Hello, i've been playing this mods with two friends on deathworld settings and i like to report some bugs and problems we have encountered, as well as a minor feature request, we aren't quite done yet, but we reached cryo science today.
Features request:
It would be nice it deep oil ocean, ammoniacal ocean and lava where searchable tiles, like the natural Yumako/Jellynut soil in base SA
Missing research prerequisites:
Calcite processing should be a prerequisite for coal liquefaction, so you can acquire coal liquefaction with out simple coal liquefaction
The rocket silo research should prerequisite rocket fuel, as it is needed to use the silo
Bug:
Gleba enemies can't expand doe too egg rafts being limited to marsh tiles.
The game also prints this massage in the log warning about it:
Warning Commander.cpp:211: Enemy entities with auto place controls 'gleba_enemy_base' on surface 'nauvis' have different collision masks. Enemy expansions may not work properly. Entities: gleba-spawner, gleba-spawner-small
In order to verify this, i tested in a world without biters at a expansions timer of one minute, after one ingame hour the game hadn't managed to find a single suitable location for an expansion.
Balance:
All Gleba tiles have an inherent pollution absorption of 1.84/m (is shown as spores but still absorbs pollution), meaning they are reduce pollution much more then even Nauvis grass/dirt at 1.11/m, this leads too pollution is much less of a concern then it normally would be on Nauvis. I think it would be reasonable to change the Gleba tiles to the same values as Nauvis grass/dirt.
As a exercise in modding, i've stared to implement some of the bugs/changes above, although i haven't gotten to everything yet, if you like i could provide a PR on GitHub, for everything i got this far.
The only this giving me a real headache right now, are the gleba enemies, i so far have no idea how to fix them not expanding.
Feedback:
Another big discussion topic for us is the abundance of non Nauvis resources, while i understand the desire to keep the mod close to the unmodded SA experience, but having the non Nauvis resources spawns conditions copied from their respective planets leads to a massive abundance all but Nauvis resources. We now have acquired all the resources we need to win the game but only had to kill 2-3 medium demolishers, and without ammoniacal ocean spawning far out we could doe it without fighting a single medium demolisher. This is reinforced by the fact that most non Nauvis resources are intentionally placed close to the spawn point, which makes sense for a normal SA game, but there is makes the game a little to easy in our opinion.
Originally i considered publishing a mod that changes the generation of all non Nauvis resources to use the base game resources generation and tweak the numbers until they seem more reasonable then what they are currently. However it would also be possible to add them as a setting, for users to decide how they like to play.
Greeting
Der Failer