Hi,
Currently past Muluna in our playthrough, and on Vulcanus/Fulgora in progression. Since we're this far through already in this new-ish modpack, we can give some insights through 'playtesting'. Would like to make a few balancing suggestions to make post-Nauvis progression on other planets (particularly Vulcanus) more worthwhile so warranted a separate discussion thread.
It is also possible I've missed something crucial in our playtime so if I'm missing the obvious please let me know.
As far as it seems, Vulcanus does not currently seem worth the effort of landing and setting up a rocket pad. Graphing out similar ore/plate yields in Foreman, it shows it needs a ludicrous amount of buildings, lava, intermediates, and other resources (most of which need to be imported since there is no way to make them there) to have basic ore production with a fraction of ore per minute than you can achieve on Nauvis before going to other planets.
Since vanilla Vulcanus is all about metals and foundries and sheer metal output, here are my suggestions in theme of the planet from what we're experiencing so far:
1. Drastically increase ore yields from lava/calcite - the amount of infrastructure and inputs for comparative ore yields to mid-game Nauvis is too large. I'd suggest changing recipes to create metal ingots from lava/calcite/anything else in foundries and to move away from volcanic residue going towards crafting the bobs/angels ore sets. You could:
a) Craft metal ingots from lava/calcite in foundries, or they directly output molten metals. Can be tiered in some fashion so allows like bronze, brass, and invar need a few more things to craft instead of standard iron/copper/lead etc.
b) Lock these molten metal foundry recipes to Vulcanus only to preserve bobs/angels metallurgy chains
2. Concrete (and mud, clay bricks, etc.) are not craftable on Vulcanus without importing anything. There is no mud water chain so lime/sand/mud ingredients for clay bricks and concrete are not possible. Many buildings require these for crafting so it would make the Vulcanus experience far less obstructive. Fulgora has these chains specially for it so something similar to mud water from stone/water mixtures could be possible.
3. Mining tungsten on Vulcanus required big miners, of which a foundry needed to be crafted to unlock big miners which required tungsten carbide which was unlocked by a later tech after big miners. Had to import tungsten powder mixture to break the deadlock, which wasn't game-breaking but generated friction.
4. Crafting rocket silos requires concrete and circuits, of which most cant be crafted here easily, especially wooden board based circuits.
5. No way to make rocket fuel for rocket silos without importing it here
Fulgora appears to be much less obtruse to set up on. Had to request more blue circuits and brass to get started properly but other chains here feel good. One exploit I will mention is how Fulgora has unlimited power (not from lightning + accumulators), where you can place fluid burning generators and pipe in the naphtla ocean for free limitless power. Fulgora is more in theme as the energy/electricity planet so this is probably intentional and thus not a huge deal.
Hope some of this feedback helps! Looking forward to continue playing!