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Broken technology

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Mod version:1
Game version:0.1
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About This Mod

I will try to change some aspects of charging and make it a better and more durable technology. There will be more versions in the future. This regime is part of another of my regime.

Hi guys, charging and hello, I'll try to make some changes with regard to better and more durable technology. There will be more versions in the future. This regime is part of another of my regime. Change of clothes:

- Danger charge is 160 (default: 80)

- Danger can be eliminated

"Danger is no longer completely built up

- Risk now use copper for charging or card

- The rest remain the same (about technology danger)


-lifesuport charge amout 160 (default: 80)

-lifesuport can be deleted

-lifesuport is no longer full with build

-lifesuport currently uses gels 1, 2 and 3 for charging

- The rest remain the same (about lifesuport technology)


- Jet pack tank (also upgrade) will increase 5+5+5+5 (Default: 3,5+1+2+3 )

- You can remove the jetpack

- The rest remain the same (about jet pack technology)


-Underwater Shield 1 The amount of charge is 100 (default: 80)

-Underwater Shield 2 The amount of charge is 120 (default: 80)

-Underwater Shield 3 The amount of charge is 140 (default: 80)

- The underwater shield is no longer fully built

- Uses carbon to charge and board under the water shield

- Updating the shield under water ->88- 125 - 200 (Default: 38 - 75 - 150 )+50

- The rest remain the same (on wunder water protection technology)


- Radiation protection 1 The amount of charge is 100 (default: 80)

- Radiation protection 2 The charge quantity is 120 (default: 80)

- Radiation protection 3 The charge quantity is 140 (default: 80)

- Radiation protection is no longer completely built

- Radiation protection currently uses radox for charging and card

- Radiation Protection Upgrades (Suit_Protection_Radiation)プ>125 - 275 - 540 (Default: 75 - 225 - 490 )+50

- The rest remain the same (on radiation technology)


- Poison Shield 1 The amount of charge is 100 (default: 80)

- Poisonous Shield 2 The amount of charge is 120 (default: 80)

- Poisonous Shield 3 The amount of charge is 140 (default: 80)

- The poison shield is no longer completely built

- Toxic shield is currently being charged for cards or potassium sensor

-Update the toxic shields (Suit_Protection_Toxic)プ>125 - 275 - 540 (Default: 75 - 225 - 490 )+50

- The rest remain the same (on toxic technologies)


- Cold Shield 1 The amount of charge is 100 (default: 80)

- Cold Shield 2 Charge quantity is 120 (default: 80)

- Cold Shield 3 Charge quantity is 140 (default: 80)

- The cold shield is no longer charged.

- Cold Shield now uses Omegon to pay fees and cards

- Refresh the cold screen (Suit_Protection_Cold)プ>125 - 275 - 540 (Default: 75 - 225 - 490 )+50

- The rest remain the same (about cold technologies)


- Heat shield 1 The amount of charge is 100 (default: 80)

- Heat shield 2 The amount of charge is 120 (default: 80)

- Heat shield 3Charging quantity is 140 (default: 80)

- The heat shield is no longer full

- Heat shielding screen uses Maurin for charging and card

- Modernization of the heat shield (Suit_Protection_Heat)->125 - 275 - 540 (Default: 75 - 225 - 490 )+50

- The rest remain the same (about Heattech)


- Stamina 1 bonus (Suit_Stamina_Strength) 3 (default: 0.4)

- Endurance 2 Bonus (Suit_Stamina_Strength) 5 (default: 0.5)

- Endurance 3 Bonus (Suit_Stamina_Strength) 6 (default: 0.6)

- The rest remain the same (about technology durability)


- Lifeport 1 Bonus (Suit_Energy) Default: 1.5

- Bonus Lifeport 2 (Suit_Energy) Default: 2 

-Shield 1-2-3 (Suit_Armour_Health) Default 1

- Shield gain default (not changed)

- The rest remain the same (about shield/tool technology)


Ship change: 

-Number of laser charge 10 000 (default: 1 000)

- The laser is no longer fully produced

- The laser now uses emeryl for charging

- Laser heating time 0.5 (default: 0.2)

- Laser damage is 3 (default: 2.5) 

-Laser update1dmg is 1 (default: 0.4)

-Laser upgrade2dmg-1 (default: 0.7)

-Laser Update3dmg-1 (default: 1)

- The rest remain the same (about laser / ship technology)


- The damage from the ball is 3 (default: 1)

- The warm-up time of the ball is 10 (default: 6) - The default is to use the rest of the upgrade

- Ball speed is 10 (default: 7) - Other updates by default

- The rest remain the same (about Canon technology)


-The amount of the shield charge is 500 (default: 200)

-Shield can be removed

- The shield is no longer completely built

- Currently Shield uses (only) titanium for charging or card

- The rest remain the same (about Shield technology)


-The amount of charge of the pulse drive is 1000 (default: 200)

- The pulse driver is no longer full

-Pulse drive can be removed

- The impulse drive now uses the suspension to charge

- Pulse driver bonus (Ship_Pulsedrive_Minijumpfuelspending) default: 1 (possibly modified)

- Driver's bonus on the brand (Ship_Boost) is 200 (default: 100)

- The rest remain the same (about impulse technology)


· The hyperengine charge is 50 (default: 5)

· You can erase the hyperengine

- The hyperengine bonus (Ship_Hyperdrive_Jumpdistance) is 10000 (default: 100)

- The bonus of Hyperdrive Boost 1 (Ship_Hyperdrive_Jumpdistance) is 20000 (default: 200)

- Hyperdrive Boost 2 (Ship_Hyperdrive_Jumpdistance) is 40000 (default: 400

- Hyperdrive Boost 3 (Ship_Hyperdrive_Jumpdistance) is 80000 (default: 800


- The amount of charge of the launcher is 100 (default: 600)

- You can uninstall the launcher

- The cost of take-off of the launcher is 10 (default: 150) - Jump 10 times

- Washing machine now uses unstable plasma for charging

- The bonus of the pulse drive (Ship_Maneuverability) is 5 (default: 1)

- The rest remain the same (about the launch technology)


Multiple tool changes:

-Number of laser charge 1000 (default: 200)

- The laser is no longer fully produced

- Laser now uses gold for charging

- Laser bonus (Weapon_Laser_Mining_Speed) is 5 (default: 1)

- Laser bonus (Weapon_Laser_Heattime) is 12 (default: 6)

- The rest remain the same (about laser / weapon technology)


-The amount of charge in volts is 1000 (default: 200)

- The bolt is no longer charged

- The default is volt charge

- The rest remain the same (about Voltech)


- Grenade charge is 1000 (default: 20)

"Grenades are no longer fully built

"The grenade now needs nickel to recharge.

- Bonus of Garnet (Weapon_Grenade_Damage) is 500 (default: 100

- Grenade Bonus (Weapon_Grenade_Radius) is 5 (default: 2)

- Bonus of Garnet (Weapon_Grenade_Mining_Damage) is 500 (default: 200

"The rest remain the same (about grenade technology)


-Scan 1 Bonus (Weapon_Scan_Radius) default is 1

- Scan 2 bonus (Weapon_Scan_Radius) is 1 (default: 1.4) -> Try Nerf

- Scan 3 bonus (Weapon_Scan_Radius) is 1 (default: 1.8) -> Try Nerf



Installation:

Copy / paste only 1 file.


This mode is part of another mode of mine:

Item payload value -> Recommended for this mod_MOD. support target1.Park

Who I am - I test (this file has a lot of text, descriptions, extraneous text, etc.). Yes.). Long Way)

Replace a small part of the craft system (product) -> It is recommended for mod_MOD.Best products.Park

Broken technology

All products for trading -> Recommended for this mod_MOD.All trading V4.Park



Just _MOD.Broken technology 1.Some products have no charge value, so the pack needs my other modes.



Added multiple versions:

 -_MOD Broken technology 2.Pak launcher uses geridium and pulse engine uses carbon (the rest is the same as v1)

 -_MOD Broken technology 3.The Pak launcher uses iridium and the impulse engine uses chrysoonite (the rest is the same as the v1).

Similar Mods/Addons

Game Version *

0.1 (Broken Technology-229-0-1.zip)