So what happen if I mix this with DIY planets?
There will be some problematic interactions related to Decivilized Subpop and Pollution if you leave terraforming enabled on my mod, otherwise they should be fully compatible.
i love you
also on siphon stations can you use Plasma Dynamo ?
or is the station itself a crude version of the plasma dynamo anyway ?
Siphon stations can install the Plasma Dynamo.
1. Colonies that aren't Habitable have a background demand for Organics to represent the need for Earth-like air.
2. Habitable domes that cover dozens of kilometers would surely need an immense supply of air.
With these two things considered, Domed Cities on non-Habitable colonies should probably have a (really) high demand for Organics to work properly.
OR
You could make it so that such Domed Cities would only function when an in-system Habitable world has an Ismara's Sling-like structure(perhaps a repurposed Atmosphere Processor?) that harvests the oxygen-nitrogen atmosphere and distributes it to them.
That seems like something that would give this new suppression mechanic some more depth while also making terraforming worthwhile-to-necessary, depending on the system.
I can't believe I have to find ways to justify the creation of terran-adjacent worlds now. 0.95a really flipped the script.
Also, I feel like the Mesozoic Park should require the Genelab as a prerequisite.
From a lore standpoint, what are organics? Does it make sense for them to be used to create a breathable atmosphere? Maybe a heavy machinery demand instead would make more sense, but I'm not sure. Ismara's Sling will be back as part of the planet type transformation rework, so I don't want to use it as part of the Domed Cities requirements.
I don't want the Genelab to be a prerequisite, but perhaps the Alpha core or improvement bonus on the Genelab could increase income from the Mesozoic Park. I'll look into this.
Yes, I've already made changes to allow Hydroponics and Cloning to be improved to increase production. They are still non-default in 6.0.0.
Do you, maybe, have any plans to make them available through the questline? Something similar to the "Red planet", which unlocks "Planet shield" Industry.
No, the reason Hydroponics and Cloning are non-default is because I think they make the gameplay worse just by being present. Some people enjoy using them so I've left them in the mod, but I don't think they can become a default option in the foreseeable future.
-All Astral gate content has been removed from the mod due to new features present in 0.95a.
Rest in peace Odysseus. We had many good runs together.
Spoiler for the new vanilla feature, don't read if you haven't done the new story quest yet.
Spoiler
Would it be possible to rework the astral gate system into the current gate system in such a manner that we could make our own gates?
Yes, I will be adding an option to build the vanilla "derelict" gates soon using Domain-era artifacts.