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Hey good point, I'm actually trying to find a solution for this that still works for the belt mod. It's on my imediate to do list :) It will be changed/improved with 1.8 patch
Thanks!
In short, the amount of the modifiers on a lot of planets at the same time is a bit overboard, and maybe a few too many plents got +3 modifiers. It should be a cool rare thing to have it happen that a planet got old workerbots and a special planetary shieldmatrix, along with Titanic life, heavy gravity, etc. Not something that happens at every 1-4 Habitable Planets.
Maybe it's just me that got this happening, or maybe that's how it's supposed to work.
Still wanted to give a comment on this cuz I LOVE the idea.
There's probably a fair few modifiers that could roll after terraforming that I can put instead. I'll see. In the end it has to make sense too.
@Simon I agree, next update that won't happen anymore.
Oh yeah, i know! In an event at the start of the game, you choose the density of modifiers and then the game generate them, what do you think of this?
As i said i personally don't care, the spawn rate is good to me.
(On a side note i dont know were i needed to put this.)
I should be able to do something creative like that with the scripts. It's a lot of new stuff for me so would require a lot of testing and I'm runing out of time with the things I have to do first. So after 1.8 :)