback to the main Contagion Spike in Decontamination when it dies.
- Added more health and plague spores to the main Contagion Spike in Decontamination.
- Added more flooring and walls to the Space Rig to fix remaining gaps.
- Remade logic for multiple interaction prompts to have it work more consistently and without network errors.
- Fixed an incorrect base value for hotwire status for Decontamination Towers so now wire cutting is required for gateway shielding again.
- Added rotation variants to Decontamination Towers so that they are not always the same horizontal rotation (they spin but not tilt).
- Changed the visuals of Contagion Spikes in Decontamination to make them stand out more as the objective
A new version is available. Version 2.6.1.5
Changelog
Update 2.6.1.5
Added Utility Spawn: FX. Spawn sounds and particles.
Added Utility Spawn: Reskin. Change the material of a spawn dynamically.
Changed daily credits to be claimable the first time you try.
Removed chat controls and mutators from Meteors in an attempt to reduce their crash potential.
Removed custom material from the spawn properties for performance reasons. Use Utility: Reskin to apply custom materials.
(Clients can see custom materials only if they too have TI mod installed)
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 2.2
Changelog
Like a Dragon: Gaiden released and with it came a banging soundtrack. Infinite Wealth's soundtrack also got leaked from the demo inside Gaiden so a few songs from that have been added aswell. Alongside some overdue requested tracks from Judgment and Kiwami.
NEW SINGLE/LOOPING WAVE SONGS
Rake Your Inside (Judgment)
Flirt with Bomb (Kiwami)
In Full Blast (Gaiden)
Un altro appassionato (Gaiden)
Obstacles (Infinite Wealth)
Aggressor (Infinite Wealth)
Hawaiian Wild Ride (Infinite Wealth)
NEW SINGLE WAVE SONGS
Power of Death (Gaiden)
Bring It On (Gaiden)
Obedience (Gaiden)
NEW BOSS SONGS
Unrequited (Gaiden)
Psycho's Anthem (Gaiden)
Deadly Struggle (Gaiden)
Also, if you want to avoid spoilers for Gaiden: Don't click the links to the songs from it in the mod description. Hope you enjoy :)
A new mod is available. :tada:
A new version is available. Version 2.6.1.7
Changelog
Update 2.6.1.7
Lowered the chance for the support/dono message to appear in chat.
New Spawn: Give Credits. Another method of rewarding credits to viewers who used #daily. Setup a utility timer to auto reward during stream.
Credit spawns can no longer be redeemed until the grace period is over.
"Spawns are active" message will appear in chat when the grace period has ended.
Sounds, ReSkin, and ReScale effects work for all clients as long as they have TI mod installed.
Add Viewer Credits buttons only give credits to viewers who already claimed their #daily reward.
Added an option to disable bulk detonator carving. Does not affect the bomblets for now.
Spawned in supply pods will not carve terrain.
Other carving and performance saving methods are being worked on.
Fixed sugar spawns.
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version DN_4.0.1
Changelog
- Fixed small bug when clients have mod installed and didnt see new nitra cost
- Fixed client side messages being sent to server
- Fixed minor desync on clients
- Added an "Easiest" difficulty scaling setting for those who like 40 Nitra Resupplies Mods
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 2.6.1.8
Changelog
Update 2.6.1.8
Changed the message format returned using the #spawns command.
Added spawn: Player Force. Adds a force to a player with a given strength.
Added: Cooldown implemented for credit spawns. Works on a per-player basis. Configurable.
Added: The local save file path is provided under settings. I recommend backing up this file often.
A new version is available. Version 2.6.1.8
Changelog
Update 2.6.1.8
Changed the message format returned using the #spawns command.
Added spawn: Player Force. Adds a force to a player with a given strength.
Added: Cooldown implemented for credit spawns. Works on a per-player basis. Configurable.
Added: The local save file path is provided under settings. I recommend backing up this file often.
A new version is available. Version 2.6.1.8
Changelog
Update 2.6.1.8
Changed the message format returned using the #spawns command.
Added spawn: Player Force. Adds a force to a player with a given strength.
Added: Cooldown implemented for credit spawns. Works on a per-viewer basis. Configurable.
Added: The local save file path is provided under settings. I recommend backing up this file often.
A new mod is available. :tada:
A new version is available. Version 1.68
Changelog
- Added Glyphid Plague Egregore boss to Rockpox Ambush events as an alternative way to end the event early. Still early in design though.
- Added system to the main Contagion Spike in Decontamination to have tentacles that fade in and out of visibility depending on active players in it's radius.
- Added knockback to the main Contagion Spike in Decontamination when it dies.
- Added more health and plague spores to the main Contagion Spike in Decontamination.
- Added more flooring and walls to the Space Rig to fix remaining gaps.
- Remade logic for multiple interaction prompts to have it work more consistently and without network errors.
- Fixed an incorrect base value for hotwire status for Decontamination Towers so now wire cutting is required for gateway shielding again.
- Added rotation variants to Decontamination Towers so that they are not always the same horizontal rotation (they spin but not tilt).
- Changed the visuals of Contagion Spikes in Decontamination to make them stand out more as the objective
A new version is available. Version 1.69 - ( ͡° ͜ʖ ͡°)
Changelog
MISSING BIOMES IN MISSION MAP IS NOT FIXABLE DUE TO HARDCODED CAP
- Fixed mission rotation not working for those without a cheat manager and enabled mission map buttons to toggle rotation and manual cycling.
- Fixed / made a workaround for mission rotation getting disabled in multiplayer (probably?).
- Fixed Decontamination Damaged CULE having too low of a networking rate which resulted in odd build times.
- Fixed Extermination Pheromone Mixer not having external doors when landing.
- Added awesome icons for Red Sugar Masses, Orchey Shy, Glowlits, Cave Urchins created by SketchySpudley, more to come.
- Added infection buildup when grabbed by Glyphid Plague Egregore.
- Potential fix for MCR Settings Manager terminals not working for clients.
- Potential fix for food visuals and data not working for clients and not hiding the object for the host.
- Potential fix for double dialog from clients stepping into bathroom gas cloud.
- Potential fix for developer tools to help with debugging not working properly for my
A new version is available. Version 0.0.69.4
Changelog
changes to Nemesus - increased range of turret spawns, decreased timer for bomb spawns, replaced grabber arms with caretaker tentacles, added RGB.
changes to baby bulk - added particle from boy to its explosion.
added gunk bomber - doesn't actually do anything, just a goo bomber that drops foam, and has gunk seeds.
added twitch message redeem - this functions by setting up a twitch redeem with text input and the message will be sent in game from the user who redeemed it.
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
Adds the trail radius back to Hellfire for the Coilgun. This is the first mod I'm uploading so I greatly appreciate feedback on any problems. Big thank you to Zombieseatflesh7. You helped me with all my questions and tested this for me.
Info
Version: 0.8.0
Size: 5.5 KB
Tags
1.38, Gameplay, [AimedForApproved], RequiredByAll
A new mod is available. :tada:
A new mod is available. :tada:
Adds the trail radius back to Hellfire for the Coilgun. This is the first mod I'm uploading so I greatly appreciate feedback on any problems. Big thank you to Zombieseatflesh7. You helped me with all my questions and tested this for me.
Info
Version: 0.8.1
Size: 5.5 KB
Tags
1.38, Approved, Gameplay, RequiredByAll
A new mod is available. :tada:
A new version is available. Version 1.9.5
Changelog
Changed rate of fire penalty to recoil penalty on Pump Action OC for warthog as only 1 shot before reloading is possible (it was there because i expected the magazine upgrades to still be worth 1 so it was there to penalize increasing magazine size but this was not the case)
A new version is available. Version 1.70
Changelog
- Remade the food / gear system from scratch due to food assets being corrupted or broken and not working at all and replaced all instances of food / gear. May fix crashes or other oddities caused by faulty / broken assets.
- Adjusted some model stuff in the mess hall region to have things look a little nicer and be more logical. The overall area is on the backburner for major changes.
- Fixed Glyphid Plague Egregore doing too much damage because of weird damage type distinctions.
- Added Rockpox buildup to when you get grabbed by the Glyphid Plague Egregore.
- Added new models and visuals to the Glyphid Plague Egregore. Sound design at a later point.
- Added new attacks and buffing to the Glyphid Plague Egregore so that it does more than just roar.
- Increased global animation rate for the Glyphid Plague Egregore.
- Reverted Decontamination Contagion Spike networking speed to potentially fix DeepCSGWorld not generating plague debris for clients during initial world creation.
- Changed MCR Settings Manager
A new version is available. Version 1.9.6
Changelog
=Rebalanced Pump Action OC for the Warthog=
reload time bonus: -0.6 > -0.5
damage bonus: +3 > +4
added +40% weakpoint damage bonus to reward hitting weakspots as the damage felt underpowered with the constant pumping needed after each shot (weakpoint damage total is about +30 more than magnetic pellet's but obviously the rate of fire of pump action is slower because of the reload time inbetween and magnetic doesnt have as many downsides)
recoil penalty 1.5x > 1.8x
Also fixed a stat text in Destabilized stabilizers (for epc) being incorrectly capitalized
A new version is available. Version SGGTI_3.2
Changelog
UPDATES
- Added random lobby minigame option
- Fixed Booty Slapper minigame (TI) [Beta]
- Added Hot Exploder Minigame (TI) [Alpha]
- Added Killer Maggot (TI) [Alpha]
- Added Anxious Nukebug (TI) [Alpha]
- Added Ice Bomb Projectile
- Added Homing Eye Projectile
- Added Bulk Cluster Bomb No Carve Projectile
- Greater Greed Demon Updated (No Popcorn Carve, new projectiles)
- Golden Webber BOSS Reworked, now Modded Webber BOSS [Alpha]
- Face It BOSS Moved to Live (SGG+)
- EMP Players moved to Live (TI)
- Egg Menace Moved to Live (TI)
QoL IMPROVEMENTS
- Removed carving from cluster bulk popcorn
- Removed carving from cluter brundle
- Removed carving from Cluster Lootbug
- Removed Extra Popcorn from LGBTQ Bulk
- Removed Carve from jellysploders
- Removed carves from boom flea
- Removed Popcorn Carve from Megabulks
- Removed Popcorn carve from Untotsus
- Removed Carving From Hydra Bulk Popcorn
- Removed carve from plague dread phase 2 popcorn
- Removed Void Carver Popcorn
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 3.0.0
Changelog
All mods are broken after this update and need to be updated!
-Added a new log page in ModHub.
-Significantly improved the quality of Mission Control's icon when playing in 1080p or 4k.
-Fixed the assignment completion shout UI disappearing too soon.
-Fixed Mission Control audio ducking himself.
-Reduced frequency of "DrilldozerTakingDamage" shouts.
-Added a log page.
TECHNICAL:
-Completely reworked conditions to be fully programmable like MC profiles. Also added several more condition types.
-Completely reworked how mods are loaded. It will allow for new features going forward like class specific dwarf shout mods.
-Removed "Profile ID" as they are no longer needed.
A new version is available. Version 1.71
Changelog
- Potential fix for client crashes related to my enemy digging system in Survival.
- Potential fix for my developer tools debugging stuff not working still.
- Potential fix for host and client not having light green fog in all biomes while playing Decontamination.
- Fixed light green fog not being removed from Salt Pits after playing Decontamination.
- Changed Glyphid Plague Egregore body visuals as last update was placeholder, improved the slam attack visuals.
- Changed Glyphid Plague Egregore melee animations and damage to match a dreadnought since it is quite slow.
- Changed Glyphid Plague Egregore movement speed from 1.5m to 2m to better match the size and visual speed.
- Changed some visuals in the Mess Hall as they were messed up color wise and added a few new models.
A new mod is available. :tada:
A new version is available. Version 1.72
Changelog
- Potential fix for Glyphid Plague Egregore tongue causing permanent debuff due to how a vanilla status effect is set up.
- Buffed the damage of the Decontamination C4 and disabled the status effect being removed when walking out of the C4 explosion bounds.
- Added initial sticky note logic for when first equipping the C4 so that it has a proper number if applicable.
- Changed the Glyphid Plague Egregore status effects on attacks to a custom one and increased the damage of the stomp attack as well as changed the visual a little.
- Fixed Decontamination Sentry animations not being properly turned on when the save game tells it to be visible. AKA it won't always be invisible now, will abide by your settings.
A new version is available. Version 1.73
Changelog
- Fixed new food system not properly applying a food buff that is saved by the game instance.
- Fixed Depot Vendor game softlock due to reworking the UI.
- Reworked Depot Vendor interaction actor and made it client sided for testing purposes.
- Changed MCR Settings Manager terminal usable component to be client predictive which may or may not fix clients being unable to use them. The previous Depot Vendor change is the opposite version.
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.2.6
Changelog
New:
- Added setting to display laser sight on all weapons (except flamethrower and cryocanon). Try it, it's cool. Also has a "Laser opacity" setting.
- Allow to ping enemies and items with laser pointer
- Play voice lines when pinging
- Added back "Insta-dig" setting, only possible in solo games (instantly dig anything the pickaxe touches in manual mode)
Fixes:
- Fixed invisible map (got broken with last game update)
- VR hands no longer get in your face when going through the cabin door smoke
- Added missing impact sound when using manual mining
- Hide hand interaction laser after changing character
- Added workaround for camera shaking on low-perf setups: lower the new "Roomscale catch-up speed" VR setting to something that eliminates shaking (prefer higher catch-up speed whenever possible)
- Fixed zipline item's beam light position (it is now based on item's orientation and not on head orientation)
- Fixed shoulder weapon that kept appearing when map was open while landing in caves
- Added "Crash protect
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.74
Changelog
𝗠𝗔𝗦𝗦𝗜𝗩𝗘 𝗜𝗡𝗧𝗘𝗥𝗡𝗔𝗟 𝗣𝗥𝗢𝗝𝗘𝗖𝗧 𝗖𝗛𝗔𝗡𝗚𝗘 𝗧𝗢 𝗙𝗜𝗫 𝗜𝗦𝗦𝗨𝗘𝗦 𝗔𝗡𝗗 𝗔𝗖𝗖𝗢𝗨𝗡𝗧 𝗙𝗢𝗥 𝗠𝗢𝗗 𝗥𝗘𝗡𝗔𝗠𝗘 𝗙𝗥𝗢𝗠 𝗠𝗜𝗦𝗦𝗜𝗢𝗡 𝗥𝗔𝗡𝗗𝗢𝗠𝗜𝗭𝗘𝗥
𝗦𝗔𝗩𝗘 𝗚𝗔𝗠𝗘 𝗟𝗢𝗖𝗔𝗧𝗜𝗢𝗡 𝗖𝗛𝗔𝗡𝗚𝗘𝗗 𝗦𝗢 𝗦𝗘𝗧𝗧𝗜𝗡𝗚𝗦 𝗔𝗥𝗘 𝗪𝗜𝗣𝗘𝗗
- Added new Survival variant of Escape Drop Pod that has turrets on it.
- Added settings for longer Deep Dives, faster enemy spawning by removing dead enemies from active list immediately, platform gun particles.
- Potential fix for client interaction with MCR Settings Manager terminals causing the host to get softlocked in UI.
- Potential fix for client interaction with food would cause only the host to receive the buff.
- Potential fix for Decontamination Contagion Spikes not having blisters for clie
A new version is available. Version 1.75
Changelog
𝗠𝗔𝗦𝗦𝗜𝗩𝗘 𝗜𝗡𝗧𝗘𝗥𝗡𝗔𝗟 𝗣𝗥𝗢𝗝𝗘𝗖𝗧 𝗧𝗥𝗔𝗡𝗦𝗙𝗘𝗥 𝗧𝗢 𝗙𝗜𝗫 𝗜𝗦𝗦𝗨𝗘𝗦 𝗔𝗡𝗗 𝗔𝗖𝗖𝗢𝗨𝗡𝗧 𝗙𝗢𝗥 𝗠𝗢𝗗 𝗥𝗘𝗡𝗔𝗠𝗘 𝗙𝗥𝗢𝗠 𝗠𝗜𝗦𝗦𝗜𝗢𝗡 𝗥𝗔𝗡𝗗𝗢𝗠𝗜𝗭𝗘𝗥
𝗠𝗖𝗥 𝗦𝗘𝗧𝗧𝗜𝗡𝗚𝗦 𝗦𝗔𝗩𝗘 𝗚𝗔𝗠𝗘 𝗟𝗢𝗖𝗔𝗧𝗜𝗢𝗡 𝗖𝗛𝗔𝗡𝗚𝗘𝗗 𝗦𝗢 𝗦𝗘𝗧𝗧𝗜𝗡𝗚𝗦 𝗔𝗥𝗘 𝗪𝗜𝗣𝗘𝗗 𝗕𝗨𝗧 𝗪𝗜𝗟𝗟 𝗣𝗥𝗘𝗩𝗘𝗡𝗧 𝗜𝗦𝗦𝗨𝗘𝗦 𝗙𝗢𝗥 𝗧𝗛𝗘 𝗙𝗨𝗧𝗨𝗥𝗘
Quick hotfix as I disabled something major, more notes as well, proper mod version update in debug UI too.
- Added new Survival variant of Escape Drop Pod that has turrets on it.
- Added settings for longer Deep Dives, faster enemy spawning by removing dead enemies from active list immediately, platform gun particl
A new mod is available. :tada:
A new version is available. Version 1.76
Changelog
- Potential fix for food system not working for clients.
- Potential fix for Survival Escape Pod leaving immediately.
- Potential fix for client crash when Bet-C is killed due to projectile changes.
- Potential fix for Depot Vendor interaction.
- Added new naming for Rockpox infected critters.
- Added debug messaging for food system to make understanding things easier.
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
Displays Coil Gun's charged damage, supports Controlled Magnetic Flow & Overcharger.
Info
Homepage, Version: 1.0
Size: 36.4 KB
Tags
1.38, QoL, Visual, [AimedForVerified], Optional
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.77
Changelog
- Fixed dozens of assets that no longer had my parent asset changes so the data was wrong. So biome fauna & features, resource chunks, secondaries, large gems and more were having issues.
- Potential fix for clients being unable to hear music in Survival.
- Potential fix for MCR Settings UI exit button not working.
- Potential fix for CULE hatch drone not visibly going away for clients.
- Potential fix for Glyphid Plague Egregore stomp not having particles.
- Fixed Decontamination Rockpox Ambush spikes no longer having valid references so the spikes will be visible again.
- Fixed Survival MULE passive lighting system looping in some cases, now it is consistent with lowering during movement and increasing when sitting.
- Fixed Decontamination Contagion Spikes in general by fixing / updating the generated asset.
- Added carving to Survival Extraction Drop Pod so that it has more space around it for ease of access.
- Added new Flare Gun replacement that fires resized projectiles to better match the model.
- Add
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version SGGTI_3.2.1
Changelog
- Updated Framework to Nov 2023 Patch
- Fix Modded webber name + inv time in phases
- Made anxious nukebug faster
- Fixed pathing loop on maggot and infinite lootbug
- Fixed various bugs with killer maggot and anxious lootbug
- Added Roulettebug Orange [Live]
- Added Roulettebug Blue [Live]
A new version is available. Version 1.78
Changelog
- Potential fix for food not working properly for clients due to lack of actor ownership to call a function on the server.
- Potential fix for inability for clients to load back into the Space Rig from a Survival mission due to child actor components by temporarily disabling drop pod turrets.
- Potential fix for Contagion Spikes blisters not working for clients by disabling component destruction. May have to remake these assets entirely at this point . .
- Added test variant of Bet-C that has no changes other than saying "Hello World" in chat to differentiate it. Using this to debug client crashes when Bet-C is killed.
- Potential fix for Silicate Harvesters being unable to be stood upon properly by clients.
A new mod is available. :tada:
A new version is available. Version 0.0.69.14
Changelog
fixed Jail and Turret properties not displaying their saved values.
added mutator Embiggen ( slowly increases the size of the enemy as it gets damaged )
added mutator Debiggen ( slowly decreases the size of the enemy as it gets damaged )
A new version is available. Version 2.0
Changelog
Added a new unstable OC for the Sludge Pump:
Devil's Super Glue
Tweaked 2 OCs:
Pump Action for Warthog-
Damage bonus 4>5
Done to give it a little more damage as it felt like it needed a bit more
CQC for stubby-
Changed the armor breaking bonus now that an armor breaking stat exists now as previously the only way to increase it was through a different method which didnt show the armor damage stat change.
Also merged project file with the newest dwarfsdk version.
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 0.0.69.15
Changelog
added mutator UwU ( plays UwU on the enemy randomly every 1 to 8 seconds until death )
added mutator Fart on Death ( plays a reverb fart on death of the enemy )
added properties on Random Nexus to select amount of spawns per wave and on death.
A new mod is available. :tada:
A new version is available. Version 1.79
Changelog
-
Reworked Survival to be easier at the start, starting Nitra, have new contextual time prompts, new dialog, new rewards, more info, difficulty spikes at 15 minutes and adds new enemy types. Increased time based rewards and made a new resource that is much more worthwhile to stay for, reduced base mission payout to compensate.
-
Added turrets back to the extraction Drop Pod in Survival and changed the visuals slightly.
-
Potential fix for Bet-C and other crashes for clients but making a much more thorough ragdoll blacklist that accounts for child assets from mods.
-
Improved Decontamination map gen points of interest placement to be more reasonably spread out in most cases.
-
Improved Decontamination Contagion Spike spawning to be much more consistent even in the worst of biomes.
-
Potential fix for Decontamination Contagion Spike blisters and whatnot not generating for clients.
-
Potential fix for food system not updating data on the host which could result in a client crash or desync.
-
Potential fix for
A new mod is available. :tada:
A new version is available. Version 2.3.0
Changelog
Added:
- End Wave: "OST 177"
- Space Rig: "OST 196"
- Memorial Hall: "OST 190"
- Deep Dive: "OST 178"
Moved:
- JACKPOT 777 moved to Swarm(looping) from End Wave
???:
- our sleepy uncle hoshino has some sick new mix tapes to share with the class in loading, mission end and deep dive. yeah.
- that means 3 more very rare easter eggs
- because I felt like it
- yeah.
- still not revealing them so don't ask in the comments please thank you
A new version is available. Version 2.3.0
Changelog
Added:
- End Wave: "OST 177"
- Space Rig: "OST 196"
- Memorial Hall: "OST 190"
- Deep Dive: "OST 178"
Moved:
- JACKPOT 777 moved to Swarm(looping) from End Wave
???:
- our sleepy uncle hoshino has some sick new mix tapes to share with the class in loading, mission end and deep dive. yeah.
- that means 3 more very rare easter eggs
- because I felt like it
- yeah.
- still not revealing them so don't ask in the comments please thank you
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.80
Changelog
- Made a new Minigun Turret asset instead of a very old one to fix crashes related to old assets. Replaced existing Minigun Turrets with new ones.
- Added a fixed location variant of the Jet Boots Box to Survival to fix uncommon issues with it falling through the map.
- Added additional actors to the ragdoll blacklist.
- Fixed blisters not showing up for clients for Decontamination Contagion Spikes.
- Fixed client crash when blowing up Radiation Barrels from the Dumping Grounds warning.
- Fixed main Decontamination Contagion Spike tentacles being visible to late joiners after the Contagion Spike has been killed.
- Fixed Rockpox Ambush spikes in Decontamination not being removed when the Glyphid Plague Egregore is defeated.
- Potential fix for expanding array out of range crash in some mission types.
- Potential fix for some enemy ragdolls not being converted to infinite duration ones due to vanilla assets getting changed and having invalid physics data so it destroys itself.
- Potential fix for Survival musi
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.81
Changelog
- Fixed custom music not working for host and client for Decontamination and Survival by making new systems to handle it.
- Fixed Breeding Grounds warning Swarmers not being able to be targeted by some things as they were not tagged as hostile.
- Fixed an oversight that caused the shield barriers of the Decontamination Tower to not be usable in some conditions.
- Potential fix for major issues caused by the food system because the vanilla system is ass, this means that food is enabled again.
- Changed Breeding Grounds Brood Nexus size scalar to ramp up much faster so that they can be seen much earlier.
- Changed Siberdine Cave Systems spawning logic to spawn the T800 Patrol Bot closer to players at a ground level as well as for the portals that deploy Shredders.
- Reworked Spicy Holes warning to be much less taxing for load times and PCs, added custom audio and systems for the rework. Potential tier change.
- Added more info to the Decontamination mission page to help explain the general mission process. No
A new version is available. Version 2.3
Changelog
Added a new overclock for sludge pump based on an unused sludge pump overclock -
Triethyl Aluminium Solution (Unstable)
When puddles are set on fire instead of burning they explode (this is just the main thing it does)
Tweaked RoF Penalty on Weighted Rounds for SMG
-5 > -6
Overhauled lithium ion battery for the EPC to balance it further as it still felt a little OP (due to being able to use TCF a lot on it)
A new version is available. Version 0.0.69.17
Changelog
added recloak timer to Antenna's Angel ( set to 0 to never recloak )
added ammo customiser to Turrets
added dilation toggle to Jail
did some other things too, but I forgot what, mostly tiny tweaks and changes that weren't worth remembering.
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 2.4
Changelog
Tweaked some damage values on the recently added Triethyl aluminum solution:
Puddle explosion damage 100 > 50 (a more balanced value as 100 felt too op)
Reduced puddle DoT effects further
Added a new penalty to the oc too
-3 fragment damage (down to 1) as the fragments did too much damage, especially with them being able to fall on any given enemy very easily doing lots of damage
A new mod is available. :tada:
Replaces Elimination's normal waves with Point Extraction's pressure waves, swarms and dread spawn.
Info
Homepage, Version: 1.0
Size: 28.5 KB
Tags
1.38, Gameplay, [AimedForApproved], Optional
A new version is available. Version 1.82
Changelog
- Fixed Glyphid Plague Egregore crash when doing certain ranged attacks, apparently some components saved as the same instance somehow . .
- Fixed Survival MULE not creating beacons to follow to the Drop Pod.
- Potential fix for warning variants of Brood Nexus having incorrect eye parent bone sockets.
- Improved music handling for Survival and Decontamination to not play too early or during the load screen / end screen.
- Added system to remove weather during certain warnings to prevent stacking weather visuals.
- Added better lighting to the Survival escape Drop Pod to make the spotlights feel like they are doing something.
- Added player buffs when they are near the Survival escape Drop Pod due to the likelihood of having to wait for the Survival MULE for a while.
- Added 20 new DNA options for Extermination in the objectives UI as well as all the related assets and save game data.
- Added UI to toggle specific warnings on or off, this is NOT FUNCTIONAL yet nor finished by any means.
- Added system to chang
A new version is available. Version 1.0.4
Changelog
- Works on client side now.
- Had to alter the logic significantly behind showing and hiding indicators upon charging, firing a shot or cancelling it.
- Removed earlier implemented failsafe functions. Initialization should be stable anyways.
- Slightly adjusted Overcharger time interval multiplier.
- Tested it on 30-330ms lobbies as client with Damage Numbers mod. Looks good to me.
- Very very rarely it may not show the first charge level of Control Magnetic Flow, I've seen it only once.
- Tried to cancel gun dozens of times, and only once it turned on at second level of CMF, therefore at this point I can say it works great.
A new mod is available. :tada:
A new version is available. Version 1.0.4
Changelog
Added save functionality only to the Encounters page. When first starting the game you will need to press the Save Changes button for your changes to take effect. You do not need to press the Save Changes button on the Encounters page again until you exit the game or want to make new changes.
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version V1.2.0
Changelog
- Mini Shells stun chance fixed to be 5% per pellet as intended
- Stubby reworked to make direct damage builds more competitive with the AOE electrocution builds
- LOK base damage and Executioner weakpoint bonus reverted to vanilla values
- Stubby electrocution STE slow reduced from x0.2 to x0.35 (this affects LOK T5A as well because the STE is shared)
- High Voltage Crossover electrocution effect slow reduced from x0.2 to x0.35
- Plastecrete Catalyst area damage and radius bonus reduced from x2 to x1.8
- Plasma Burster grenade amount increased from 6 to 8
- Carpet Bomber area damage radius bonus reduced from x1.45 to x1.3
- Hellfire STE added 100 environmental heat intensity 1 to override enemy cooling and allow it to ignite turrets again like it does in vanilla
- Voltaic Stun Sweeper stat card updated to reflect the 40 total damage per hit
A new version is available. Version V1.2.0
Changelog
- Mini Shells stun chance fixed to be 5% per pellet as intended
- Stubby reworked to make direct damage builds more competitive with the AOE electrocution builds
- LOK base damage and Executioner weakpoint bonus reverted to vanilla values
- Stubby electrocution STE slow reduced from x0.2 to x0.35 (this affects LOK T5A as well because the STE is shared)
- High Voltage Crossover electrocution effect slow reduced from x0.2 to x0.35
- Plastecrete Catalyst area damage and radius bonus reduced from x2 to x1.8
- Plasma Burster grenade amount increased from 6 to 8
- Carpet Bomber area damage radius bonus reduced from x1.45 to x1.3
- Hellfire STE added 100 environmental heat intensity 1 to override enemy cooling and allow it to ignite turrets again like it does in vanilla
- Voltaic Stun Sweeper stat card updated to reflect the 40 total damage per hit
- Fixed not being able to unlock the last weapon mastery skin or unlocking it too soon
A new version is available. Version 2.5.2
Changelog
Reworked Triethyl Aluminum Solution (for sludge) as the aoe damage and radius of the fragments were inconsistent compared to the main puddle, also made it clear that the charged shot puddles are the ones that explode.
Max fragments now 0
HOWEVER puddle size has been increased significantly (by 200%) to compensate.
The aoe radius and radial damage of the explosion have been buffed too as the overclock's damage output felt severely lacking especially with the lack of aoe radius and damage.
A new mod is available. :tada:
A new version is available. Version 1.2.1
Changelog
- Stubby base rate of fire reduced from 13 to 12 and Improved Gas System upgrade reverted from +2 to vanilla +3
- Stubby armor break reverted to vanilla - armor break bonus removed from T5A and Hardened Rounds upgrade added back to T4C
- Stubby T5A electric damage bonus reduced from +2 to +1
- Breach Cutter base projectile lifetime reduced from 2.2 seconds to 2 seconds and Prolonged Power Generation upgrade increased from +0.8 to +1
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.83
Changelog
- Fixed Survival escape Drop Pod turrets causing clients to be unable to load the Space Rig.
- Fixed Bet-C not having my system enabled to change her projectile type to be safer for allies and stronger vs foes.
- Fixed Decontamination Contagion Spike boils not generating for non-latejoin clients.
- Fixed Decontamination main Contagion Spike generating with a hole under it.
- Fixed Decontamination main Contagion Spike not properly spawning MCR versions of Rockpox Acid Spitters.
- Added UI, save game data and systems to toggle reworked gear items in the MCR Settings Manager or Depot. Also has a new toggle for buffed Brood Nexus systems.
- Added a new system to handle music in a much better way for all mod users.
- Added system to Glyphid Plague Egregore to make all larger, mobile Rockpox enemies flee when the Egregore is killed and prevents enemy spawns for a minute. This is to reward the player for fighting it instead of hiding.
- Added system to count frozen flying objective enemies as killed, for whatever
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.1.0.0
Changelog
Increased damage multiplier on Big Bertha by 0.5x -- it wasn't doing enough even with all the damage mods before to keep you from getting swarmed on H5.
Slightly decreased Big Bertha recoil.
Mega Drum is now more like the original concept, with reserve ammo and a smaller magazine than previous iterations of the mod.
A new version is available. Version 0.0.69.27
Changelog
added Boss Fight mutator ( apply to any enemy to give them a boss bar ) [ only use ONE at a time ]
added Gravity item [ customisation available in properties ]
fixed some bugs ( probably added more than I fixed )
nameplates now added to spawns ( might not be all aligned perfectly )
A new version is available. Version 1.2.2
Changelog
Feedback is that Tuned Cooler Cryo Cannon is over-performing, so reducing the freeze power a little.
- Stronger Cooling Unit upgrade reverted from +2 to vanilla +1 Cold per particle
- Tuned Cooler Cold per particle bonus reverted from +2 to vanilla +1
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.2.3
Changelog
Making some Breach Cutter changes that improve balance between overclocks while reducing the power creep vs large targets. Effectively Inferno STE fire damage is moved to Plasma Trail STE and Inferno STE now only adds heat to prolong on fire duration. This helps non-Inferno builds clear trash without having too much damage vs large targets.
- Line damage per tick reverted from 13 to vanilla 11.5
- Line damage changed from 50% DMG Electric / 50% DMG Burn to 60% DMG Electric / 40% DMG Burn
- Plasma Trail changed from 5 damage per tick every 0.2-0.3 seconds to 8.5 damage per tick every 0.25 seconds
- High Voltage Crossover STE duration reverted from 6 seconds to vanilla 5 seconds
- Inferno DMG Fire conversion increased from x0.5 to x0.6
- Inferno STE changed from 7 DMG Fire per tick to 7 DMG Heat per tick (damage+heat to heat only) but reverted duration from 4 seconds to vanilla 5 seconds
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 2.5.7
Changelog
Added a new balanced overclock for Engineer -
Ommorad Crystal (Shard Diffractor)
Tweaked an exisiting overclock to balance it better as it felt too slow for what it was doing -
Shrapnel Rounds (Autocannon)
Max rate of fire penalty: -3 > -2
A new version is available. Version 2.5.7.1
Changelog
Tweaked Ommorad Crystal for Shard Diffractor:
Buffed the DoT of the Status Effect from Min 10 Max 10 > Min 15 Max 25 as it was very underwhelming (the intervals in which it applied made the 10 damage feel really bad so I have buffed the damage)
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 2.5.7.1
Changelog
Tweaked Ommorad Crystal for Shard Diffractor:
Buffed the DoT of the Status Effect from Min 10 Max 10 > Min 15 Max 25 as it was very underwhelming (the intervals in which it applied made the 10 damage feel really bad so I have buffed the damage)
A new mod is available. :tada:
A new mod is available. :tada: