Hi there!
Is there a way to configure the mechanics of your mod such that it can be tailored better to specific planets? E.g., I use the Lignumis mod, and by default, you start there. They have very weak enemies (kinda baby pentapods), but as soon as you cross the threshold for ERM (30% evolution I believe?), attacks waves with “standard” biters happen.
That could be handled, if it wasn’t for the fact that Lignumis is pretty low tech intentionally (this is basically “pre red science”, you have some fun with burners, then escape to Nauvis via an intentionally crappy rocket, play pretty normally on Nauvis and then you can return normally with Factorio’s space platforms, after a relatively long time (i.e. basically normal Factorio Nauvis)). However, obviously you have no chance to defend against the biters while you’re away, you haven’t got roboports or anything on Lignumis at that time. You can defend agains biters even with wooden walls and wooden ammo, but not if you cannot repair things while you’re away that long.
Again, this is not terribly horrific, your base on Lignumis gets eaten and when you return you probably want to start a new base anyways, but nonetheless, I would find the experience more in line with the ideas of Lignumis if there were no biters at all on Lignumis, or maybe the wave attack trigger was kinda different. See also here https://mods.factorio.com/mod/lignumis/discussion/68a07ec162e19e12ca7579a9.
I understand from other discussion posts that you intentionally don’t handle enemies differently for each planet by design (or by Factorio limitations), but can you think of anything that wouldn’t break the immersion with other mods that much? Can you provide settings (“exclude these planets”) or an interface with which other mods could communicate their intentions to ERM (“I’m a low tech planet, don’t biter-wave me plz”, “I have special enemies, please use those for your mod’s functionality”)?
Thank you for considering!