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Example. https://dsp.thunderstore.io/package/testpushpleaseignore/Planet_Vein_Utilization/
adds a count of 'patches' of each resource type.
Or. https://dsp.thunderstore.io/package/hetima/SplitterOverBelt/
Allows you to drop splitters on an existing belt so you don't have to clear a space first, drop the splitter, then reconnect it.
https://dsp.thunderstore.io/package/alekslt/MineralExhaustionNotifier/
Gives a list of mineral nodes and extractor rates per planet and you can tell what planets are running out of resources at a glance.
https://dsp.thunderstore.io/package/appuns/DSPRecipeFinder/
One of my favorites. Allows you to mouse over an item in the fabricator and see what makes it, and what it is used for.
https://dsp.thunderstore.io/package/appuns/DSPStationInfo/
Another favorite. Toggle on a visual display of what an PLS or ILS is transporting and a visual indicator of the stock level. without having to click on each one to check.
There are several cheaty ones, but as I pointed out, several that are very useful to have. There are a bunch that will not trigger the achievement invalidation measures.
Then there are several mods that were so useful that their functionality got incorporated into the base game.
Way back in the first year of year access when you copied a building it wouldn't copy its sorters. So if you laid down a line of 30 smelters you had to go back and then individually attach 2 sorters (one in and one out) to every single one. The 'CopyInserters' mod was a huge quality of life improvement and time saver.
But eventually that functionality got incorporated into the base game.
Similarly, until a couple patches ago there was no support for blueprinting a Dyson sphere, or it's layers, nor for hiding it in the game (for performance reasons). There were some much appreciated mods that filled that lack until the game itself incorporated that functionality.
(Again providing huge quality of life improvements. I think it took me literal hours to hand lay and entire multi-layer sphere; even though each layer was the same -- I was going for power output; not for style)
So yeah, even in early access people use mods for various reasons; and I've used a couple here and there when the QoL improvement was large enough and I didn't feel that what was being changed altered the core gameplay mechanics -- the game wasn't designed to be hard because you had to hand set those components; they just hadn't yet gotten around to making it easier to scale.
Heck, The first mods for minecraft, technically, were in it's development era- Way back when, like 'classic browser mode' kind of way back, Before indev, before survivaltest.
Isn't it still technically not "complete" since they're adding to it all the time?
surely said people have much better things to do with their lives.
Because interesting questions are interesting questions, and why wouldn't people add to a thread that already exists rather than create yet another similar thread?
Do you refuse to use cars, computers, houses, and clothes, merely because they were invented more than two years ago? I guess such things are old tech now; so 2022, lol.
No - the real question is why some players feel compelled to comment on others posting on dormant threads, when they could easily ignore them and focus on threads created in the last 20 seconds. What psychology is at work here?
What is driving this fear/aversion to reviving dormant threads?
And why would players who clearly believe that other players ought to have much better things to do with their lives than commenting on dormant threads, bother commenting on those exact same dormant threads? I mean, surely they have much better things to do with their lives?
The human condition... fascinating stuff :D
Edit: I realise, of course, that you were responding sarcastically/ironically to another poster's use of the same phrase, but regardless, this issue of reviving dormant threads comes up often enough that the general points I raised still stand. What is the problem with reviving dormant threads?
That's a lot of effort to dig for a long irrelevant thread, which additionally was abandoned by OP from the get go.
Sometimes someone can drop something relevant to an unsolved thread and then it's ok but "necroing" term was created are frowned upon exactly for cases like these - it added nothing of value and often sparked confusion.