This time, you can bring a hammock. Overhauls Gleba into an archipelagic planet, with expanded planting options for more versatility and a simpler early-game. Boats recommended.
Large total conversion mods.
Version: 0.5.6 Changes: - Excavation brace map color lightened a bit. - Excavation brace now defaults to disabled, to cement its role as an optional tool to curtail difficulty.
Version: 0.5.5 Changes: - Excavation brace can now be disabled in config for players who don't like its effect on game balance or feel. - If excavation braces are disabled when already in use, existing trenches won't be destroyed but will yield one iron stick when dug (avoids breaking things). - Adjusted one of the warnings for lack of companion mod (Ironclad) to go "full-screen" only when Any Planet Start is calibrated to Gleba, rather than merely installed. - Moved most prototype setup to data phase. - Added versions to certain dependencies.
Version: 0.5.4 Changes: - Adjusted excavation brace research cost to differ between Gleba start and other-planet starts.
Version: 0.5.3 Changes: - Excavation braces, a new item and technology, "anchor" Gleba's squishy shallows to force them deeper, allowing you to create moats and sever parts of island chains. - Excavation brace recipe yield can be adjusted in config to tune the balance to your liking. - Added the Ironclad as an optional dependency for improved discoverability. - New playthroughs will now check if recommended mods are present, and inform you if they are not.
Version: 0.5.2 Changes: - Reintroduced Cargo Ships as a dependency (optional this time) for improved discoverability. - Removed slipstack plantability adjustment (now done on that mod's end).
Version: 0.5.1 Changes: - Change set mainly focused on improving the capabilities of volatile resin for supplying local defenses at shallows chokepoints. - Volatile resin now produces 250 resin per batch at baseline, up from 150. - Volatile resin and resin-based rockets now benefit from the fungal productivity research. Each receive a 10% productivity bonus per tier. - For "conservation of mass" after productivity enters play, affected recipes were adjusted a bit: - Volatile resin fluid inputs (water and steam) were increased notably (150/50 > 500/100). - Resin-based rockets now cost an additional iron plate.
Version: 0.5.0 Changes: - Introduced resin processing, a new production chain to make manufacture of basic explosives and general defenses more approachable (particularly for Gleba starts). - As you break down local flora for copper bacteria, you clue into a sunnycomb constituent capable of being processed into a more acutely combustible form (that doesn't explode in your face like boompuff). - One wood and one sunnycomb propagule, processed with 150 water and 50 steam, provides you with 150 volatile resin. - Assembling machines of tier 2 and above can produce grenades using 500 volatile resin and 5 iron plates. - Chemical plants and biochambers can combine 200 volatile resin with 1 sulfur and 2 carbon to produce 2 explosives. - Volatile resin can also be used by flamethrower turrets; its slightly sticky properties make it quite effective, but impractical to package for portable flamethrower ammo. - An additional researchable technology allows you to directly produce rockets from resin, enabling local agricultural production of rockets anywhere on the planet. - Direct resin rocket production costs 150 resin instead of 1 explosive, and takes 2x the manufacture time per rocket. - Any Planet Start is now an optional dependency, to cancel its addition of sulfur processing as a military science pack prerequisite due to new grenade acquisition.
Version: 0.4.2 Changes: - Lakebed mulch is now unlocked by crafting the agricultural tower. - Lakebed mulch is now a valid planting target for slipstacks from the Slipstack Agriculture mod.
Version: 0.4.1 Changes: - Updated world generation revision config to make available revisions clearer. - Added a config option to disable Wayward Seas world generation entirely; this is not recommended for fresh saves, but allows trying new features in a previously-vanilla save. - Update info file to indicate mod is for Space Age in the mod portal.
Version: 0.4.0 Changes: - Substantially increased the area around the starting area that is safe from pentapod spawns; it was previously decreased incidentally through other worldgen changes. - Altered core world generation to increase the scale of highlands, and overall rebalance terrain distribution for a more consistent experience on default settings. - The core world generation change is NOT compatible with existing worlds; select version 1 world generation in startup settings for backwards compatibility.
Version: 0.3.0 Changes: - Introduced fungal productivity, allowing you to more efficiently process the basic crops for improved yield. Early levels are very quick to acquire, and useful for Gleba starts. - Increased water cane yield again so it's ahead in raw fuel value for real this time. Now always yields 3 wood (putting it at ~0.89 net yield a minute vs. the other crops' 0.75). - Corrected a description error in cuttlepop (spore pod, not seed pod) and slightly updated main description.
Version: 0.2.3 Changes: - Fixed an error in stone patch depth bonus structure that was causing stone patches to generate at low density in places they shouldn't generate at all.
Version: 0.2.2 Changes: - Cleaned up unnecessary cloning of autoplace settings on new crops. - Improved stone patch richness 2x and halved highlands stone bonus from 10x to 5x. - Increased contiguity of stone patches and moved them slightly deeper into water on average (some will still be close to shore). - Stone patches that are more deeply submerged receive a moderate bonus to richness.
Version: 0.2.1 Changes: - Substantially reduced spore production from the simple crops (5 > 2 for sunnycomb, 3 > 1 for cuttlepop).
Version: 0.2.0 Changes: - Add lakebed mulch, an artificial "water soil" that raises Gleban deep lakebed into shallows suitable for walking or simple-crop cultivation. - Remove landfill prohibition on deep lake (stone cost is already enough of a downside vs. refined concrete). - With lakebed mulch providing a new way to extend footpaths, Cargo Ships is no longer marked as required, though it remains heavily recommended.
Version: 0.1.5 Changes: - Buffed watercane cultivation to make it narrowly ahead of cuttlepop in raw fuel value (grow time 3m > 2m15s, 2-3 wood instead of 2).
Version: 0.1.4 Changes: - Added missing weight parameter to the simple crops and returned their direct-burn fuel value to original (2MJ).
Version: 0.1.3 Changes: - Dialed back spoilage yield from sunnycomb and cuttlepop to line up better with the sink from ore smelting (not full consumption, but much closer)
Version: 0.1.2 Changes: - Enabled simple organic crafting processes (such as sunnycomb and cuttlepop seed processing) in assembling machine 1 for easier fresh starts.
Version: 0.1.1 Changes: - Quick buff to the simple crops (1 > 2 bacteria yield, doubled fuel value, increased spoilage yield).
Version: 0.1.0 Changes: - Initial release.