It moves stone towards the growing of coralmium clusters but as the mass growing of these is difficult to do and stone has a 20% chance(with a long grow timer) stone becomes a big issue early on
The coral needs to be grown on oil ocean tiles
The charged coral seeds have a 1% return rate of coralmium and 3% for the inert seed(which needs activating with a research you do not get till later)
This basically turns early fulgora into a "explore the landmasses during the day to hunt for huge ruins which give 2-3 seeds each(growth time of 10 min)
So you are left with a 10 min growth timer 6-9 plants per agri tower that hug what ever island you are building on with a abysmal return on stone with no real way to sustain early production(due to how rare holmium is and how much you need it)
In short
coralmium seeds are rare to find
take 10 min to grow
get 50 coralmium out of it per fruit
need oil tiles to grow
20% stone rate
lots of inert seeds that cost electrolyte to recharge which is rare already early on
It is a nice idea but just adding in "wood" mods as a hard requirement because they have that in the name when you don't even know what the mod itself actually does and in this case adds a bottleneck that isn't something you can overcome until you go to aquillo for foundations doesn't really fit the idea of this mod?
I get wanting to add more wood themed things but let players decide don't make it mandatory if your mod doesn't reply on it please make it a suggestion.
the wooden vulcanus and fulgora mods make me want to take this mod out alongside it just because i haven't bothered to check if this mod actually needs them or if they are just in there for the sake of it