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That being said I did not like it.
In particular I hate how you are forced to make petroleum / plastic from wood. The whole production chain is painfully inefficient so you need dozens of machines to produce enough to launch a rocket. In the end it is just easier to import components from Nauvis. Muluna also does not give any interesting technology.
Cerys - I hated that one too. I did not like how random the enrichment of uranium was and how mod forced me to a single path of progression. Space on Cerys is extremely limited, so you can’t really grow your factory, your progression speed gets throttled by energy. In the end technologies provided by Cerys were simply not worth it.
Aside from full planet mods there are also planet-specific mods / extensions for Fulgora, Gleba and Aquilo. There are also several post aquilo mods (like secrets and frozeta).
For Aquilo I would recommend dredgeworks frozen reaches - it adds deposits which yield asteroid chunks. So basically you are able to build self sustaining base on Aquilo. If you combine it with mod which adds additional asteroid recipes you could potentially do megabase on aquilo.
For Gleba you can try on wayward seas, which overhauls map generation for Gleba and adds some cultivation options. There are also mods like slipstack agriculture and other mods from the same author which work nicely with the other Gleba mod.
For Fulgora there are several options, most notable ones are Scrap Reprocessor, Fulgora extended and Fulgoran Sludge. They modify scrap processing and change Fulgoran ocean to custom liquid which can be processed to scrap and other things.
There are also smaller mods like Nuclear science which is for Nauvis or Biochemistry which adds some uses for biochambers on every planet.
Moshine and Corrundum are probably closest to vanilla experience, they provide production chains specific to planet and resources present there, you are also rewarded with useful technologies.
Maraxsis is very unique, it has its own theme, which does not fit completely into space age concept where you land on a planet, build a factory which uses local resources, make science and leave. Maraxsis actually encourages you to move your science production there (basic Nauvis sciences), forces you to deal with quality and has lot of unique mechanics. Reward is also not that significant - one mildly useful technology and buildings which help with quality. Maraxsis is more about journey than the reward.
In terms of balance it depends on what you call overpowered, moshine gives strong solar panels and accumulators, but you usually go there around Gleba or after Gleba and most post Gleba ships will run on nuclear or fusion. Corrundum gives really strong thrusters. I was able to pull 2-3x speed of normal ship, but you can’t just slap those thrusters on every ship and call it done. Higher speed means more asteroids your defenses have to deal with, way more fuel consumption, so it forced me to do complete redesign where I repeatedly tested ships until they were able to fly safely. I would call it an interesting challenge.
Most post Aquilo planets such as secretas and frozeta feel bit out of place in terms of progression. Basically after aquilo you have all the technology you need to go anywhere. So motivation to go there is really low since Aquilo is the usual finish line.
I think for myself, Maraxsis was the only mod that made me feel I had an advantage that was overpowered as the Hydro Plants give a 50% quality bonus. While they cannot build much, they can still create things that could be broken down for lots of quality components. The next time I do a run, I will probably just keep the Frozeta mod as it gave me something more than Aquilo as the end game. The other mods were interesting but do not have the polish as the base game. Frozeta isn't as polished either but it did provide a nice challenge.