Hi, and thanks for the mod!
I've been playing a run with only this mod and a few other QoL, and it's been quite fun :)
The small changes make the planets a bit more difficult overall, which is great.
I completed vulcanus and also fulgora, and now I need to finally face gleba...
I am giving a try at the planets without reasearching the utility or production science.
Vulcanus: It was fun. It was much more challenging to start up than vanilla, since there is a dependency loop I took a while to figure out:
- sulfuric acid depends on power.
- power depends on either water/steam (which requires at least power), or solar panels (which requires quartz, which also requires water + power). I think the solution here is to start up with the terrible wind turbines (or bring some solar panels, like I luckily did). I would think that maybe something like a better wind turbine placeable only on vulcanus would help the startup quite a lot
Once power is solved, it plays almost like vanilla vulcanus, just where some recipes have some extra steps. The addition on quartz/silicon makes it a bit more challenging, but I think it was of a similar difficulty than vanilla.
Fulgora: The beginning was almost exactly like vanilla, and was overall quite quick to startup.
I completed the rocket silo quite quickly (super-easy since blue circuits + LDSs are free, and rocket fuel is also very cheap). Plastic though feels like in much shorter supply than the base game (60 science/min requires 17.7 plastic/min without prod modules, but with EM plants. This is quite a lot from only recycling LDSs).
It was also quite interesting to try to play this without any elevated rail, since it's locked behind production science.
Luckily, I spawned with two of the "small islands with huge patches" very close to the spawn island, so I could all join them in a big electric + roboport network, and I could fit the entire base there, but maybe it'd be more balanced to have elevated rail unlockable from only a small amount of fulgora science (so that it can be researched on-planet)
I feel how powerful fulgora is has been nerfed quite a bit from vanilla because modules now require electronic components, which can be obtained only by crushing red circuits (at 25% chance), or by using the very precious plastic. Blue circuits are still quite nice to export though.
With the changes to the modules, I feel fulgora is no longer the planet for trying quality gambling.
I'll report back on gleba /aquilo if I finish them (wish me luck...)