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 1.84
Changelog
- Added failsafe system for gems, collectables, minerals. For example if you are short 5 Aquarqs it will automatically add them to the deposited inventory so that you cannot be softlocked.
- Added debug chat message to see if clients call a specific function on Brood Nexus or if it is server only so that I can fix some issues related to spawned cloned enemies.
- Added system to toggle gear replacements in real time through the settings manager, so now disabling or enabling them will revert to vanilla and MCR immediately.
- Added new system and improved the logic to disable physics simulations on custom ragdolls so that they properly shut off now for performance - still needs further testing.
- Added some text to the mission map widget, unfinished.
- Fixed some light sources not lighting up gas and other environmental visuals, this only applies to throwing flares and flare gun projectiles.
- Potential fix for Rockpox Acid Spitters not spawning properly from the main Contagion Spike in Decontamination.
- Poten
A new mod is available. :tada:
A new mod is available. :tada:
This mod simply adds Jungle Dragon Yharon's Phase 1 and 2 themes when fighting the Caretaker. The songs change every "Special attack" from the Caretaker plays : Infernal Catharsis (Rebirth) "Roar of the Jungle Dragon"
Info
Version: V.1
Size: 51.9 MB
Tags
1.35.69455, 1.36, 1.37, 1.38, Audio, [AimedForVerified], Optional
A new version is available. Version 2.6
Changelog
Added a new overclock inspired by an idea by Angrim for the DRAK, overclocked heat transfer
Also rebalanced a few overclocks to improve how they all perform:
TURBO module tweaks
Ammo bonus decreased a little and changed to a set amount of ammo added
x1.5 > +120
Clip size penalty decreased a little
x0.5 > x0.6
Triethyl Aluminium tweaks
Tweaked explosion damage of big puddle so it more consistently takes out weaker enemies
Increased gravity of fragment puddles so they fall even quicker
Made the puddle corrosive damage a bit less harsh by giving it the chance to do a bit more damage
Lithium Ion Battery tweaks
Removed heat generation penalty while holding charged shot
Instead, increased the heat generation when firing a shot so it will overheat only when you fire it
x2.0 > x3.0
The damage penalty held the gun back far too much so it has been decreased significantly
-20 > -5
Ommoran lens tweaks
I believe that the rate of fire penalized the gun too much so it has been replaced with a -50 ammo penalty
but the dam
A new mod is available. :tada:
It changes the drg combat music to the battle music from Rabi-Ribi. You know, it give it that different feel.
Info
Homepage, Version: 1.0
Size: 47.8 MB
Tags
1.38, Audio, Auto-Verified, Optional
A new version is available. Version 1.85
Changelog
- Removed failsafe for carved mineral based objectives for now, this will stop completing some objectives due to incorrect data.
- Added mission briefing text to Decontamination Drop Pod & increased the grace period before enemies spawn to 2.5 minutes up from 0s.
- Fixed multiple bugs that caused custom ragdolls to use their standard pose, grunt based enemies not having proper physics, physics system was not disabling consistently.
- Adjusted mission map text information and location.
- Banned some mission types from using the resource objective failsafe system.
- Improved lighting system for the Survival variant of MULE so that it should now provide better light in general.
- Fixed Lithophage Corruptor having the terrain scanner icon visible.
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 2.3.0
Changelog
-Huge performance boost.
-Added config for the flare update interval. In testing i found no improvement, but I'm too lazy to remove it.
-Rebalanced flares again:
-Hand flares had their radius reduced from 23m to 17m
-Flaregun had radius increased from 26m to 30m
-Flare brightness was reduced by 25%
-Flare radius now scales with Advanced Darkness, but not well.
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 SGGTI_3.3
Changelog
- Fixed Anxiety Bulk Damage
- Added Present Grunt (Xmas) [SGGS]
- Added Bulb Shooter (Xmas) [SGGS]
- Added Snowmad (Xmas) [SGGS]
- Fixed Mimicify Mutator (Try it with a candy cane, present, floodlight, or resupply pod! XD )
- Added Present Surprise (Xmas) [TIOptional]
- Added Tweek Christmas Carols (Xmas) [TIOptional]
- Added Demon MC Lines (Halloween) [TIOptional]
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 2.7
Changelog
Added a new overclock and reworked an overclock for the BRT Burst Pistol -
Chemical Explosives
Reworked Overloaded Chamber -
Switched bonuses and penalties to be more unique, all from an idea by Bitz!
Now called Trawler Rounds
(May consider making a standalone oc that is similar to overloaded chamber later)
A new version is available. Version 2.7
Changelog
Added a new overclock and reworked an overclock for the BRT Burst Pistol -
Chemical Explosives
Reworked Overloaded Chamber -
Switched bonuses and penalties to be more unique, all from an idea by Bitz!
Now called Trawler Rounds
(May consider making a standalone oc that is similar to overloaded chamber later)
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 1.86
Changelog
-
Figured out and added a system to check total volume of mineral type objectives to the failsafe system to prevent potential mission softlocks in extremely rare scenarios.
-
Added multiple new map gen spawns to Elite Salvage so you can find abandoned gear for some extra payout and make it feel like it was an active mission at some point.
-
Added new version of Mini Mule for Elite Salvage that has a blue color scheme and has terrain scanner icons by default for accessibility similar to Elite Point Extraction.
-
Reworked Kursite Grinder Machine Event so now it does not spawn non event enemies and properly scales with player count instead of a flat value for player counts of 2-4 being the same. As a result of less basic enemy focus the requirements for the event have tripled and more Kursite enemies will be active since the event should be focused on that.
I also made a number of new Kursite enemy variants and the enemy variety is grouped by grunts, flying, tanks for more combat variety per event. -
Added n
A new version is available. Version 2.7.4.6
Changelog
Reworked Disintegration Plasma for the Drak as it felt too unbalanced to work with -
- Now named Dual Heat Switch
- When heat meter is below 50% it inflicts slowness but deals less damage
- When heat meter is above 50% it deals more damage
- However the only way to cool the heat meter down is through overheating
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 2.7.7
Changelog
Rebalanced and changed 3 overclocks:
T.U.R.B.O Module for the GK2-
Rate of fire +6 > +5
Clip size 0.6x > -10
Added Damage penalty 0.75x
Chemical Explosives changed to Chemical X:
Enemies exploding on death felt a bit too generic and out of place so now instead of it, it's a new status effect that it inflicts instead:
Chemical X - Poisons the target for 10 seconds dealing 1 to 20 damage a second and slowing them by 0.8x
Triethyl Aluminum Solution-
The exploding puddles effect has remained untouched, but enemies that are effected by the puddle's status effects while they are in it explode on death, giving it more explosive power.
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_3.4
Changelog
- Added Hive Bulk Boss (Alpha)
- Removed Jumpscare Bulk Particles (Good luck finding it now)
- Modded Webber & Anxious Nuke Bug moved to Live
- Anxiety Bulk & Ever Wonder Why moved to Beta
- Added Lethal Ice Cream Mutator [Try it on a Supply Pod ;) ]
- Small Fixes for various bugs
A new version is available. Version 2.8
Changelog
Added a new overclock for the lock-on rifle:
RT-ST90 Lens
Tweaked some status effects:
Tweaked chemical x to last a bit longer
Tweaked EMP Grenade's status effect to last much longer
Also documenting a few changes 2.7.8 did:
=Exploding Rounds=
It can stun now, though only for a short window with a small chance:
Stun chance is 10%
Stun duration is now 0.4x
This was done as it felt like without stun it felt insanely difficult to proc the exploding effects.
=Perforating rounds=
It now has a visual effect that occurs when the bullets impact with anything
=Blowthrough Shells=
Removed the pellets bonus
Removed the clip penalty to compensate for the removed pellet bonus
=TITAN Nozzle=
Titan nozzle still felt like it was worse than stock in every way due to the penalties it had outweighing the range bonus:
The slow rate of fire penalty has been removed in order to make it viable.
=Bigger Buckshots=
The damage from Bigger buckshots felt too powerful for a balanced so it has been tweaked a little:
Pellets per shot +8
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.5
Changelog
THE CAVES ARE YOUR CANVAS
SO TAKE UP YOUR GUNS
AND PAINT
THE CAVES
R E D.
Added:
-The World Looks Red (Calm) - Escape
-The World Looks Red (Combat) - Looping Swarm
-Bull of Hell (Phase 1) - Escape
-Bull of Hell (Phase 2) - Machine Event
-Do Robots Dream of Eternal Sleep? - Space Rig
-Hear! The Siren Song of Death - Looping Swarm
-Suffering Leaves Suffering Leaves - Memorial Hall
-Danse Macabre - Short Swarm
-War Without Reason (Almost all phases)- Caretaker
-Into the Fire - Short Swarm
-Dancer in the Darkness (Phase 2) - Short Swarm
-HEALTH Instrumental (Looping Swarm)
-Closing Time - Space Rig
-Dream of Finland - Space Rig
-The World And So Much More - Space Rig
-Beyond the Veil of the Night - Space Rig
Reshuffled:
-Castle Vein (Removed from Looping Swarm)
-Altars of Apostasy (Removed from Short Swarm)
-Deep Blue (Removed from Short Swarm)
-Dune Eternal (Removed from Long Swarm
-Sands of Tide (Removed from Looping Swarm)
-The Fire is Gone Music Box (Memorial Hall ---> Space Rig)
-The Cyber Grind (Escape
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 1.1.1
Changelog
- Reduced the volume of most combat tracks a bit, to try and bring them more in line with the Vanilla music. These Include:
- Dead On Arrival
- Death-C
- DRG Division
- Every Bullet Counts
- Heart of The Hive
- Hell On Hoxxes
- Karls Final Death
- Karls Last Crusade
- New Depths
- Rival Rage
- The Thing From The Deep
- Twins Rampage
A new version is available. Version 1.1
Changelog
Merry Limbmas!
-Fixed issue where music wouldn't loop during long events ie. heartstone encounter
-Now when a song ends during long encounters, it loops to a different song on the list
-Increased volume for ambient cave music across the board
-Fixed issue where I forgot to actually add the boss music from Canto 1-4 and Intervallo 1-2
-Added new music from Canto 5 and Intervallo 3, including a new seasonal Christmas track in the Space Rig
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 1.87
Changelog
FORCED MCR SETTINGS SAVE GAME RESET TO PREVENT ISSUES - DECONTAMINATION DOES NOT WORK AT ALL DUE TO DEBUGGING
-
Potential fix for mainly a client sided issue of not being able to load into the Space Rig after a match, crashing after a match, black screening loading a match.
This may also fix a softlock/freeze on the host when disabling the mod but I doubt it. What was happening may or may not be related to the numerous issues in the vanilla game builds, but the Space Rig level was corrupting or getting garbage collected at random for clients. The potential fix is removing any and all references to vanilla Space Rig level spawned actors to prevent it not unloading properly due to being referenced. -
Fixed a performance boost system not working, it should now help quite a bit, let me know if some terrain debris does not have collision when it normally does.
-
Fixed a mostly client sided crash related to vertical platforms caused by invalid references for vanilla carving models. It will now not be called a
A new version is available. Version 2.8.0.5
Changelog
Rebalanced a few overclocks:
Made ommorad's status effect damage a bit less as it felt too strong
Tweaked chemical x's damage penalty to be a little more due to the damage the status effect can do
Made EMP Grenades glow blue instead of green when it is armed if the proximity trigger upgrade is taken
Added the status effect to the projectile itself so it works better
A new version is available. Version 2.9
Changelog
Added a new overclock for the hurricane:
Sputnik Rockets (Balanced) - A fast RoF overclock meant to be an option inbetween the clean RoF OC and the Unstable one (rocket barrage) while keeping manual guidance still
Tweaked the EMP Grenades Status Effect to last longer and do a little more damage
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.88
Changelog
MAJOR - Fixed numerous crashes during load screens and potential fix for client side issues with blackscreens and other crashes during loading.
MAJOR - Fixed custom map gen generating too many tunnels and incorrectly attaching tunnels to the spawn room, many maps will be different but I kept the bugged logic as it's own function to use later.
-
Added back some cut dialog during multiple scenarios and added a few more lines for resupplying.
-
Changed the visuals on a few Biome Praetorians as well as fixed some of their attacks not doing anything (WIP).
-
Increased damage movement scalar and reduced max health (2000 down to 800) for Radiation Barrels from Dumping Grounds.
-
Added replacement for Oppressors to not be targetable by sentries to save their ammo.
-
Disabled lights on Ebonite Praetorians.
-
Fixed custom map gen not distributing resources to them decently, I think?
-
Potential fix for objective variants of Shellbacks being incorrect model wise.
-
Potential fix for some map layout issues caused by me
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:
Replace Class, Mission Control icons, Assignments, Class Promotions Pop-Up & Background, and Class Seasonal Challenge with Hyakkayouran characters and background artworks. Sensei doddle as Mission Control icon.
Info
Version: 1.0.0
Size: 5.4 MB
Tags
1.38, Visual, Auto-Verified, [AimedForVerified], Optional
A new version is available. Version 1.89
Changelog
- Reworked the Bet-C boss fight to be more interesting and balanced vs instant death, improved Bet-C visuals and lots more.
- Reworked the digger system for Survival so that there is more-or-less always 4 basic enemies that can dig to your location if you are sealing yourself away.
- Reworked Spicy Holes to not carve the map at all, instead they are magma geyser things to fit in better.
- Reworked Dumping Grounds Radiation Barrel to move further from kicks, easier to move with gunfire, increased health back to 2000 from nerfed 800.
- Reworked warning based Deeptora Hives to have much less health due to their abundance and reduced the smaller nest clutter by 50%.
- Reworked Kursite Grinder scaling per player for maximum active Kursite enemies to increase by 1 instead of doubling the base per player to make it more balanced.
- Reworked the positioning system for Small FOB and Elite Mineheads to now account for "important locations" to prevent overlap and to prevent meteors from landing on top of them or the fai
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 3.0
Changelog
Added a new Overclock and balanced an existing one a bit more
IR Control(if the effects do not work it will be removed as I am experimenting with an unused mechanic found as an upgrade)-
Sentry guns prioritise and fire at locked targets.
Shrapnel rounds-
Increased the ammo penalty: -110 > -165
A new version is available. Version 0.1.7.2
Changelog
Testing adding new components to weapons to create new types of overclocks.
Hopefully, the new OC for the minigun, Shell Hell, works
Also, Explosive Slug still does dummy amounts of friendly fire, use at your own peril. I'm trying to find a fix as fast as I can.
A new version is available. Version 3.1
Changelog
A few balances, tweaks and a rework in this update:
Made a few changes to IR Control-
Tweaked the description and stat text to be a lot cleaner
Changed the Icon
Changed from Clean to a Balanced due to it feeling a bit powerful without a penalty
Added damage penalty to IR Control: -4 damage
Put the note about the risk of shooting walls as a penalty as it looks a lot cleaner as a separate stat text
Tweaked the minimum damage of the status effect inflicted from Chemical X-
from 1 > 3
Increased the rate of fire penalty a little on Shrapnel rounds
-2 > -3
Reworked Overcharged coils-
I felt adding another damage overclock for coil gun was a bit much as triple tech existed, so it would be better to make it focus not on damage but on the trail itself.
It still creates a big trail (I have increased the radius a bit more though) but it also increases the trail lifespan.
The reload penalty, charge penalty, and charge shot penalty remain the same as they fit it still however the reload penalty has been increased a lit
A new version is available. Version 1.6
Changelog
The Sisyphean Task Update
New features:
-Sisyphus Prime is now permanently trapped inside the Arcade Machine and will motivate you to do better while you play and cheer you up after a game over.
Added:
-Sanctuary in the Garden of the Mind (Arcade Ambience)
-The Cyber Grind [Old] (Arcade Minigame)
Reshuffled:
-War Without Reason (Caretaker ---> Looping Swarm)
The Caretaker Music Framework and SpecificMusicFramework both do not work correctly and thus I am forced to remove the Caretaker Music until they are fixed.
Fixed:
-Volume of the Space Rig tracks is not adjusted correctly to not deafen you
-The Fire is Gone (Christmas) now correctly plays during Christmas alongside already existing christmas songs
A new mod is available. :tada:
Makes the Driller pistol OP.
Info
Homepage, Version: 1.28
Size: 9.3 MB
Tags
1.38, Gameplay, Tools, [AimedForApproved]
A new version is available. Version 0.1.7.7
Changelog
Nerfed Scatter Bomb OC area damage from 15 to 12 and added a 8 ammo penalty
Why? Because with bullet penetration, it would explode every penetration. Which is cool, and I wanna keep, but 15 damage just made it too much. Boomstick's base damage is 12, so 15 is a 25% increase to that. If you pierce an enemy and hit the wall or ground behind them, you're effectively doing 2.5 base damage without having to hit a weak spot. That's ludicrous. So reducing it to 12 area damage is only fair, you can still get x 2 base damage in most situations without an ammo penalty. But, something like jumbo shells would be better for killing things with a x3 weakpoint bonus. Most of the time. At least it should be.
A new mod is available. :tada:
A new version is available. Version 0.1.7.9
Changelog
I think Shell Hell works properly now
Removed shockwave bonus on annihilation in exchange for a direct damage bonus. This should make fully charging it more worth it while spamming the shockwave with tier 2 CMF not an issue.
Nerfed Explosive Slug's ammo slightly
Significantly nerfed pellet count on scatter bombs.
Significantly reduced heat gain on uranium rounds. This is a nerf to spamming aggressive venting and a buff to other builds.
And probably some more changes I'm forgetting.
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 0.4
Changelog
- Added 311 new voice lines, up to 395 from 84. Those include the following:
- Weapon Handling (doesn't include all tools yet)
- Laserpointer
- Misc (Friendly Fire, Healing, Inventory Full, Random Comments)
- Resupply
- A minor amount of other lines added, or missing from those categories.
A new mod is available. :tada:
A new version is available. Version 0.6
Changelog
- Added another 425 voice lines, to a new total of 820 (out of 4440 in the game - the mod is 18% complete, going from the most important lines from the least ones). These lines include the following:
- Most missing Kill Cries
- Most missing Laser Pointer lines
- Fuzzy Dice lines
- Missing Friendly Fire lines
- Environment and Falling lines
- Low Oxygen and Pickaxe Attack lines
- Salutes
- Less important lines from those categories might be missing.
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 3.3.0
Changelog
-Added "On Shout" events. These can be used by modders to do fun stuff.
-Added the Arbitrary Flag conditions. These conditions store a bunch of "flags" that and you can add or remove with a script. Useful when you want simple true or false conditions.
-Added condition status indicators in the browser. Great for debugging.
FIXES
-Complete rewrite of the voice line randomizer algorithms. Fixed the randomizer not respecting weighted voice lines in singleplayer, and having a very uneven random distribution for some shouts in multiplayer. Also optimized it a bit.
-Fixed mission control's title not translating
-Fixed player count conditions always being true
-Minor optimizations all around. Added more info in the logs.
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 0.2.1PLUSULTRA!!!
Changelog
Explosive shells and Scatter Bombs FINALLY work properly regardless of whether or not you're hosting. Also added explosion effects.
Nerfed scatter bomb aoe damage per pellet from 12 to 9, but removed pellet penalty. Reduced AoE size down to 1 meter radius.
I'm probably forgetting the other changes. Oh well.
A new mod is available. :tada:
A new version is available. Version 0.82
Changelog
v0.82 - 713 New Voice Lines (!!!) to a new total of 1513, making the mod 34% complete. Notably added:
- Heavy Rain and GenericDisgusting comments
- All HandlingWeaponNTools lines (except maybe newer ones)
- Kill Lines: Enemy, Dreadnoughts, Flying Enemies, Stabber Vines, Cave Leech
- Missing FriendlyFire, Deposit, More Deposit, Even More Deposit, Salute lines
- Missing Laserpointer: Dwarf, Phazyonite and Malt Star, Warnings, Core Infuser, Cocoons, Weird vegetations, Doretta, Drop Pod, Molly, GenericBoss, Glyphid Spawn
- Drop Pod waiting lines
- Paralyze, Revive and Revived, Revive Thanks and LeftBehind lines
- Petting Steve
- Doretta saved, Goo reactions, Heighten Senses
- Some Dwarf Selection Lines (Reused and wise ones)
- Small Talk (En-route Comments)
- X while Carrying lines
- Fixed Bulk Detonator Kill and Laserpointer lines not working
- Pipe Surfing Sounds
A new mod is available. :tada:
A new version is available. Version 0.2.2
Changelog
Introducing a new overclock for the wave cooker, Megawave! Deal massive damage and make things explode, dealing radiation to any enemy near you, at the cost of about half your ammo. Let's hope we can finally break the the mold and make the wave cooker more than just thermal shock the weapon.
A new mod is available. :tada:
Replacing leech sounds with neko apk.
Info
Homepage, Size: 581.9 KB
Tags
1.38, Audio, [AimedForVerified], Optional
A new mod is available. :tada:
Replacing leech sounds with neko apk.
Info
Homepage, Size: 581.9 KB
Tags
Cosmetic, Audio, Visual, [AimedForVerified], Optional
A new version is available. Version 0.2.2+
Changelog
Nerfed Annihilation Module: Now has a speed penalty while using, hopefully making charging more risky
Buffed Megawave: Player AoE now does 10 radiation damage instead of 5
Change explosion effect for explosive slug
Changed Shell Hell muzzle particle to hopefully be less hard on the eyes.
A new mod is available. :tada:
Replacing leech sounds with neko Arc.
Info
Homepage, Version: 1.0
Size: 623.5 KB
Tags
1.38, Audio, Auto-Verified, [AimedForVerified], Optional
A new version is available. Version 3.1.2
Changelog
Made a few tweaks to a few OCs-
Tweaked the damage of the EMP grenades STE
10 > 9
Tweaked the slowness effect of Devil's super glue
0.7>0.5 (slows bugs movement speed by this value)
Tweaked the STE of ommorad to last longer as the duration was too short especially with the damage nerf
10s > 20s
A new version is available. Version 1.90
Changelog
MAJOR - Fixed crashes related to expanding array out of bounds, this was especially prevalent in missions with Mineheads.
MAJOR - Bet-C rework, expect an entirely new fight experience. Bet-C is a guaranteed spawn in all missions for rework feedback purposes. Still WIP.
- Added !clearflares chat command to remove all flares, this is local unless the host does it.
- Added new system to Extermination that causes enemies to target Pheromone Wells as well as spawn in as players get near them to make things feel more lively.
- Added new system to Extermination Pheromone Mixer Machines to update their visuals based on swarm status to help differentiate active vs inactive ones; Pheromone Wells will now visually drain when completed to better match the concept of draining them.
- Added new system for Extermination that disables waves & enemy spawns after you have completed the primary goal since you killed the local populace.
- Added new system for Extermination that enables enemy spawns temporarily for certain Mach
A new version is available. Version 0.2.2Hotfix
Changelog
Hey, if you guys are getting the wrong overclocks from the schematics (ie, it says the oc is one thing but becomes another), let me know. That probably means I didn't set the guids correctly. As is the case with the sludge pump. Woops. Sorry.
A new version is available. Version 0.2.4
Changelog
Cascade was lame. It no longer is now
That's right, Cascade was reworked to be much cooler. As for what I did... you'll just have to find out for yourself.
Also, scatter bombs got it's aoe radius buffed back to 1.5 meters.
I'm probably forgetting the other changes.
A new mod is available. :tada:
Replacing leech sounds with neko Arc.
Info
Homepage, Version: 1.0
Size: 1.2 MB
Tags
1.38, Audio, Auto-Verified, [AimedForVerified], Optional
A new mod is available. :tada:
Replacing leech sounds with neko Arc.
Info
Homepage, Version: 1.0
Size: 613.7 KB
Tags
1.38, Audio, Auto-Verified, Optional
A new version is available. Version 3.2
Changelog
Made a tweak to an OC and added in a new one for testing
Sputnik missiles -
Slightly tweaked the aoe radius penalty
0.5x > -0.5m
This makes the radius a little bigger than previously as it did feel too small especially when combined with the other penalties.
Added a new OC HE Shells (to test), idea by Minodues (hopefully this time it properly works, if it doesn't then it will be removed).
A new version is available. Version 1.91
Changelog
MAJOR - Fixed Extermination not working at all.
MAJOR - Fixed Ebonite Machine Event not working at all.
-
Fixed Extermination post objective spawn disabling of enemies and pheromone well interactions not working.
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Fixed Kursite and Ebonite Machine Events in Extermination prematurely disabling enemy spawns when the event was completed instead of the main objectives.
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Fixed Bet-C tesla grenades were not affecting players, enemies nor rotating based on hit location.
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Fixed vanilla issue with lighting for Mini Mule legs that caused the lights to go under the floor.
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Fixed Elite Salvage map gen Engineer Platforms & Broken Resupplies were not spawning correctly.
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Fixed fake targets for Pheromone Wells in Extermination were not getting destroyed when a local Pheromone Mixer landed.
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Potential fix for Glyphid Brood Nexus not working properly anymore.
-
Added system to halve the flare regen cooldown in Survival for those who start off in the very beginning, this means they make flares faster.
-
Added sound and
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 0.3.0
Changelog
Cascade's volatile plasma should now scale with your weapons damage. Since I couldn't get it to deal extra damage without it doing weird unintended exponential things, each individual volatile plasma does less damage. To compensate, I have increased the number of bounces on the main projectile from 3 to 10. Also the projectile speed and lifetime for cascade has been heavily buffed. The fire rate bonus has been removed from cascade, as it was just a hold over stat from what cascade used to be.
A new mod is available. :tada:
A new version is available. Version SGGTI_3.5
Changelog
- Added SFX Audio Slider for SGG SFX (Client sided)
- Clients can set SGG Particles On/Off [WIP - Currently only effects Player Auras]
- Player Aura's now add an icon on those affected by it.
- First Demo Creatures for Upcoming Gnome Tech Expansion [Alpha]
- Fixed Greater Lust Demon Death Crash
A new version is available. Version SGGS_3.5
Changelog
- Added SFX Audio Slider for SGG SFX (Client sided)
- Clients can set SGG Particles On/Off [WIP - Currently only effects Player Auras]
- Player Aura's now add an icon on those affected by it.
- First Demo Creatures for Upcoming Gnome Tech Expansion [Alpha]
- Fixed Greater Lust Demon Death Crash
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 0.3.1
Changelog
New Overclock! And it works fully properly I think, I promise.
Rampage Rounds: A revolver overclock whose bullets ricochet and grow stronger on kill
Oh, also cascade's ping targeting now targets center of mass instead of just the enemy's location.
A new version is available. Version 0.3.2
Changelog
Reworked Cascade to make it hopefully much less laggy by reducing the bounces but increasing the damage from the volatile plasma shots.
Nerfed Shell hell's pellet count from 5 to 4
Buffed Rampage rounds to have significantly more ammo, damage bonus on kill, and ricochet range.
A new version is available. Version 0.86
Changelog
Another massive update! 928 New Voice Lines (!!!) to a new total of 2441, making the mod 55% complete. Notably added:
- JetBoots lines
- Septic Spreader lines
- Drilldozer (mission, repair, head, fuel, fuel canister)
- KillCry: Stingtail, Fester Flea
- Laser Pointer: Drill stuff, Broken Supply, All Refinery Stuff, Oil Shale, Mini Mule, Iron, Cargo Crate, Strange Spot
- Weaking Up Cabin lines
- Flare Recharging / Shield Placed / Shield Recharged
- Most Core Infusion Event stuff (missing specifics) lines
- All grenade types (Sticky, Plasma, Incendiary, Pheromone, Lure, ... ...) lines
- Victory/Defeat Salutes
- Claim Perk Points lines
- Call Molly When Not Avaiable / Call Molly When It's Going to Drop Pod lines
- Improved audio quality on one Molly line
- Pumpjack arrived lines
- Pipeline Place/Build/Repair
- Launching Cargo Rocket lines
- Canister Firing/Full/Placed/2nd Placed
- Grinding Pipes lines
- All Missing Dwarf Selection lines
- Jukebox Reactions
- Misc Random Dwarf Sounds (hmm, cough, etc)
- Bosco line
A new version is available. Version 0.86b
Changelog
- Hotfixes a relatively small amount of voice lines being silent in the last update(s). Oop sorry for that:
- Previously silent (bugged) sounds: Dwarf Selection, jukebox reactions, some wake up lines, member welcoming, KillEnemy32. There should be no more bugged lines.
- Also dubs/fixes two missing lines (that were previously repeated as a hotfix for it), for FuelCannisterFiringNoValidTarget and RepairDrilldozer
A new mod is available. :tada:
A new version is available. Version 0.3.5
Changelog
The Frenzy overclock for scout's Zhukovs has been reworked! Instead of being a weird pocket bullet hell, it now its a weapon that gives your temporary buff to your zhukov's damage, rate of fire, and reload speed that lasts until you stop killing things for 5 seconds. Hopefully, this will make frenzy live up to it's name. Now get out there and go on a frenzy!
A new version is available. Version 0.3.6
Changelog
Another new overclock! Dragon's Breath for the warthog!
Shoot a cone of fire that pierces through enemies! I would beware of the limited range, but eh, it's a shotgun, it didn't really have range in the first place. Besides, who cares about range when you can light things on fire!
A new version is available. Version 0.3.6
Changelog
Another new overclock! Dragon's Breath for the warthog!
Shoot a cone of fire that pierces through enemies! I would beware of the limited range, but eh, it's a shotgun, it didn't really have range in the first place. Besides, who cares about range when you can light things on fire!
A new version is available. Version 1.92
Changelog
MAJOR - Finished implementing a toggle section for all warnings from MCR and vanilla with the exception of a couple of new ones, toggle what you don't like.
MAJOR - Reworked collectable secondaries to have custom carry amounts, checks for the inventory being full and not deleting them, improved the secondary objective failsafe logic to account for objective items in all player inventories so that it does not give you free items.
MAJOR - You can now collect items from the wall while using ziplines instead of falling to your death trying to do some risky jump grabs.
- Added biome variants for all biomes for Brood Nexus and Spitballers, should see some variety as that is 10 each, so 20 total variants.
- Added 2 new warnings: Blood Donor and Lactic Acidosis.
- Added 9 new collectable secondary objectives: Pudo Shell, Brown Puffball Fungus, Grey Bell Xenofungus, Net Fungus, Tall Helmet Xenofungus, Chromepuffs, Yellow Tubels, Wall Eyes.
- Added various dirt debris types to the debris whitelist to make finding entr
A new version is available. Version 0.3.7
Changelog
Introducing effectively 3 new overclocks!
Pyromaniac for the Flamethrower
Crumble Shot for the M1000
And a rework for Blizzard on the Cryo Cannon
Pyromaniac is basically what face melter should have been, giving you a high damage multiplier and heat damage at the cost of range and sticky flame duration. Oh, and it has a new special ability: Gain health on kill and by standing near burning enemies!
Crumble Shot gives focus shots a shrapnel effect on hit, blasting away hordes behind your target at the cost to the gun's overall performance.
Finally, Blizzard.
You can summon a cold ball.
That's all for now. I hope you all have lots of fun with the overclocks I provide.
A new mod is available. :tada:
Changes default fall sound to 5opka's BLYAAAA Fall Sound.
Info
Homepage, Version: 1.0
Size: 46.7 KB
Tags
1.35.69455, 1.36, 1.37, 1.38, Audio, [AimedForVerified], Optional
A new mod is available. :tada:
A new version is available. Version 1.93
Changelog
-
Added Backup Shield anomaly, missing custom icon.
-
Added buffed cryo rocket and frag rocket for Bosco.
-
Added audio to Bet-C grenade projectiles to fix the vanilla audio issue.
-
Added effect text to most warnings to explain what it does.
-
Added Bet-C rework toggle in gameplay settings.
-
Added Falling Minehead toggle in gameplay settings.
-
Added event active check for Kursite and Ebonite events to Extermination to possibly prevent the event from failing - will make new system soon.
-
Added system to check multiplayer status to add or remove specific warnings from the pool if allowed.
-
Changed Blizzard and Sandstorm warning to be less likely to crash due to virtual memory errors.
-
Changed Personal Space warning to actually work and make enemies space out better to make them harder to kill with AoE.
-
Changed Falling Minehead terrain checks to be more spaced out to lower the chances of it falling through the world. Still need to rework spacing system.
-
Changed Minehead and Elite Minehead carving to
A new mod is available. :tada:
A new version is available. Version 0.90
Changelog
772 New Voice Lines (!!!) to a new total of 3213, making the mod 72.5% complete. Notably added:
- Dubbed missing Misc sounds: farts, burps, that one weird noise, and running
- All (or most) lines related to Hacking Pod, Transmitter Node, Data Rack, Uplink
- Killcries: Caretaker, Patrol Bots, Shredders, Prospecting Drone, Burst/Repulsion/Sniper Turrets
- Laserpointer: Caretaker, Turrets, Data Vault, Force Field / Projector, Hacking Fail, Patrol Bot Fail/Success/Friendly, Shredders, Power Station, Helmet Transponder, Tritil Deposit, Malt Star, Mutated Stone Enemies, Kursite Grinder, Omen, Barrel Dispenser, DrilldozerBosco, Fuel Canister, Build/Defend/Repair Bosco, Ommoran everything, Missing Azure Weald Fauna (Gurken Shuck, Nectar Rind, Orchey Shy, Void Basket), Bet C, Bosco, Dreadnoughts (Hiveguard, Arbalest, Lacerator), Generic Flora, Gly Sentinel, Goo, Hexawing Gniffer, Hollow Bough (Creeper Vine, Goo Sack, Stabber Vine), Mactera Brundle/TriJaw, Mini Mules, Cave Angel, Engineer Sentry Gun, Swarmer Tunnels, U
A new mod is available. :tada:
The Gunner got his hands on some old comics and video drives from a visiting Human trade ship. After spending hours reading Tex Willer and watching The Good The Bad And The Ugly, he decided it'd be a good idea to emulate them.
Info
Version: 1.0.0
Size: 515.1 KB
Tags
1.38, Approved, Gameplay, Animation
A new version is available. Version 0.4.6
Changelog
Cascade got a much deserved damage nerf. Volatile plasma direct damage went from 5 to 3, and area damage went from 5 to 4, leading to 7 damage per bounce.
Cascade still can do upto 25 damage per shot with no ammo penalty, so I think this nerf is the least I could do while still keeping the weapon rewarding to play around.
Hopefully, the BFG 100 stops disconnecting clients for daring to use the normal shot out of all things.
A new mod is available. :tada:
A new version is available. Version 1.94
Changelog
MAJOR - Fixed an issue with a vanilla function not working to randomize selected rooms for custom map layouts, this means that map variety will be significantly higher now.
MAJOR - Mostly re-enabled all of Decontamination, it may have issues for clients still where they cannot see the boils for the Contagion Spikes. Some Contagion Spikes may fail to spawn due to the random rooms for the map layout working for the first time.
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Added button in the mission map to cycle missions once and lock the results, can be pressed to cycle missions as usual but not lose them on exiting the UI.
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Potential fix for Bet-C disconnecting clients as soon as she spawns.
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Actually fixed the custom ragdoll system for clients.
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Fixed the Bet-C rework and Falling Minehead toggle options being greyed out and unable to be toggled.
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Potential fix for Blizzard and Sandstorm piles sometimes being converted into red sugar for some random reason.
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Changed the Minehead carving layout a bit to be less large.
A new version is available. Version 3.3.9
Changelog
After many failed attempts, decided that due to not being able to get tempered plasma's AoE or penetration working, it will instead do extra damage to armor.
Damage has been tweaked a little so it doesn't outdo the 2nd mode as that should be doing more damage than the 1st.
A new mod is available. :tada:
A new version is available. Version 0.4.7
Changelog
Another new update, another new overclock! This time, it's Arrow Rain for the Boltshark! The name speaks for itself. Shoot a bolt to mark a location to be rained upon with a volley of arrows.
Also pyromaniac no longer has a damage bonus
Blizzard's summon should now default to above your head instead of on it.
And the BFG got its damage nerfed via the projectiles it spawns.
I hope you all have fun.
A new version is available. Version 0.4.8
Changelog
Blizzard got a much needed ammo buff as well as a slight rework: You must now ping enemies for the summon ball to home in on them.
Finally, I believe I have fixed the issue with Arrow rain.
Let me know if you run into any issues, and have some fun out there.
A new version is available. Version 0.5.0
Changelog
Arrow rain got a rather significant nerf. Each arrow in the arrow rain now does 4 direct damage and 4 area damage, less than a quarter of what it used to. This was because it was oneshotting praetorians. To slightly compensate, I have doubled the rate at which arrows fall, and have doubled the duration of the arrow rain. This shouldn't cause to much lag, as the projectile delete themselves after a second, and I have removed the lightsource on them, which is what was causing major lag in the first place.
Basically, less damage overall, and significantly lower dps.
Also, the missile launcher should no longer home in on things that cannot be set on fire, such as the caretaker.
A new version is available. Version 0.91
Changelog
The Bosco Hotfix
- Regenerated and fixed the talking to Bosco voice lines. For some reason, they were not properly generated and didn't replace the original ones. Weird.
- Added 7 missing Bosco Pick Up Item lines.
- Remade one Laserpointer Drill line that didn't make sense
- Even with 7 lines remade and one becoming longer, the mod file size became smaller. I have no idea why, but I won't complain.
A new mod is available. :tada:
A new version is available. Version 0.93
Changelog
280 New Voice Lines, to a new total of 3492, making the mod 79% complete. Notably added:
- Laserpoint Lost Equipment Bag
- "Slap Spring Dwarf"
- All Bar sounds (Being Drunk, Cheering, Ordering ALL beers, ALL beer effects,)
- Beer License sounds
- Fixed Dwarf_Taken_by_Grabber_09 being called 08 and not working. Sorry for that, that audio file had an identity complex after his brother 8 went missing to never be seen again.
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 1.95
Changelog
MAJOR - Added WIP Rockpox infection system to convert normal wildlife into Rockpox versions if hit by infection damage.
MAJOR - Fixed Decontamination Contagion Spikes not being outlined from the Decontamination Tower Radar Scanner
MAJOR - Fixed numerous crashes for clients and host in Decontamination.
MAJOR - Reworked CULE logic to work better for clients during events and not cause crashes.
-
Potential fix for Contagion Spike boils not showing up for clients, Plague Controller is vanilla so custom cleansing tool pods are not working at this time.
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Fixed Bet-C asset not being updated to new reference for some things like Xynarch Shields, so now the boss fight is working as intended.
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Fixed Bet-C construction script logic being disabled which prevented some changes from working like alternative repair location.
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Changed Ebonite Praetorian secondary objective requirement to be a baseline of 6 instead of 10. Reduced Ebonite Grunt to 10 instead of 15.
A new version is available. Version 3.4
Changelog
Made a few tweaks to the OC for drak; Tempered plasma -
First mode has been tweaked and now has even better armor breaking and added increased velocity
damage as been tweaked a bit
2 > 1
but now 100% of its damage is disintegrate
Second mode has been tweaked too:
Velocity debuff changed
0.4x > 0.5x
Improved accuracy a little
4.5 spread > 3.5 spread
Tweaked damage to be more balanced as 100% disintegrate damage is really powerful:
40% of damage is disintegrate damage (so 24 damage of the 60 damage it does is disintegrate damage)
60% of damage is now kinetic damage so it does a bit less damage to tankier enemies like dreadnought hiveguards (so the other 36 damage it does is kinetic).
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 0.96
Changelog
335 New Voice Lines, to a new total of 3827, making the mod exactly 87% complete. Notably added:
- Buying Weapon/Bosco Upgrades
- Buying Mods
- Forging Vanity/Overclocks
- Getting Promotion
- Pickaxe Customization
- Tutorial Reactions
- Claiming Phayzionite in season
- Rival Signal Wire Fail/Cut
- Rival New Node Activated
- Rival Event Started
- Rival Signal Diffuse Failed/Success
- Hack Success Rival Turret Controller
- Out of Ammo for Sludge Pump / Microwave Gun / Crossbow / Energy Weapons / Micro Missile
- Laser Pointer: Rival Event (Antenna Node, Antenna Node Start Hack, Comm Router, Rival Nemesis, Turret Controller)
- KillCry: Rival Nemesis
- Gunsling (reload when full) for Crossbow, Coil Gun, Heavy Particle Cannon
- Tipping Lloyd
- Daily Deal
- Photo Booth (I think this is unused)
- Jump On/Off Mobula Cave Angel
- Pickaxe Customization
- Tutorial Reactions
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 4.0
Changelog
This update should hopefully be a big one (testing to see if these OCs all work and if they do then Pog!!!!!!!!!)
Added 3 new overclocks for testing -
Chaos rounds for the revolver, Biomass ammo synthesizer for the shard diffractor and Plasma slugs for the warthog (Idea by erkyp3rky!)
Also attempted to make ommorad change the shard diffractor's beam to green as it would be cool if it was radiation coloured.
A new version is available. Version 1.00
Changelog
572 New Voice Lines, to a new total of 4399, FINALLY making the mod 100% complete after over 2 weeks of almost nonstop dubbing, organizing and repacking. Notably added:
File Amount Notice: 45 Dwarf Audio Files will not be dubbed because they do not have to. This includes 19 lines for beers that were never added, and 8 farts, bringing the total audio count from the raw 4426 to 4399 translatable, now ALL translated. Espero que gostem!
- Kill Cry: Plague Goo Bomber, Plague Breeder, Lithophage Corruptor, Easter Bunny, Yuletide Elf, S3 (Plage Glyphid/Worms)
- Laser Point: Plague Goo Bomber, Plague Goo, Plague Breeder, Lithophage Corruptor/Barf, Cargo Battery, Glyphid Egg, Korlok Healing Pod/Sprout/Tyrant Weed/Shard, Anniversary Trophy, Easter Bunny, Halloween Skull, GenericHolidayTreasure, Lunar Animal Statue, Oktoberfest Beermug, Inflatable Animal, Yuletide Elf, More Machine Event (Kursite, OMEN and Platform, Overcharge Capsule/Sprinkler, Tritilyte Explosive Barrel/Mining Laser), Naedocyte Roe, Resource Bag, Re
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 2.0.0
Changelog
This version is a complete rework. It includes more nerfs to meta-defining/over-performing options in order to reduce the magnitude of buffs required for alternatives and minimize power creep. Extra effort was put into balancing damage vs ammo upgrade tiers. The full change list is available as usual.
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 1.96
Changelog
A lot of things but too tired to list all. decontamination assets changes and decontam primary objective is bugged and wont work for clients and tried 20+ different fixes with no success so giving up for now
Fixed client ragdoll system, reworked and improved performance across the board for multiple systems related to gems and chunks and made them more reliable for clients, kursite spawning system rework, half assed ebonite spawn system rework because i am tired, new gem audio for large gems, potential fix for client crashing during load screen if late joining, made custom system to separate client music choices from host, added more options
A new version is available. Version 4.2
Changelog
Tweaked plasma slugs OC for warthog:
Nerfed the damage as it was doing very high damage (too much)
8x > 4x
Attempted to bug fix explosions happening when they were not supposed to
To account for some of these changes and to make it better to proc, it now only requires 3 hits to cause the explosion.
Tweaked chaos rounds a little:
Made the cold effect a bit stronger as it was still doing nothing when it proc'd.
A new mod is available. :tada:
A new version is available. Version 1.97
Changelog
Potential fix for crashes related to changed assets being invalid for previous mod users.
Potential fix for new mod users having invalid font size after first save game creation.
Potential fix for Alien Eggs and Mini Mule legs not damaging enemies.
Potential fix for new gem audio being too loud on Aquarqs, Jadiz, Bittergem, Enor Pearls, Compressed Gold.
Potential fix for new gem audio cutting out oddly from multiple Aquarqs, Jadiz, Bittergem, Enor Pearls, Compressed Gold.
Added new audio for the Error Cube and Alien Eggs.
A new mod is available. :tada:
A new version is available. Version 1.98
Changelog
-
Added new system to calculate Minehead landing location and adjust the location until it is suitable for not causing issues with important locations.
-
Added new system to make "swarmer" type enemies only count as 1/10 of a kill for Extermination mission type, as a tradeoff I made "tank" enemies count as 2 kills.
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Added spotlights to Crowd Control Drones from the CULE in Decontamination to help light up the surrounding area during a Plague Storm.
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Added new system to calculate damage and physics impulse when killing an enemy with a large gem to make faster throws have more intense ragdolls, debug text is enabled for now.
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Changed Bittergem minimum velocity for special damaging ability to be more achievable without the use of perks or food.
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Changed the Hunger Anomaly buff icon to show up on enemies affected by it and gave them placeholder Iron Will beams as a test.
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Improved the HULE to have audio and better feedback about dumping out large gems.
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Changed the text of the Faster Enemy Removal setting
A new version is available. Version 4.3
Changelog
This update is a small balance patch, tweaking something in Plasma Slugs and Ommorad Crystal
Plasma Slugs -
Increased the damage from the slug a bit more as it did feel a bit too little still
7x > 7.5x
Ommorad Crystal -
The duration did feel a bit broken on it so it has been nerfed a bit
20s > 15s
A new mod is available. :tada:
this mod contains absolute bangers from touhou and omori, as well as some excerpts from some other games i own none of this music and all were sourced from talented people on yt who have made wonderful renditions of OST
Info
Version: 1.0.0
Size: 162.4 MB
Tags
1.37, Audio, Auto-Verified, Optional
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.99
Changelog
MAJOR - Fixed a guaranteed crash when loading Extermination due to a gameplay tag query of all things making the game shit itself. This is incredibly strange so I had to scrap checking for tags to see if the enemy type was a swarmer or tank since that crashes. Now has a less performant parent class check instead. This means that tanks give 2 kills per death and it takes 10 swarmers to count as 1 kill, Brood Nexus spawns do not count at all.
MAJOR - Fixed Ebonite Machine Event permanently disabling enemy spawns for the mission as I forgot to enable them again, also made the Ebonite enemies alerted to players after spawning and check the enemy cap to spawn enough to maintain the max when possible.
MAJOR - Improved performance on the Space Rig by removing unneeded logic that looked for a save game actor very frequently, no idea why I ever had this. Save game actor is only queried once per Space Rig load now so no expensive logic is being performed.
MAJOR - Added a compatibility toggle under the gear categ
A new mod is available. :tada:
A new version is available. Version 2.00
Changelog
Hurray for over 200 public builds, let's not think about private builds . .
- Fixed Decontamination not having the correct objective type.
- Added new system to actually mark the Pheromone Wells on the map because the vanilla logic breaks it.
- Changed kill enemy objective failsafe to spawn the enemies extra far away but alert them to player presence.
- Changed Pheromone Well spacing in Extermination, again.
- Fixed special machine event debris being turned off with the debris toggle.
- Potential fix for POQ failing to spawn smaller obelisks.
- Potential fix for Decontamination Contagion Spike stuff not showing up for clients.
I will be redoing the Decontamination Contagion Spike goop a bit but not in this build, so having a lot of tentacles isn't exactly intended.
A new version is available. Version Version 3
Changelog
- Added new songs and adjusted the volume of various tracks to make them more consistent
- Removed the music from the loading screen/Deep Dive intermission, now only the Biome music will be heard
- Shortened and added a fade-out to the songs that play during the Stats Screen, making them more like a Stinger
- Short quotes from the Haven City Computer will play when loading into a level or completing a stage in a Deep Dive
- Adjusted the volume of 'Power Cell Obtained' upon finding lost gear & cargo crates
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:
Allows you to mark any secondary objective to be required to be completed before being able to call in the droppod
Info
Homepage, Version: 0.0.1-T-F
Size: 481.0 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:
Allows you to mark any secondary objective to be required to be completed before being able to call in the droppod
Info
Homepage, Version: 0.0.1-T-F
Size: 481.0 KB
Tags
1.38, Gameplay, [AimedForApproved], Optional
A new version is available. Version 4.6
Changelog
Added 3 armor penetrations to Plasma Slug to prevent armor blocking the 3 penetrations. This is also because the previous solution though slightly a fix, it could also proc just by hitting multiple pieces of armor on one bug with one shot which is not intended. Hopefully now it is very stable.
A new mod is available. :tada:
Weapon stat tweaks used for my personal uses This mod is intended for my own personal use only Stats tweak include changes to gunner primaries to make them feel more powerful and balancing it by reducing their ammo capacity and more
Info
Version: V1.4
Size: 2.8 MB
Tags
1.38, Gameplay, [AimedForApproved], RequiredByAll
A new mod is available. :tada:
This mod was made for my own personal use only Stats tweak include changes to gunner primaries to make them feel more powerful and keeping them balanced without over tuning their stats (hopefully).
Info
Version: V1.4
Size: 2.8 MB
Tags
1.38, Gameplay, [AimedForApproved], RequiredByAll
A new version is available. Version 4.7
Changelog
Made a few tweaks to various Overclocks -
Improved ejection turbine:
Tweaked the cold stream reach stat text to use cold stream reach instead of operational range.
Ommorad crystal:
Added ammo penalty to further balance it more.
-50 Ammo
Attempted to give the crystal a green tint just as a small visual effect to look like
it is infused with radiation.
Increased the chance for the status effect to proc to compensate.
25% > 30%
Also allowed the status effect to be applied even if you hit armor.
Triethyl Aluminum Solution:
Attempted to further optimize it to be more efficient, though due to the bugginess of it sometimes not exploding/not dealing damage I might
consider changing it. If it does I will instead make it revolve around enemies exploding on death if they die in the puddle.
A new version is available. Version 4.8
Changelog
Reworked Triethyl because the puddles were unfortunately too buggy making it an inconsistent overclock to work with.
Instead of puddles exploding upon taking fire damage, any enemies that are on fire and in the puddles have a small chance to explode when they die.
This is a much more consistent and reliable way and does still make use of the Triethyl exploding when it reaches a high temperature, unfortunately the original way didn't.
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 4.8.1
Changelog
Made a few changes to Triethyl due to it being hard to proc.
Renamed to HR Solution (Highly Reactive Solution)
Now enemies damaged by the goo (not just puddles) have a chance (was 10% but now 30%) to explode on death if they are frozen OR burning giving an additional way to set it off.
the Effects duration penalty has been improved a little as well
0.50x > 0.75x
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 1.0.1
Changelog
Removed some unnecessary files that might have been the cause for the mod to be recognized as Sandbox instead of Auto-Verified.
Shortened the beginning of the Memorial Hall music slightly since the song would play 15 seconds of noise before the song would actually start.
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 1.0.1
Changelog
Removed some unnecessary files that might have been the cause for the mod to be recognized as Sandbox instead of Auto-Verified.
Shortened the beginning of the Memorial Hall music slightly since the song would play 15 seconds of noise before the song would actually start.
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 4.9
Changelog
Made a change to HR Solution:
Due to frozen enemies being unable to explode upon death, it has been changed to be any poisoned enemies instead.
This will allow another synergy for driller in the form of neurotoxin grenades or blistering necrosis' poison, as well as any other sources of poison/neurotoxin.
A new mod is available. :tada:
A new version is available. Version SGGTI_3.5.2
Changelog
- Rival Grunt, Opressor, Mactera, Exploder, Spitter, Bulk moved to Beta
- New Rival Swarmer and Warden added to Alpha
- Updated some Tactical Nuke code for TI Optional Mode (Should show a janky, but visible zone to those without the mod)
A new version is available. Version SGGS_3.5.2
Changelog
- Rival Grunt, Opressor, Mactera, Exploder, Spitter, Bulk moved to Beta
- New Rival Swarmer and Warden added to Alpha
- Updated some Tactical Nuke code for TI Optional Mode (Should show a janky, but visible zone to those without the mod)
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 4.9
Changelog
Made a change to HR Solution:
Due to frozen enemies being unable to explode upon death, it has been changed to be any poisoned enemies instead.
This will allow another synergy for driller in the form of neurotoxin grenades or blistering necrosis' poison, as well as any other sources of poison/neurotoxin.
A new version is available. Version 4.9.2
Changelog
Updated description of HR Solution to better reflect how it's proc'd -
Directly damaging with the normal shot or charged shot is how it is as for some reason the status effect it inflicts does not count as damage from the weapon itself.
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.1.0
Changelog
Hopefully fixes barrels not loading on mod.io.
A new version is available. Version 1.3
Changelog
- Updated for S04.14 (February 2024 Maintenance Update)
- Disabled homing effect on Septic Spreader projectile
- Brood Nexus on fire heat range increased to 250cm to match Praetorians and other large enemies
- Q'Ronar Shellback projectile max damage radius reduced from 250cm to 170cm (radius at which damage starts to fall off)
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:
Mod was removed at some point. This is a reupload.
Info
Homepage, Size: 30.0 KB
Tags
1.38, Cosmetic, 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 mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.2.7
Changelog
- Allow to use power attack via auto-mining (like in flat mode): press trigger while mining with right B button
- Make mission completed stats screen show up in VR (that one had haunted my dreams for months)
- The "Use" widget indicator now shows up in VR. This should make things much less confusing for newer players regarding the Use (left B) button.
- Disable some of the base game outlines, and display a tracking widget with icon/name/distance instead
- Added smooth turning speed setting
- Fixed manual-mode power-attack that did not deal damage to creatures if not playing as host
- Fixed enemy health bars that were blocking bullets
- Fixed laser sight that was sometimes stuck aiming downward when picking up a weapon while it was reloading
- Fixed "Recenter height" button to always set the camera at the same height. This should make it work better in caves as well.
- Fixed a bug where the displayed minigun heating value was wrong
- Removed visible debug capsule from minigun handle
A new mod is available. :tada:
A new version is available. Version 1.2.1
Changelog
Added nine new songs:
Anamo - Baddon (Normal Wave)
Arkangel Firespawn - Dav Dralleon (Dreadnought Fight)
DESYNCHRONIZE - Zith (Looping Wave)
Earthlight - Einhänder OST (Memorial Hall)
Edge - Street Cleaner (Escape/ Salvage Uplink)
Murdercycle - Street Cleaner (Machine Event)
Plok Boss Theme Remix - MASKED (Dreadnought Fight)
She Is Young, She Is Beautiful, She Is Next - Perturbator (Normal Wave)
Zero Strike - CYBERTHING (Loading Screen)
Fixed Memorial Hall music having a delay
A new version is available. Version Version 6
Changelog
- Over 50 new songs have been added - This thing is now officially Krew-sized at nearly 15 hours of music - Close to every single track throughout the entire history of the franchise is here now, ranging from prototype disc tracks, early demos, unused music and cutscene underscores, to stingers and now even previously unreleased tracks courtesy of the series' composer Josh Mancell - These tracks are denoted by 'Rejakt' in the song's title)
- The volume of the Haven City Computer has been lowered by about 25%
- 'Ancient' from Jak X: Combat Racing has been updated to the highest quality version of the track
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 1.3.0
Changelog
Added ten new songs:
Decision - Xryo (Ambience)
DeLorean Dreams - Cyberoptics (Escape/ Salvage Uplink)
Electric Guillotine - We Are Magonia (Escape/ Salvage Uplink)
Girls with Guns - Hollywood Burns (Escape/ Salvage Uplink)
Hypersleep - Volkor X (Ambience)
Neganeon - Wevpon (Escape/ Salvage Uplink)
Resolution - Kick Puncher (Normal Wave)
The Living Will Envy the Dead - We Are Magonia (Dreadnought Fight)
Upgrade - Vector Seven (Results Screen)
Wicked City - Void Stare (Looping Wave)
Fixed a problem where Normal Wave music would stop all action music if it interrupted Boss music (ex: starting an egg swarm while fighting a dreadnought)
A new version is available. Version 2.2.1
Changelog
- Removed Revert EM Discharge and uploaded it as a separate mod to give everyone a choice if they want to use it (Revert EM Discharge for VWA)
- Stubby Electric Arc upgrade chance decreased from 50% to 40%
- Turret EM Discharge ammo and magazine size penalties increased from x0.833 to x0.555
- Turret EM Discharge damage penalty removed and replaced with -3 rate of fire penalty
A new mod is available. :tada:
A new mod is available. :tada:
My default mods for drg that I'd always have on. they're all just client side mods but since i have alot of them I'm putting them into a pack so I can fit other mods that arrent just client side QOL, etc
Info
Size: 81.5 MB
Tags
Cosmetic, Audio, Framework, QoL, Visual, Animation, [AimedForVerified]
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 add ADS animations for the focus-shot from M1000. I wanted to use the rear-sight to aim. But DRG clips 3d model when the camera is near. So I changed to use the front-side instead sadly...
Info
Version: 1.0.0
Size: 267.1 KB
Tags
1.35.69455, 1.36, 1.37, 1.38, Visual, Animation, [AimedForVerified]
A new mod is available. :tada:
A new version is available. Version 4.9.4
Changelog
A problem occurred where moving folders caused some upgrades to unassign custom blueprint components, status effects and projectiles but they should be reassigned. But let me know if anything is still broken and I will fix it asap.
Made a few changes to a few weapons -
Removed custom impact effects from Perforating rounds for minigun as they caused a disconnect and then a crash when fired on servers.
Changed exploding rounds for the minigun to be a little more interesting as on volatile guts it has the same effect:
Burning enemies killed by it explode into flames now.
Changed the chance of triethyl proccing a little bit due to how much easier it is to proc it
30% > 20%
Nerfed the direct damage of Plasma Slugs slightly -
8x > 7.5x
However, buffed the radius of the plasma explosion -
2.7m > 3.0m
A new mod is available. :tada:
A new version is available. Version 2.02
Changelog
- added new contextual rockets for bosco by placing a ping/marker and changing the requested action by pressing reload with the laser pointer out so that he will switch to shooting platforms or flares while not in combat and the marker matches the request
- lowered volume of zipline cable sound by 50%
- added sticky ice to scout cryo grenade to make it more useful
- improved scout ifg grenade aoe size to better reflect the olden days
- increased bosco aggro range from 12m to 20m to help with ranged enemies better, vanilla is 9m
- made player waypoints replicate to others to possibly encourage using them more and player name is listed for the waypoint now too
- added laser pointer version without number inputs by request, not a functional toggle yet though
- added new terrain scanner visual for dirt to make it easier to find in complex layouts
- added new text to platform gun title for helping with switching platform types and new zipline gun description stuff
- disabled dirt spawning for in n out
- disabled e
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 2.2.2
Changelog
- PGL Incendiary Compound upgrade changed to convert 50% of direct and radial damage to DMG Fire instead of adding 50% as DMG Heat
- Breach Cutter Disruptive Frequency Tuning upgrade stun duration decreased from 2 seconds to 1.5 seconds
- Autocannon rate of fire scaling factor increased from 0.4 to 0.6
- Electro Minelets friendly fire removed
- Cryo Minelets friendly fire removed
A new version is available. Version 0.69.2
Changelog
no longer will you pet while trying to revive. ( need mod for fix to work, clients will still sometimes pet, because the game doesn't let you revive while in the air, but petting while in the air is allowed, I can't do anything more than that because of how the revive mechanic is coded )
bosco will move over to you when you salute while looking at him making him easier to pet ( might need to RnS twice )
A new mod is available. :tada:
A new version is available. Version Version 7
Changelog
- The Haven City tracks from 'PlayStation Move Heroes' have been added. These songs were created by The Lost Frontier composer James Dooley in a collaboration with David Bergeaud and Niels Bye Nielsen, most known for their work on Ratchet & Clank and Hitman respectively.
- The Sandover Village tracks from 'PlayStation All-Stars Battle Royale' have been added to the Jetty Boot Arcade in the Space Rig. 'Black Rock Stadium - Haven City Mix' has been added to Dreadnought fights.
- A fade-in has been added to 'Heli' from Jak X: Combat Racing and the file has been replaced with the highest quality version.
- The usual volume adjustments.
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
Changelog
- When key bindings fail, use this backup to open ModHub: Control + Alt + Shift + F12
- Added an option to change the UIs opacity.
- Mod list is sorted alphabetically. Except modhub will always be first.
- Fixed some UI scaling issues.
- Performance features: Options to significantly increase the games performance.
- Gameplay features: Force droppod to leave, change enemy cap settings, change max lobby player count.
A new version is available. Version 1.2.1
Changelog
++ Fixed a collision bug.
++ Hide Shadows should be turned on by default
- When key bindings fail, use this backup to open ModHub: Control + Alt + Shift + F12
- Added an option to change the UIs opacity.
- Mod list is sorted alphabetically. Except modhub will always be first.
- Fixed some UI scaling issues.
- Performance features: Options to significantly increase the games performance.
- Gameplay features: Force droppod to leave, change enemy cap settings, change max lobby player count.
A new version is available. Version 1.2.2
Changelog
++ Another small bug fix
++ Support discord information in the About page
- When key bindings fail, use this backup to open ModHub: Control + Alt + Shift + F12
- Added an option to change the UIs opacity.
- Mod list is sorted alphabetically. Except modhub will always be first.
- Fixed some UI scaling issues.
- Performance features: Options to significantly increase the games performance.
- Gameplay features: Force droppod to leave, change enemy cap settings, change max lobby player count.
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 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 1.1
Changelog
does not increment depth value when piercing trough not pinged bugs
while joining mission-in-progress:: Player were NOT GUNNER in spacerig >>>Doesn't display
while joining mission-in-progress:: Player were non-MOLE GUNNER in spacerig >>> Displays
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.1
Changelog
does not increment depth value when piercing trough not pinged bugs
while joining mission-in-progress:: Player were NOT GUNNER in spacerig >>>Doesn't display
while joining mission-in-progress:: Player were non-MOLE GUNNER in spacerig >>> Displays
A new version is available. Version 1.1
Changelog
does not increment depth value when piercing trough not pinged bugs
while joining mission-in-progress:: Player were NOT GUNNER in spacerig >>>Doesn't display
while joining mission-in-progress:: Player were non-MOLE GUNNER in spacerig >>> Displays
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
Replaced all of the jukebox songs, besides the copyright free ones.
Replaced the seasonal Space Rig music (which was way easier to do than I though ngl).
Additionally, I added 2 more Space Rig songs, 1 more Loading Screen song, 7 more Machine Event songs.
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 2.3.2
Changelog
Added:
- Swarm(single): "OST 187"
- Memorial Hall: "OST 179"
- Space Rig: "OST 198"
And with these additions I think I am happy with how the mod is currently. It's already gigantic so I genuinely don't feel like much else needs to be done.
This may be the last update to this mod if not for forever then for a long time. (unless this patch turns out buggy somehow and I need to fix something but that probably won't happen)
Thanks for using the mod.
Adios until my eventual return.
A new version is available. Version 1.1.0
Changelog
-Added Noodler as Septic Spreader
-Added Crapple as Stingtail
-Added Inchwrap as Rockpox Larvae
-Added Snakgrappler for Scout's Grappling Hook
-Added Trip Shot for Gunner's Zipline Launcher
-Fixed multiple bugs who were not saying their Bugsnax lines due to some file names being changed.
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.1.1
Changelog
-Added Noodler as Septic Spreader
-Added Crapple as Stingtail
-Added Inchwrap as Rockpox Larvae
-Added Snakgrappler for Scout's Grappling Hook
-Added Trip Shot for Gunner's Zipline Launcher
-Fixed multiple bugs who were not saying their Bugsnax lines due to some file names being changed.
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: