Thank you everyone for your patience! I was able to update the mod for Interceptor. Please let me know if any issues arise. I have not been able to add new content yet. I will see what I can do in between breaks. Enjoy!
Hello! I came across this sick mod when trying to figure out a way clear out the pesky hazardous gas pod plants, and this has everything I need and more. Is it updated for Worlds 2, and can I install it without fear of b0rking my save?
Hey guys, update on my end: I'd love to update this but I am just extremely busy. Full-time gamedev so it's really difficult to work on any other project for the foreseeable future. If any other modders would like to dissect the mod and update on your own, feel free to do so.
I would also love to see this mod updated; it fixes everything I disliked about the base game and adds lots of other things that I really like! However, I do understand how long it takes to make a good mod and I do hope things are getting better for you :)
This is an amazing mod and such a professional looking mod page here. It's hard to break the videogame habit of checking every box, but in vanilla the player is almost punished for the effort with the useless trickle of oxygen and carbon from these containers. Rarer containers and rewarding rewards feels so so good. Fewer awkward create openings, but better payoff makes it less work and more exciting!
I wish you had added some options for the more static changes it makes though. Totally removing toxic plants seems like a bad move- though I totally understand making them rarer. The gas plants being limited to toxic planets would make perfect sense, but eliminating them entirely feels bad.
The other change that feels like a confident misstep is entirely removing the function of the v1 Atlas pass! Leave the progression intact please, or give us an option to leave it. I'd love the idea of the containers having rarer materials gated behind the progression (and the sacrifice of an inventory slot for the key), but why remove the element entirely without adding something else to use the v1 pass on?
Very much looking forward to the planned plant changes and new crystal models. Really hoping you add separate packages for the more controversial and drastic changes: Atlas pass barrels, hazardous plants removal, and knowledge stone changes (though I'd personally keep your setting for this, I see a lot of people don't love it). Hope another lua gets added as well, so I can merge this with other immersion mods.
Would it be possible for you to upload a standalone option for the crystal recolors? I love them and would love to be able to use them no matter which environment generation mods I'm using.
Could you add simple toggles to the .lua? I overall really like this mod, but I don't like that it removes hazardous flora and knowledge stones... mostly the flora, as on planets without caves it makes the hazardous flora mission straight up impossible... missed out on a bunch of storm crystals due to that. So individual toggles for the mods many changes would be awesome.
This mod has honestly improved the exploration and grind experience MASSIVELY - so thank you for that!
I do have an issue though that, as far as I can tell, seems linked to this mod. Randomly when mining a rock my entire suit and ship inventory will be filled with geode stacks, which is great if I wanted to farm $$ but is otherwise a bit annoying for obvious reasons. Does anyone have any info on this?
Same thing happened to me. Just had created a new save and was collecting ferrite dust do repair my scanner, then suddenly all my slots were filled with ferrite dust
Glad to hear it's an improvement! This mod doesn't affect terrain generation or anything with ferrite dust or geodes. This mod does change the REWARDSTABLE file so perhaps a conflict is occurring with other mods that also change that file? It could also be more recent NMS updates have changed the file--at the moment, ImmersiveGen is only up to date for Interceptor.
110 comments
I wish you had added some options for the more static changes it makes though. Totally removing toxic plants seems like a bad move- though I totally understand making them rarer. The gas plants being limited to toxic planets would make perfect sense, but eliminating them entirely feels bad.
The other change that feels like a confident misstep is entirely removing the function of the v1 Atlas pass! Leave the progression intact please, or give us an option to leave it. I'd love the idea of the containers having rarer materials gated behind the progression (and the sacrifice of an inventory slot for the key), but why remove the element entirely without adding something else to use the v1 pass on?
Very much looking forward to the planned plant changes and new crystal models. Really hoping you add separate packages for the more controversial and drastic changes: Atlas pass barrels, hazardous plants removal, and knowledge stone changes (though I'd personally keep your setting for this, I see a lot of people don't love it). Hope another lua gets added as well, so I can merge this with other immersion mods.
Thank you in advance!
I do have an issue though that, as far as I can tell, seems linked to this mod. Randomly when mining a rock my entire suit and ship inventory will be filled with geode stacks, which is great if I wanted to farm $$ but is otherwise a bit annoying for obvious reasons. Does anyone have any info on this?
It happened to me on Lasagna biome generation and TerraFirma