First, I want to thank Venca123 for the work that has gone into the mod, and pay respect to everyone's work that has gone into it.
I started playing it after seeing a video on it by some egg dude on Youtube and heavily enjoyed my experience with it. I played through the whole thing in single player and as such had the "retain recipe's between jumps"
I heavily enjoyed the feeling of upgrading the platform, wringing out more use of the new space using tricks and ideas that grew with the platform. I enjoyed the wave system that forces you off planets early. I liked the idea of having different type of planets to land on. I liked how space content was handled (the in-between jumps)
Overall it was very fun but I feel the need to document the problems I ran into for posterity and perhaps as datapoints for the developer
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I started the playthrough with a bunch of suggested mods from the mod page, in them were unique enemies for the different planets. I had to turn it off the Fulgora robots since they outranged all my turrets and just sniped my base down. Then I had a repeat experience where I teleported onto a planet with the "The neighbors have something to show you" modifier and had explosive biter nests spawn on my doorstep. They explode on destruction and would wipe out all my defences.
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It took me a while to learn what the "something from a different timeline has just appeared" meant, but the game made sure I knew what it was when it spawned it on top of my base, forcing a reload. I liked the alternative dimension platforms but sometimes they spawned too close to the platform, and the fact the turrets on it don't shoot biters was very annoying as I'd have to clear nests inside the platform.
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While playing the mod I got sick so I spent almost an entire day just grinding out the quality mechanic getting myself epic and legendary T3 quality and I'm almost certain that the quality effects aren't hitting correctly when making Quality Modules. I'd have 90% quality chance using beacons and still only 50% were uncommon or higher.
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At some point around this time, I open creative console and just game myself a bunch of higher quality tier 3 modules. Once that seal was broken, I would open creative very often when I felt that the game had "cheated" me so I will admit my view the rest of the mod is skewed
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I got myself a bunch of legendary machines so the last upgrades to the factory floor and the platform didn't actually get used.
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At a some platform upgrade the game start spawning demolishers. This forced me to save before every teleport since if I hit a ribbon world and would land on the edge, demolishers would spawn inside my base. This happened often enough that I would just load if I saw the ribbon world warning.
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Once I researched synthetic promethium the demolishers got so numerus I could no longer set up mining platforms without having to babysit the power poles. If I ever wanted to mine, I spent the entire time just sniping demolishers to keep them off the power poles and couldn't build or plan. This made me WISH that there was a warp container for power.
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The final wave was no harder then staying on a planet for the full hour you can at the end of the game.
All in all, it was an extremely enjoyable experience since I've never played any of the other Warptorio mods, and I do really enjoy the quality mechanic which I think this mod embraces. I stuck through the whole thing which is more than I can say about most overhaul mods.
Thank you for a great mod.