Not sure if it will be useful, but I did it.
P.S. I am really bad at gif optimizing...
I think the red line of text about adding abilities is sufficient for most players. An animation showing how to do it would be nice, but I think it would need to have text and red circles overlain on the video to make it obvious what the purpose of the video is and what the player is being instructed to do.
@Boggled
Just wanted to report everything is working fine, after going to Umbra I was able to start (and subsequently complete) the quest.
Great. Enjoy the mod!
Can the archipelego class be added to the terraform option?
No, I don't think this is a good idea. Having too many terraforming options clutters the UI, and it would create confusion about whether the archipelago is considered a water world or a terran world. As Uhlang and Chikanuk indicated, there would be issues regarding seeding volturnian lobsters on it as well. Overall, I think it would create more complexity and confusion, and if the player doesn't use US they won't even see it.
As per usual, I'll change my mind about this if there's enough popular demand.
add a special ending for the lobsters if your allied with the group who did it as it doesnt make sense that way
There's an explanation for this if you read the dialogue. The group in question has internal power struggles and Simmons is aligned against the current leader (who the player may or may not be allied with). This is supported by the vanilla lore if you read the section about the second AI war.
bug when you build an acropolis because it acts like a colony you get the docked once its done no matter where you are, which allowed me to insta repair when doing so [redacted] clearing
I'm aware of this exploit, but unfortunately if the player doesn't immediately interact locally with a market when it's created, there's a bug where the population size rapidly increases for no reason. I have no choice but to force the colony popup when an astropolis finishes so as to avoid this bug, even though it allows the player to repair when they shouldn't be able to.
Would it be hard/possible to make the ore levels on mining stations depend on the amount of asteroid belts/fields in the system?
I think this would be possible. I think it's a very good idea and it could easily be communicated to the player via a single sentence on the tool tip, which they are practically forced to read anyway when building a station. Thanks for the suggestion!