#modio-feed
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A new mod is available. :tada:
A new version is available. Version 1.2.5
Changelog
- Changed carve size of nearly every material from (between 75 and 150) to 160. This gives the perfect size for making dwarf-sized tunnels to walk through.
- Changed hits needed to mine of nearly every material from (between 3 and 5) to 1.
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.2.5
Changelog
- Changed carve size of nearly every material from (between 75 and 150) to 160. This gives the perfect size for making dwarf-sized tunnels to walk through.
- Changed hits needed to mine of nearly every material from (between 3 and 5) 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 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 22.05.01
Changelog
Initial attempt to update to Season 02. This has not be fully tested yet so I am not marking this release as ready for 1.36. Use at your own risk. I've included the mineral/crystal replacement models once again but I have switched the mod to Verified but "RequiredByAll" to hopefully fix issues with desync.
I've also stolen a trick I saw used by mino to allow this mod to be loaded first and overwritten by other mods. So if you have a favorite mod that changes something that is included in abomination of a mod, you should still be able to use it.
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 2.1
Changelog
- Fixed bug where desired difficulty wouldn't apply properly
- Properly finished desired difficulty functionality (Will ONLY set once when starting the game, so if you want to drop to haz2 for a few rounds with a greenbeard you don't have to manually reset each mission) (Will still update when moving slider normally)
A new version is available. Version 1.1
Changelog
BUG FIXES -
Items will actually spawn
Polls will not start until the mission has started
ADDED -
Holiday themed spawn items
10 additional poll slots
CHANGES -
Reworked all of the default polls. (Had to reset everyones polls)
A few simple UI tweaks
Increased the max spawn count to 50 (previously 25)
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 2.2.4
Changelog
fixed bug where switching from a weapon with "always active" enabled, to another compatible weapon that is disabled caused the crosshair switch to the disabled weapon's settings and freeze on the heat value of the previous weapon until switching weapons again
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
Added floor is lava minigame toggle, changed UI, made natively spawned, uses Mod Hub, fixed a ton of errors from importing into 4.27, removed Year 3 Party as it was removed from the game, Easter did not work no matter what I tried.
A new mod is available. :tada:
A new version is available. Version 22.05.02
Changelog
Updated to work with the latest update for Season 02! I didn't include the sounds for the incendiary grenade due to an error that I dunno how to fix. Everything else should work just fine. Please let me know if you run into any issues by leaving a reply to my comment on the mod page.
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 22.05.22
Changelog
Updated for Season 02! Fixed the previous issue with the crate always showing the batteries and I believe I also fixed the longtime issue of the crate opening animation causing a lag spike. I also slightly changed the model to be a little bit more low poly and fit in a bit more with the DRG style. Please let me know if you run into any issues by leaving a reply to my comment on the mod page.
A new mod is available. :tada:
D.O.W.N.T.O.W.N. WEEK 1: HOTTER THAN HELL! Buffs multiple fire-based weapons and upgrades by 50% or less. This mod is a work in progress with many more planned changes in the future, for guns, overclocks, traversal tools and more.
Info
Version: WEEK 1
Size: 41.5 KB
Tags
[AimedForApproved], 1.36, Gameplay, Optional
A new version is available. Version 1.2.8
Changelog
What is updated for Season 2:
Character. โ
Zipline Travel Speed Increased x2. You won't fall when taking damage. โ
Enemies. โ
SpaceRig (Instant Mission Start). โ
Bosco slightly buffed. โ
Faster Machine Events Start. โ
Perks slightly buffed. โ
A new version is available. Version 4.3.2
Changelog
|4.3.2
|- Fixed bug where failsafe page wouldn't appear in missions
|
|- [I]LIB_A_WindowManager.uasset
| - [N] Will now throw error if attempting to add draggable window to screen before the window holder is ready
|- [I]LIB_A_Modinfo.uasset
| - [N] Will now only attempt mod failsafe after widgets are ready, unless auto-accept mod Failsafe is active
|- [I]LIB_W_ModFailsafePopup.uasset
| - [N] Corrected foreground color so that the checkbox aint pink
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:
Adds 4 new anomalies and 8 new warnings to the game
Info
Homepage, Version: U36_0.0.4
Size: 204.9 KB
Tags
1.35.69455, 1.36, Approved, Gameplay, RequiredByAll
A new version is available. Version Week1 V2
Changelog
Removed Breach Cutter's plasma trail heat
Removed Inferno OC damage penalty nerf (it's back to 400 from 475)
Buffed Inferno OC's heat conversion rate
Buffed Shard Diffractor's heat conversion
Buffed Flamethrower's default heat and upgraded heat
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.4
Changelog
Fixed an incorrect reference to a font type that was only loaded if Seasonal Space Rig was loaded. Imagine using your own mods and not noticing since the accidental dependency was enabled . .
No known fix for certain options not displaying an outline when Is Constant is set to false; the actual debug log shows it as true but it does not work somehow.
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version U36_0.0.12
Changelog
[o]
| -> Fixed logfile not being reset upon restarting the game
| -> Fixed Haunted Cave spawning 2 Unknown Horrors
| -> Fixed Booze Bugs not being able to reduce the percentage of intoxication upon healing should Underhill Overdose also be present
| -> Fixed Pernicious Partition causing frame drops when multiple hits were registered within a short timeframe
| -> Reduced the upper limit of Time Rupture's transition time (240 -> 180)
| -> Fixed Toon Bugs incorrectly scaling Spitballers (1 -> 4)
| -> Fixed Unknown Threat being able to select Haunted Cave on Escort Duty or Salvage Operation missions
| -> Fixed Unknown Threat being able to select Unstable Cave on Escort Duty or Salvage Operation missions
| -> Fixed Unknown Threat only considering one instance of itself
| -> Fixed Unstable Cave not starting on Salvage Operation if it is forced to be loaded on that mission type
| -> Fixed Unstable Cave not starting when a player were to stand inside the Droppod for the entirety of a mission. It will now forcefully s
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:
Compatible with ALL turret mods. Adds a homing rocket attack to MK2 turrets that can be used every 5 seconds as long as ammo remains. Intended to give some AoE to a lesser picked upgrade and give more incentive for using Hawkeye.
Info
Version: 1.0
Size: 34.9 KB
Tags
1.36, Approved, 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 version is available. Version 2.1.1
Changelog
v2.1.1, Attempting to fix a few cues not respecting the volume slider (particularly drinking reactions, stepping on hot rock, some sandstorm cues, etc).
A lot of these had no master SoundClass defined in the cue, which I figured would be fine since I had a SoundClass node inline with the branches that actually played sound. These cues all have a Random node, and one of the options for the Random node plays no sound at all, so I put the SoundClass just on the sound-playing branches rather than the base since I didn't want audio ducking to kick in when the cue played no sound. But that may not have been an issue anyway; if no sound plays period, there shouldn't be anything to duck against... in theory, at least.
Anyway, would be surprising that the SoundClass node didn't work and the cue itself has to have the SoundClass defined, but wouldn't be totally unbelievable. I added the SpeakDwarf SoundClass to every sound cue this time, so hopefully that means everything will respect the volume slider!
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.0.0
Changelog
So I was just hanging out, right, when Scout jumped out of this bush to try and steal my crate skin, I barely dodge dashed out of the way in time, but like eh, what the hell, I mean doesn't he know that Fourth Relic wouldn't even match his outfit? I mean don't get me wrong, I love my little Fourth Relics, but they are the accessories bringing the whole outfit together and I just couldn't live without them! And can you believe he was using the standard shotgun? That weapon is so last year! Anyway, so then I shot Scout with the Hyper Propellant, and he went right off the edge of gravity well, haha, what a loser!
A new version is available. Version 3.4
Changelog
-New Season 2 files. There's all the usual stuff, but the new things are:
-MaxPawnSpeed increased to 460 (was 440, vanilla 400)
-MaxStrafeSpeed increased to 345 (was 335, vanilla 300)
-FireResistance 0.4 > 0.7
-ElectricResistance 0.5 > 0.8
-CorrosiveResistance 0.3 > 0.7
-Fireball MaxRange 3500 > 7000
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:
Ever wondered which mods i use when i play? No? Well, too bad, because this mod is collection of all MY mods i use during my games. Will you like it? Maybe. And if you dont you can always use ones you like one by one, just dont forget mod limit.
Info
Version: 1.0.0
Size: 145.3 MB
Tags
1.35.69455, 1.36, Audio, Auto-Verified
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:
Not to be confused with the OG Minecraft ambient pack made by L.E.V. (which got updated recently!) This mod replaces all 13 "level" ambient tracks with 23 newer Minecraft tracks and some from mods (blue skies, aether, twilight forest)
Info
Version: 0.1
Size: 54.7 MB
Tags
1.36, Audio, Auto-Verified, Optional
A new mod is available. :tada:
Not to be confused with the OG Minecraft ambient pack made by L.E.V. (which got updated recently!) This mod replaces all 13 "level" ambient tracks with 23 newer Minecraft tracks and some from mods (blue skies, aether, twilight forest)
Info
Version: 0.1
Size: 54.7 MB
Tags
1.36, Audio, Auto-Verified, 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 mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.9.0
Changelog
-added new dreadnought exterminated lines
-added new mission selected lines
-added new dancing lines
-added new promotion lines
-added new swarm incoming lines
-added new secondary collected lines
-added new supply pod lines
-added new radiation shielding line
-added new swarm arriving lines
-added new drop pod arriving line
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 2.0.2
Changelog
Bugfix: Now audio is no longer shared with other game sounds, no more ear blasting when fighting caretaker or Ommoran :)
+Added no shield sound to when health is low
+Added over shield pickup sound when Shield boost is applied from the shield link perk
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
Changed Carpet Bomber to be more like an inverted Big Bertha/Thunderclap:
mag size down by 55, and fire speed now equivalent to BB/TC. with -1.5 RoF
Damage buffed from +9 to +11 AoE, so it will reach the 5 hit sweetspot with the +2 AoE Damage Upgrade when hitting grunts
AoE range buffed slightly from 0.6 to 1 for a cleaner range number.
Heavy Caliber Refit for GK2 now deals 1 more damage, but has more recoil, and ammo went from -55 to -75.
"Thunderclap" remains unchanged
A new version is available. Version 1.1
Changelog
Fixed a bug that prevented the missile stat changes from applying properly so the missile was using the vanilla stats of the Bosco rocket.
Changed the missile from Bosco to Hurricane missile by request of the original requester.
Improved missile targeting so it aims for center mass instead of scene root which is close to the floor - making it much more reliable.
Added guaranteed stun for 3s, changed the damage type to EventExplosion so nothing resists it or is weak to it, changed damage to 85 AoE and 30 direct (was 120 AoE, 0 direct with the previous version due to a 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 version is available. Version Week 2
Changelog
Week 2's theme: HERE COMES THE BOOM
Added a ton of explosive weapon and upgrade buffs. Read the description for full notes.
I decided against putting explosive shotgun shells back on the Boomstick and Warthog. They didn't function correctly and were pretty overpowered. I'm happy with the current dragon's breath on them for now.
A new version is available. Version 2.4.0
Changelog
Volume adjustments. Sound control adjustments. Added new tracks.
Boss: Mimic, Gator Panic, Two Pairs
Endwave: Heartbreak One, Ghosts of Razgriz, Through The Heart of a Nation
Wave: Powder Keg
WaveLooping: Two Pairs, Fortress, Bankrupt Sea, Homestead, Eminent Domain, Wolf In The Dark, The Independence Force, Showdown, Scramble (AC7 VR), Ice Cage
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 3.6
Changelog
- Fixed Full Random Cue looping. Now, if a song ends the game will pick another random song from the same cue instead of just looping the same song. (I'm not sure why it didn't work before in testing.)
- Big improvement allowing you to hear more of the 400+ songs without having to get a lucky random.
- Still no song parity as that would require an approved mod to play extra cues.
- Sorry 'bout another big download but it's worth it!
A new mod is available. :tada:
A new version is available. Version 1.2
Changelog
Contains a small rework of the "Overclocked Fire Mechanism" Oc, which is replaced by the "DSAW" Lmg refit, which does the opposite of the heavy caliber refit pretty much, making it a lot more blasty, but reduces the damage per shot by quite some. Recoil is also still pretty nifty without the balancing upgrade.
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 0.2.0
Changelog
- Ajout du dossier "MissionControlSpeakJune2019" : Mise ร jour des Plongรฉes Abyssales.
- Multiplicateur de volume augmentรฉ : 2,5 -> 3,5
Prochaine mise ร jour :
"MissionControlSpeakJan2022" -> Dรฉblocage des 3รจmes armes secondaires.
"MissionControlSpeakJune2021" -> Incursions rivales Saison 1
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version U36_0.0.5
Changelog
[o]
| -> Actually ticked the box that allows clients to interact with the terminal
|
[-]
| -> Removed all nodes related to input actions in any way, even if they were not connected, in the hopes to prevent the mod to cause resetting any settings
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 4.1
Changelog
-season 2 files
-twins butt-glow is now more blue (very important)
-lacerator flamethrower attack dmg 11 > 10 (vanilla 10) [the attack interval reduction is already plenty a dps increase]
-electricResistance 0.4 > 0.8
-corrosiveResistance 0.2 > 0.7
-BP_PlayerCharacter Beastmaster UseDuration 0.75 > 0.1 (what do you mean this is the wrong mod??)
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 3.6.2
Changelog
-added new Dreadnought music
-added new ambient music
-added new end mission music
-added new swarm music
-added .cue file replacement for Deep Dive loading screens
-added additional music for Deep Dive loading screens
-adjusted volume levels
A new version is available. Version U36_0.0.6
Changelog
[o]
| -> Fixed the options to toggle terminals on and off not actually doing anything
| -> Transitioned Resource Data from referencing Data Assets to GUIDs instead
|
[+]
| -> Added more functions to the resource library to make other mods able to interact with them more easily
A new version is available. Version U36_0.0.19
Changelog
[o]
| -> Update to be compliant with the new Resource System
| -> Fixed tokens being "lost". They should still be there but haven't been accessed correctly before
| -> Fixed Phazyonite always showing up as unavailable even though one should be able to use it by now
A new version is available. Version 0.3.0
Changelog
-
Ajout du dossier "MissionControlSpeakJan2022" -> Dรฉblocage des 3รจmes armes secondaires.
-
Ajout du dossier "MissionControlSpeakJune2021" -> Incursions rivales Saison 1
-
Ajout du dossier "MissionControlSpeakMarch2022" -> Mise ร jour Rival Saison 2
-
Multiplicateur de volume augmentรฉ : 3,5 -> 4,5 (Si le son semble trop fort, rรฉduisez-le temporairement jusqu'ร la prochaine maj)
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 QoL DRG mod improves the game's user-interface in regard to team-related or communication-related aspects. It adds more noticeable chat alert tones and other scenario-based alert tones. Verified, no impact to other team members.
Info
Version: 2.1.2
Size: 62.2 KB
Tags
1.36, Optional, QoL, Verified
A new mod is available. :tada:
A new version is available. Version 1.1.0
Changelog
Updated mod to be compatible with UE 4.27
Adjusted the Large Capacity Drums OC's reload penalty to be multiplicative
Increased the Active Biochemical Agent OC's ammo penalty
Increased the Active Biochemical Agent OC's clip size penalty
Increased the Active Biochemical Agent OC's DoT damage
Reduced the Active Biochemical Agent OC's DoT duration
A new version is available. Version 4.13
Changelog
-Season 2 files
-ApplyEffectsInterval min 0.5 > 0.2, max 1 > 0.3 (flamethrower applies heat much faster)
-Flamethrower Heat 85 > 29 (to compensate for flamethrower attack rate buff)
-BeastMasterUsable 0.75 > 0.1 (very important and relevant)
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 v6
Changelog
Updated a few changes to be a max difference of 50% or less (I prefer to round).
-Oil Extractor got nerfed range as it was way too strong. However this time I also modded the battery capacity, so the experience should still be much nicer than default.
-Flare recharge speed and mineral capacity got nerfed because there was no precedent approved mod to use as leverage.
+Machine event and Salvage mission interaction times buffed to be quicker. I don't consider these interactions to be very important balance-wise (whereas oil repair speed is pretty important since kiting is much easier with pipes, plus Bosco can help with those)
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 2.1.0
Changelog
- Cues revamped
- Fixed issue where Detonator sounds were played as Ommoran and Machine Event finishing explosion sounds
- Fixed attenuations and volumes to be more natural comparing to game volumes.
- Fixed sound duplication in one of the death sound effect.
A new version is available. Version 2.1.0a
Changelog
- Cues revamped
- Fixed issue where Detonator sounds were played as Ommoran and Machine Event finishing explosion sounds
- Fixed attenuations and volumes to be more natural comparing to game volumes.
- Fixed sound duplication in one of the death sound effect.
A new version is available. Version 1.0.4
Changelog
-
Remixed 'leavemehere' song (level ambient) so that it loops better
-
Shortened 'nothingisreal' song (end mission / escape to drop pod) so that it gets to the main part of the soundtrack quicker. This is because this particular song had a very long intro, so you were pretty much at the drop pod by the time it gets to the good part.
- I had it once where a default deep rock song was playing during a mission. So I went back and renamed all the level cues just incase any of them weren't named correctly. Hopefully this fixes that.
A new mod is available. :tada:
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 36.70906.1
Changelog
Colette Wave Cooker:
Added:
Blistering Necrosis: Blister Pop Damage doubled.
Revert to Vanilla:
Modification:
Concave Lens
Wide Lens Add-on
Power Supply Overdrive
Overclock:
Gamma Contamination's Shot Width penalty
The crosshair doesn't reflect the changes of the Increased Shot Width bonus and penalty, which maybe confused how wide the weapon can hit.(e.g., increased Shot Width bonus make the weapon can hit target outside the FoV, which makes the weapon user hard to avoid friendly fire teammates.)
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 2.1
Changelog
Adjusted file directories
Removed excess files and folders: maps and uasset, ubulk, and uexp files associated with them which resulted in a smaller file size
Created copies of materials so assets assigned to them will have their own materials in their respective folders (E.g. Smol Calli apoca bloom and FP model)
Removed _P suffix
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 4.3.3
Changelog
Mod spawn failsafe is now off by default; but it can still be reenabled or run manually
- [N][I]LIB_O_ModFailsafeSettings
- Renamed "FailsafeEnabled" to "FailsafeIsEnabled" and switched to default false
- New name so that the cast of the savegame on disk always fails :P
- Renamed "FailsafeEnabled" to "FailsafeIsEnabled" and switched to default false
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.
Changelog
- Fix spawn enemy combo box being reset when switching menus
- Fix player sometimes dying when switch class while having low HP
- Add invulnerability toggle
- Add toggle to disable spawned enemy AI (can get re-enabled by things like cryo thaw unfortunately)
- Add heal function to resupply button
- Disable some buttons that would crash the game if pressed at the wrong time
- Add experimental free camera (bound to period key)
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
Volume adjustments to loud and quiet tracks
Caved and made Turbokiller synced to the 20 second drop, originally I kept it whole to hear the whole intro lol
Removed a delay node that snuck into the stat screen tracks
Whatever else I'm missing that got changed when putting the songs into the megapack
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 mod is available. :tada:
A new version is available. Version Week3 v4
Changelog
Added incendiary ammo option for Autocannon (removed armor break option)
Changed Minigun to have true 30 rounds per second (double ammo and speed, half damage and heat and recoil. Changed OCs and upgrades affecting damage and ammo too. Essentially performs the same but now shoots twice as many bullets)
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version 1.6
Changelog
- Extensions framework allows other mods to integration and extend current functionality. Great for customized spawns.
- Backend overhaul on all systems in preparation for upcoming features.
- Reduced minimum poll duration to 5 seconds. For those that enjoy the extra spice.
- Cave leeches carve out a pocket when spawned.
- Added a donations page.
Plus a bunch of miscellaneous tweaks and things.
A new version is available. Version 1.6
Changelog
- Extensions framework allows other mods to integrate and extend current functionality. Great for customized spawns.
- Backend overhaul on all systems in preparation for upcoming features.
- Reduced minimum poll duration to 5 seconds. For those that enjoy the extra spice.
- Cave leeches carve out a pocket when spawned.
- Added a donations page.
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 RWS test 2
Changelog
Fixed the Armskore Coil Gun ammo.
- Now displays different ammo depending on whether or not the tier 2 upgrade "Controlled Magnetic Flow" is being used.
Added a toggle for enabling the mod in the mod hub menu, so you don't need to reload the space rig every time you want to toggle 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 version is available. Version 3.3.0
Changelog
General refinements all around.
CRSPR ignition sound changed.
DRAK-25 firing volume lowered.
M1000 normal fire volume increased.
Warthog firing volume increased. Reloading volume decreased.
Cryo Cannon firing volume increased. Ignition volume increased.
LOK-1 firing volume increased.
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 may 22, 2022
Changelog
An entirely new mod that uses Unreal Engine Blueprints.
The bad news: it doesn't change the stats in the loadout menu, which is a pretty significant downgrade from previous versions. Hopefully I can change that in the future.
The good news:
- Added the Armskore Coil Gun with all its unique ammo rules, which may have only been possible with this new system.
- It can be toggled without reloading the space rig.
- It won't break easily from future updates, and if it does, it's much easier to fix.
A new mod is available. :tada:
A new mod is available. :tada:
A new version is available. Version Week3 v5
Changelog
Reverted the Minigun rate-of-fire and shot-cost changes. It's back to normal but I kept the better accuracy on the Ricochet OC though.
Buffed the carve on Gunner's primary guns, Engi's PGL, and Driller's explosive grenade. I purposefully left out the Satchel Charge and Mini-Nukes though. Their carve is good enough as is.
BUT TJ, WHY BUFF THE CARVE AND DESTROY THE LANDSCAPE? Cuz RemoveMineralScatter is back and I like mining shit on the ceiling without spending half my traversal tool ammo.
Made lootbugs targetable by Smart Rifle's lock-on function. Mod will now conflict with any mods that modify the Lootbug.
Buffed both Angle aspects of the Zipline gun. This thing has been buffed a lot now but honestly it's the worst traversal gun in the game still, so cry about 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: