This Moon of Gleba emits strange energy signatures which interfere with conventional energy sources. Use the limited power it provides to explore ancient vaults of a long gone civilization. Discover new ways to construct your machines and conquer space with your very own tool-assisted legs.
Mods introducing new content into the game.
New places to build more factories.
Transportation of the player, be it vehicles or teleporters.
Augmented or new ways of transporting materials - belts, inserters, pipes!
Armors or armor equipment.
Changes to enemies or entirely new enemies to deal with.
Furnaces, assembling machines, production chains.
I assume that you want players to be able to come to the planet relatively early, and build up science on the planet, just considering that there is a large amount of raw resources available without being able to ship them out until much later, if you end up going as one of your first planets its fairly easy to mine out, especially considering you are somewhat intended to be able to leave somewhat freely, but you can't freely get back to the planet if you are on another before further technology, perhaps adding a unique recipe for purple science or adding plastic production without coal synthesis as the planet does not have any science pack prerequisites (any of the starting planets would allow you to get plastic) such that you can get some levels of hacking efficiency.
Captures are really easily destroyed/stopped by enemies spawning directly on top of them, the security key somewhat requires gleba, would hope for a method to aggro them before then
Rockets can get planetlib locked into the non planet specific recipe, Likely muluna
Vault protection pylons can sometimes rarely spawn on the enemy force causing infighting
Perhaps the vaults could get some electric/explosive resistance? also it should probably die along with the access console
10% of Intruder remain patches don't spawn with a vault on them
The threat scaling for pylon spawner spawning is quite low for requiring 11 pylons and requires a relatively larger then necessary network to get off the ground, also seems very difficult to automate
Ideally the warping would work when you have more than 1 Interplanetary landing pad
A bit confusing the vault access research requires you to craft a key before you can craft one
Would be nice to inform the player that they can check the current alertness via the planet evolution
The factoriopedia could be cleaned up, arguably important just to reduce confusion in some cases
While its not too bad overall, I hope you might be able to reduce the lag when generating new chunks
Hey, thanks for all the feedback!
I assume that you want players to be able to come to the planet relatively early, and build up science on the planet, just considering that there is a large amount of raw resources available without being able to ship them out until much later, if you end up going as one of your first planets its fairly easy to mine out, especially considering you are somewhat intended to be able to leave somewhat freely, but you can't freely get back to the planet if you are on another before further technology, perhaps adding a unique recipe for purple science or adding plastic production without coal synthesis as the planet does not have any science pack prerequisites (any of the starting planets would allow you to get plastic) such that you can get some levels of hacking efficiency.
The intention for it was to be more of a companion planet in the early game, becoming more relevant as you get more tools from other planets. You get all the tools to start a base, but you will have to get some imports from Gleba (or other parent plant) after unlocking the bunnyhop engine. Especially since scaling the native science requires requires biolchambers for turbofish breeding.
But yeah, regarding red circuits, I have been thinking about making them more abundant, and resource numbers definitely still need tweaking.
Captures are really easily destroyed/stopped by enemies spawning directly on top of them, the security key somewhat requires gleba, would hope for a method to aggro them before then
Agreed that the behaviour is weird sometimes and needs some improvement, not sure yet how though. By "aggro them" do you mean to get them make pylons? or is it just about the durability for the security key? Interested in your setup next to the vaults, I rarely had captures stopped on low alert level with basic defenses. On high alert level I would expect this to happen more frequently. For sure needs more balancing though, will try to improve this in the next few days.
Rockets can get planetlib locked into the non planet specific recipe, Likely muluna
I hoped planetlib would deal with that. Muluna's recipe is explicitly excluded, can you give me the list of mods/planets you use to further check?
Vault protection pylons can sometimes rarely spawn on the enemy force causing infighting
Testing this currently, hoping to fix that with 0.5.7
Perhaps the vaults could get some electric/explosive resistance? also it should probably die along with the access console
Good catch, will add resistances for 0.5.7. Had them die together before, but decided against that. I have some future content ideas where that would be relevant.
10% of Intruder remain patches don't spawn with a vault on them
You mean the vault is missing sometimes? Yes, happens sometimes, not sure yet if this should be a problem or is just a nice unobstructed resource patch.
The threat scaling for pylon spawner spawning is quite low for requiring 11 pylons and requires a relatively larger then necessary network to get off the ground, also seems very difficult to automate
Yes, definitely needs more balancing, but it is supposed to be challenge. What do you mean with large network neccessary or difficult to automate?
Ideally the warping would work when you have more than 1 Interplanetary landing pad
Did not think anyone would run into that so quickly :) Yeah, will address this soon.
A bit confusing the vault access research requires you to craft a key before you can craft one
I hope that's not too big of an issue, given that finding one is one of the first things you have to do here and should be pretty straightforward.
Would be nice to inform the player that they can check the current alertness via the planet evolution
I think it needs a dedicated UI given how relevant it is, but yeah, there will be something.
The factoriopedia could be cleaned up, arguably important just to reduce confusion in some cases
Interesting to hear that, can you give some examples?
While its not too bad overall, I hope you might be able to reduce the lag when generating new chunks
Also interesting to hear, will look into that.
For the aggroing, I mostly only had issues at 50% + scaling, It is mostly that it feels that you are forced off planet in order to get prod and better keys.
I have the planet on top of a giant save so I don't want to have to deal with the 2m load times as I disable mods one by one, I can send you the list to you if you don't find the issue otherwise I can just use the editor to unlock the silo
For the free patches I suppose its fine that way, I would rather have an incentive to kill some vaults if I truly needed it, I mostly was frustrated because it made my base even larger
For the base/network/pylon scaling I am mostly noting that you need to occupy a 100 by 100 chunk area to get a 60%+ threat, quite annoying if you primary want the pylon reward and are fine with limited science output otherwise.
It doesn't seem possible to automate pylon collection as far as I know, I hadn't thought to exclude the vault spawner from the target list so I suppose its not as bad as I had thought as I was farming one or two pylons per spawner enemy and thus the waiting was even more tedious then needed.
Also sometimes vault defenders (summoner) will spawn as neutral
For the factoriopedia, The warp sequence item, the planet tile names/picture, the harenic energy field description could also be put in the description of the planet, the keys could have the conversion result on the top like the capture rocket, the simulations for the enemies, descriptions for the enemies, clearer differentiation between the pylon types
Also a suggestion, could pylons be able to warp themselves in from storage? Obviously this could have some issues with planets that do not allow cargo drops before a set research but I assume the bunny hop engine also ignores this restriction.
I have the planet on top of a giant save so I don't want to have to deal with the 2m load times as I disable mods one by one, I can send you the list to you if you don't find the issue otherwise I can just use the editor to unlock the silo
It should use a non-default rocket recipe, right? Because the default one is blocked by surface condition. Unless some other mod resets the conditions.
For the free patches I suppose its fine that way, I would rather have an incentive to kill some vaults if I truly needed it, I mostly was frustrated because it made my base even larger
Oh, interesting, didn't even think about that but I guess it would make sense to i.e. raise alertness massively if a vault is killed.
For the base/network/pylon scaling I am mostly noting that you need to occupy a 100 by 100 chunk area to get a 60%+ threat, quite annoying if you primary want the pylon reward and are fine with limited science output otherwise.
Yeah, it gets a bit big quickly, but there's always the option to change how much alertness each vault creates in the settings.
It doesn't seem possible to automate pylon collection as far as I know, I hadn't thought to exclude the vault spawner from the target list so I suppose its not as bad as I had thought as I was farming one or two pylons per spawner enemy and thus the waiting was even more tedious then needed.
Yeah, the spawner will probably summon one pylon immediately in the future or something similar. Needs some more testing. I will add a setting to automatically mark captured pylons for deconstruction, would make sense but should not be the default I think.
Also sometimes vault defenders (summoner) will spawn as neutral
I don't see how that would be possible, gotta do some research on that.
For the factoriopedia, The warp sequence item, the planet tile names/picture, the harenic energy field description could also be put in the description of the planet, the keys could have the conversion result on the top like the capture rocket, the simulations for the enemies, descriptions for the enemies, clearer differentiation between the pylon types
I see, yeah simulations need some work, will have a look at the descriptions.
Also a suggestion, could pylons be able to warp themselves in from storage? Obviously this could have some issues with planets that do not allow cargo drops before a set research but I assume the bunny hop engine also ignores this restriction.
Bunnyhop engine actually does respect that. I don't think it would make sense for them to warp in from nothing. Probably a bit too strong, too. You need to ship at least one per planet initially, then that pylon can warp in other pylons. You could put it in a spidertron etc. with bots and some energy flooring.
The rocket uses the default one, its restricted by the surface condition but its set by script.
So for the pylons, they don't really feel that convenient, considering their relatively small build radius you need a lot of them if you wanted to "replace" a bot network, and you need to go to at least one other planet before then, I just generally feel its not worth adding in the pylons when its so easy to bring enough machines for the bot network to build whatever I want, it has some value for quality and or new machines from other planets but once again, its just not worth the space, cost and time to set it up just to have a slight upgrade here and there, I would rather travel to the destination and make a larger rework in mass.
If it can be warped in without another pylon it has some use as a replacement for a spidertron, obviously you could restrict it to cargo droppable planets and within radar.
Also if for some strange mysterious reason there seems to be no construction bots in your roboports and your factory was suffering you could retroactively do something, especially if you were stuck on a cargo locked planet that was too far to bunny hop from, not that I would have any experience with this kind of incident.
Yeah the pylons will get a range upgrade when there is a way for them to also deconstruct things. Right now you would need a bot network anyways because of that, so yeah, they are not really replacing that yet. But they should be a feasible alternative in the future.
not that I would have any experience with this kind of incident.
I can imagine this would be pain if this ever happened to anyone. But I guess that's one reason the cargo locks exist :)