🌐 Enable All Planet Mods

by Kryzeth

Simply has every currently available standalone planet mod on the mod portal as a forced requirement. Glorified shortcut to quickly enable all planets, moons, space locations, and exoplanetary systems (mainly used for compatibility testing). 🌐

Mod packs
3 days ago
2.0
9.02K
Planets

i [Not Implemented] Erimos Prime Hard lock

23 hours ago
(updated 23 hours ago)

Could you possibly remove the hard lock on Erimos Prime to get to Volanus/Fulgora in the tech tree?

I am not sure if my all planets mods + toxic/explosive/armored btiters + some QoL mods are affecting the planet or I just suck, but after landing here for the first time, I was getting mobbed by bugs too frequently and by too many increasing numbers. I barely had 2 assemblers in 45min, slowly making yellow clips for ammo (have to make empty clips 1st) + hand crafting to keep up. Either the difficulty is set too high for the beginning rounds, (cuz they ultimately won) and I cannot progress the game being forced to "play" this world that difficulty seems to be ramping up too fast. (After you "lose" the difficulty stays the same so I cant go back and try again)

I'll try the world again, but if I can't do it, I may be forced to remove the mod just so I can progress :( Thanks!

23 hours ago
(updated 22 hours ago)

I've recently updated the information page to better address issues like this, or at least to provide better context as to what is included by default, and what is left as optional.

To summarize, all optional planet mods fall into one of a few categories:

  • Alternate Start (Lignumis is currently the only one that forces itself as an alternate start)
  • Modifies Endgame (Nexus Extended and Shattered Planet both make changes to promethium processing and modify the "endgame" in different ways)
  • WIP (includes newly released planets that plan to add more content, and older planets that are still receiving regular updates)
  • Abandoned (planets that haven't received any updates in several months, or are otherwise lacking in content with no expected updates)

Erimos Prime probably falls somewhere in between WIP and Abandoned, since the last update was 4 months ago, and it has outstanding issues that need addressing (though seemingly nothing that would make it technically unplayable, like error on load or during runtime; only balancing issues).

Putting it bluntly; this planet mod is optional for a very good reason (and I might make it a hidden optional mod, if no updates are made in the next couple months). It already isn't even mentioned in the main info page (though that is more of an oversight than anything else)

Suffice to say, I won't be doing anything about 'fixing' Erimos Prime. I would simply advise against using it to begin with.

Oh, almost forgot to mention from a relatively recent report, but it is most likely incompatible with Lignumis, yet another reason to avoid it.

8 hours ago

What a professional-grade response, thank you Kry. As there is no way for me to "reset" the planet after all my building being taken out and the bugs do not devolve wave levels (apparently), I ended up having to delete the planet to progress to Volcanus/Fulgora.

I would recommend the mod creator not hardlock key planets behind his own. Rather than gatekeeping game progression on a world that takes dedication, allow it to unlock some new weapons, turrets, and shield tech instead.

If he does not update the planet and fix the other issues with it soon, then I agree with you on removing it entirely. (what a shame)

3 hours ago
(updated 3 hours ago)

What a professional-grade response, thank you Kry

I try my best to be stay professional, thanks!

I would recommend the mod creator not hardlock key planets behind his own

The Fulgora/Vulcanus changes alone would exclude it from ever becoming a required mod, even for a 'kitchen sink' style modpack like this one.

Ideally, planet mods shouldn't make any changes to vanilla content (in terms of technology and progression); some changes are tolerable, but this is on the extreme end of that scale, locking entire vanilla planets behind something that should seemingly be an optional addition.

I'm not sure how integral the planet is (compared to something like Muluna, which is the closest analogue I can think of, locking planets behind itself), but surely the lock isn't that important. It would be nice if they could make it a setting that is disabled by default, like Foliax did with its alternate start setting.

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