Hi just wanted to save love your mod. Been using it since I've started playing. One QoL thing I was hoping you could add is the ability to cancel terraforming? Sometimes I click add volatiles on a planet that I plan to use soil nanites on and there's no way to cancel it except to choose another terraforming option.
You can also "cancel" terraforming projects by causing one of the requirements to become false, which will keep the project stalled indefinitely.
That being said, I'll add an option to cancel the current terraforming project in the next patch. Thanks for your feedback and I'm glad you're enjoying the mod!
Hi! Love your mod. I do think being able to just craft any item right from the start is a bit broken. What do you think of a system that requires the player to find the item first and sacrifice said item in an industry in order for your scientists to reverse engineer them, then the player will unlock the ability to craft the item? Just a suggestion, great mod regardless and thank you for your work!
I'm glad you like the mod!
I think it's not accurate to say the player can craft anything they want right from the start, since the requirements for crafting are a size 5 colony and Orbital Works with a pristine nanoforge installed. The player will not be able to start crafting until they've reached the late game and probably already have several special items.
I do think some additional requirements might be appropriate to make the system more interesting. I don't think "sacrificing" items to get a blueprint is a good idea, since the player will only need a single copy of many of the special items, and may be unable to find even a single copy of some items.
I'm considering adding a requirement that each item crafted costs two story points in addition to the other requirements. This will force the player to choose between crafting special items, improving their buildings, or doing other stuff like putting permanent mods in their fleet. What do you think about that?