Planet Vesta


A gas giant in the distance. There appears to be a lone chunks of rock spread about in the almost concerningly thick atmosphere. Vesta is the gas world, and all about gases. Please read the Changelog before updating to 2.0.

Content
2 days ago
2.0
2.37K
Planets Logistics Environment Fluids Logistic network Manufacturing

i Early Feedback

12 days ago
(updated 11 days ago)

After the recent bug fixes I have now played through a good amount of Vesta, and I'd like to share my initial thoughts and suggestions for improvement (I'll likely have some more thoughts after I finish the full playthrough of Vesta):

Starting with the 'pros', I really like Vesta as a concept, it gives me a similar feel to Corrundum in how you need to utilize and manage gasses (fluids) versus the usual production lines of solid parts. This allows for the deployment of more compact production lines, and given the limited build space, at least initially, this feels good. The aesthetic and feel of the planet also is hit perfectly with the mix of gasses visible to the player very easily. Next, I think this is the first planet mod since Maraxsis I have seen to expand upon the mechanics of Gleba, using the Biochambers as a step in the production chain, a little surprise I wasn't initially prepared for, but something one quick ship stop at Gleba rectified. I have yet to fully finish the planet, so I cannot "fully" comment on the "rewards" from it just yet, but extra belt capacity is nice to see (I think only Secretas has another one of these) as well as the upgrades to robots, I use more quality scaling so having Legendary Fusion robots endlessly zipping around my bases is something I'm looking forward to.

As for the initial 'cons', there aren't many, but I do think they warrant some note. First, given that Vesta requires Cryo plants to even progress in, I was a little surprised to not see Aquilo science as a requirement of entry matching the progression of Vanilla planets. I get that it's technically a sub requirement of the Cryo plant, but this is just a little pet-peeve I feel makes a little more sense. On this same topic, if this is meant to be a "post-Aquilo" planet, then getting to Vesta should also involve Large/Huge asteroids to ensure the player is aware of what they should expect on the surface.

Second, the initial feeling of getting power going was not the most "fun" thing as Fusion requires having Fluoroketone ready to go, so at a minimum you need a machine to unbarrel it. I am quite thankful to have completed Moshine and had access to the massive solar panels, but even those were struggling to only just get things going, and since I needed to connect two islands together to have my power setup running without needing too much teardown / readjustment afterwards, this full process took over an hour just to get the machines to run enough. A lot of this might have just been user error on my part, but I think this aspect of the playthrough made things a bit slow to start and explore what else the mod had to offer. I'd recommend taking a look at Paracelsin and how it allows for a minimalistic power setup to at least kickstart things without too much effort put in.

Third, and might be intended so if so, feel free to ignore. But underground piping over small "bite sized" platforms between each other was possible, but I suspect not intended, so perhaps tweak the gasses to behave like lava in that regard so you need to have a continuous platform?

My last initial criticism, being a "post-Aquilo" planet, it shouldn't be too far-fetched to expect the player to have a quite a lot of legendary (Or even just upgraded) machines at that point, and a lot of the gas/fluids in the require high base numbers (e.g., 100/200) of fluids in the craft recipe, which when scaled to legendary w/ modules, easily exceeds the 1200 throughput limit of a single pump (Yes I know, just build more, but for some areas this produces a very complex challenge with some of the fluids).

And finally a few ideas / suggestions. First, my last con point noted the pipe limitations, perhaps as a solution to this problem you can make the "fusion pipes" have a higher capacity / throughput as a bonus. Paracelsin's zinc pipes offer this, I'm aware that the big "benefit" of the pipes is allowing the transportation of plasma, but I think this should be another aspect of it. Second, for a planet that is themed around "fusion power upgrades", there wasn't all that much awarded from it. Fusion robots again are a cool thing to have, especially for very large bases, or planet / planet mods where the robot energy usage is high, but as the only "major award" it feels a little shallow. Fusion power is already relatively "free" in the game, but again, we're already talking post-Aquilo here, so why not push it further? Perhaps you can consider integrating with "Plasma Industries" in some way to offer additional tools / applications for fusion, or maybe some productivity techs for the fusion power stuff. (EDIT: Had to edit after a few more hours and seeing that there was a "better fusion cell" recipe)

All in all, a great planet mod to add to any space age playthrough (Loved the menu sims., but they might be bugged and only show the very first time you load the game with the mod). Looking forward to seeing how the rest of my base comes together and where this mod goes next!

11 days ago

Thanks much for the feedback, a lot of it is really helpful and I'm glad to see that you have enjoyed the planet so far. Making a planet is always a tough challenge not just from the visual perspective, but more so from the design/reward perspective as there's not much to offer outside of what Space Age has already given. I have a philosophy that I don't like to obsolete what you've already worked towards.

  • Regarding power generation. Fusion Power is definitely what you're intended to be running, but I was not intending for solar to be as big a struggle at it appeared to be. So I'll be making tweaks to allow Solar to be a viable alternative. The intention is that you're able to get Fusion Power up and running with some accumulators and solar panels.

  • Post Aquilo Legendary Issue: So designing expecting players to have lots of legendary/epic equipment is the wrong way to design. As a designer, I have to keep in mind all the ways a player will potentially play the game. Will they utilize quality, or will they not? It's important to design the game to where quality is not at all necessary, and that it is more a reward.

  • Fluid Requirements: I had designed it so that you would have to be utilizing a number of offshore pumps as opposed to just slapping one down and that be the end all be all. You'd have to always keep some space aside at the edges to place four or five pumps. But, I am a heavy advocate for player choice, I will add an option that makes fluid requirements much less as a lot of players might not enjoy that.

Finally, the rewards. So rewards is probably the biggest issue I struggle with. Coming up with unique rewards that hasn't already been modified to extremes or is circumvented by quality existing is probably the biggest challenge and one I personally do not have enough creativity to overcome. Most anything that can be added, a mod already exists for it and you can just slap the mod on and call it a day. The biggest reward, that being the Fusion Robots themselves, are a separate mod which already quite shameless of me to utilize. Plasma pipes themselves aren't also that impactful, and Fluid Ducts (the big pipes) are already a reward from Maraxsis. Coming up with a concept for a planet is easy enough, getting assets is a process of itself, but coming up with rewards is quite the heaviest hurdle. The only thing I can really provide is an experience and better the experience. DT-Fuel itself is quite an underwhelming reward given that Fusion Fuel is pretty easy to spam out of Aquilo anyways.

Plasma Industries is actually a unique idea to look into, but again that's just shamelessly gating another mod behind this one. Which while that would work in a designed overhaul modpack, it won't work in the setting where people just build their own playmats.

Speaking of legendary fusion robots, it's actually not possible given that recycling is turned off on a number of recipes; this is because if it weren't turned off, then it'd break other recycling loops, though it is easy enough to set an option to turn recycling on.

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