Hello, just finished a play-trough with this mod and generally really enjoyed it. Here are some remarks about the points which in my opinion could be enhanced and some general feedback.
The teleporting big worms in the early game events were quite frustrating given that they two-shot the player.
--> Maybe limit to small/medium ones in the earlier events?
For the ‘dark smoke’ spawner I even resorted to temp. changing the mod to disallow teleporting worms because I got completely stuck as they appeared faster as I could kill them. No idea how this phase was intended to be played.
Searching for shipwrecks was no fun but 'paying for the location with tech' felt too simple.
--> Maybe add some kind of basic triangulation from other wrecks feature (give direction and distance hints like 'faint emergency transponder signal from south east received')?
I am still salty that wheatley destroyed the reactor of the first shipwreck :-)
For the endgame cargo phase I build the cargo in my main base and bought it to the rocket in my backpack. Would likely add some depth if the rocket cargo needs to be assembled in a special 'payload assembly building' that needs to be placed close to the rocket forcing the player to bring the final intermediates for the cargo packages via train.
The fact that the special assemblers for ‘double-yield’ recipes instantly explode if placed wrong makes it a bit unforgiving (which in the end lead for me to using a 'safe, test and reload if necessary'-pattern). Applying some DOT on them such that they take damage each second for some time would be nicer. But quite funny if you have 10 assemblers in your backpack and have a pers. roboport equipped...
For the advanced circuits and processing units I didn’t even use the ‘double-yield’ recipes because they didn’t allow to use prod. modules so it was 140% yield in main base vs 200% yield in long distance outpost. While it would most likely still had made sense to use them laziness won for me. So allowing prod. modules there too would balance this better.
I didn’t like that the long range placing of the blue portal from the portal gun was force disabled. Should be up to the player via the setting in the mod options of the portal gun mod. With the short range I found the portal gun to be mostly useless.
The rather uneventful endgame phase building the cargo was a bit grindy. In the end I used ‘time tools’-mod and let it run at double speed, while only fixing bottlenecks and addressing other issues after everything was set up.