Thank you for taking time to respond. I appreciate it. I looked more through your mod, I have a few comments, if you are interested.
- My changes to rocket turrets and gleba evolution are mostly motivated by your pentapod defense video.
- While our methods differ, I agree with your efforts to reduce productivity and reign in quality. These two really allow too much snowballing because the numbers get too big.
- Infinite prod potency reduction. I think this is a very good idea. I had discussed exactly what you implemented with Boskid back in July, and he said he would rather change the cost of the techs, to prevent breaking changes. He proposed changing the scaling exponent from 1.5^L to 1.5^(2L) = 2.25 ^L. I implemented this now in my mod.
- Rockets more expensive: I thought about doing this just for Vulcanus. Seeing your implementation motivated me to instead give the materials for rocket parts greatly reduced rocket capacities, to specifically punish using imported rocket parts over making them locally on each planet.
About your mod specifically, I was poking through the files, and I have two recommendations (since this appears to be your first mod).
Some mods delete vanilla prototypes, which will cause your code of: data.raw[“lab”][“biolab”].science_pack_drain_rate_percent to crash. In general, my recommendation is to do something like:
if data.raw[“lab”][“biolab”] then
data.raw[“lab”][“biolab”].science_pack_drain_rate_percent = 60
end
This pattern will make it so when another mod deletes a prototype (in this case the biolab), your mod won’t cause a crash by trying to modify data.raw[“lab”][“biolab”] when it is nil. Having your mod’s name start with an “A” actually protects against this a lot, but may not be perfect. Just a heads up if you get crash reports.
Second: If you include a changelog.txt (formatted in the standard way) inside the mod folder, then you can pull it up from the mod portal and in game. Example. This matters more if you plan to do many revisions.
Anyway, I look forward to seeing the video I assume you will make about your mod on your channel.