Oh yeah, AI can go strange places and is often just a yes-men. you have to be specific with your prompts so that it won't just agree with you or go in tangent.
Kind of the reason I am enjoying this process. Yeah, I don't have them time to dedicate to creating it myself, but I can conduct it's creation. It's why I wanted to be totally upfront and honest about how this mod has been made. It's AI slop, but for me it's my heavily curated AI Slop that I have spent hours upon hours refining it's instructions. It's not the same, but I believe that there is an art to prompts. Would still have loved it more to have time to invest it actually learning it for myself.
For anyone starting a similar process I have the following advice at the start:
Tell it not to agree with you, challenge what you are asking or you'll get a tonne of "good idea, lets implement it like this"
When suggesting something new, ask how it could impact other gameplay items or the gameplay loop.
Tell it to use best practice for better integration - This mod should work with multiplayer (although probably won't be used for it, the functionality remains)
Tell it to only build/ increment build when you ask for it
Regularly ask it to reassess the code base
Ask are we doing this the simplest way? I do have a background in coding and a good understanding of the factorio modding system so have been able to direct it to events/ hooks, but if you have none that question should capture some issues.
Gone off on a tangent there, I am defo somewhere on the spectrum!
But I've been thinking about this issue of opt in XP scaling. You could base it on how many types of science pack it's using. If you want to make sure the Progression isn't too reliant on Research but that Re search is still significant. Research could give a Level bonus for each of them researched and it could be 20% of a level per Science Pact Type or maybe 10%, it could be independent from the XP scaling. Though I fear there might not be enough skills to pour points in to really make that work. But it's an idea!
This is something I probably need to address later for the late game. A small bit of background. I could go the route of you only have so many skill points so make them count, it's not my favoured thing. I like if you invest the time, have it all. That comes at the expense of not making it feel boring or to overpowered. I could be loving a save and then a mod kicks in and removes any sort of challenge, depending on the aim for that game it could kill it, god modules is a good example of this.
I do want to make sure that level ups can always happen and I am not going to stop anyone from having them fast, but ultimately I want it to supplement gameplay without being too cheaty - and there are definite too cheaty elements in for some. I need to look at the level deltas and at some points address skill points per level and skill cost. I just like getting alot of skill points on level up so I can do stuff with them.
This mod was initially created only for me, I uploaded it on a whim. It's turned out to be a good idea as I have had some great feedback and bugs reported, so thankyou for you points, the level curve will be looked at to ensure progress remains meaningful without hammering the level up sound too much and overloading on skills so it becomes a drain/chore to allocate them.
Edit: I will add, whilst the mod is AI, all the forum posts are by me, no AI input. I take the time to read and digest all the posts, my spelling and grammatical errors are my own....