Okay, so first of all: love the mod! I play it with dredgeworks, so all the "peaceful" resources are underwater, and land-bound resources have to be fought over. The resource droppings are also quite nice, and I like the active resource farm potential.
However, the resource farm potential is too strong! o.o
Triggering the nests makes them spit out a couple of biters, before they go dormant. When I first encountered this I simply underestimated the biters (they are roughly 3-5 times stronger than other biters of similiar evolution BUT they have neither spitters nor worms, so that's a plus. But after advancing through the tech, I realized two things: disabling the projectiles in their current state isn't really optional (I play with stable foundations that are completely overpowered vs normal biters when used for turrets, but against resource projectiles it makes them hold out 3 shots instead of 1), and the other: these nests go dormant no matter wether my player dies or not.
I trigger them, they send out a wave of biters, then they go back to sleep and full health. I might get damge checked (i.e. the nest counts me as inactive if I haven't killed a biter in so long) but then again, they are 3-5x stronger than normal - and with my mod setup I don't even encounter uranium biters!
Now I don't mind any of this really. But in the long run I need to know wether I found a bug (likely an incompatability thing I'm wayyyy to lazy to figure out, but I do play with a lot of mods), or if this is intentional, OR if I simply misunderstood dormancy, and I need to... constantly mine while also attacking them? melee the nests?
Looking forward to suggestions and ideas on how to continue from here.
If anyone is looking into using this mod as a resource farm: use waterfill or "biters hate concrete" I don't think I ever saw a mod add affordable turrets able to handle with this on its own^^