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.