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Finally a way to actually make use all these nodes without being an influence faction!
Can´t wait to fit those onto Vodyani or Vaulter ships to make them the Nomads they are supposed to be.
The same resource values are used, but you will not get resources from influence like in DSM.
You can use this mode on it's own, or together with DSM.
I don't see the cause of the issue with the system improvement.
The only conflict I can find is in the tech tree.
Case1: Loading Mining Modules after Enhanced Space2 will undo the changes he made to the MM unlock techs.
Case2: Loading ES2 after MM will remove MM unlocks from the tech tree.
Case1 could be causing further issues down the line.
I've asked Kuma to integrate the MM unlock techs into his mod.
If he does so, it will make the mods compatible, when you queue first MM, then ES2 - not vice versa.
Which kind of sucks, tbh. Both this and Enhanced Space look really fun, and I think it'd be awesome if I could play them together, should they be able to play nice.
I also renamed them back to probes, because even I was starting to mix them up.
Unfortunately I cannot make them work for special nodes, because the game has a hard-coded core, that cannot be modded.
As for the modules, the point is for mining ships to be more specialized instead of a one-ship-mines-all-approach. Since Hyperium is not found in combination with Antimatter or Quadrinix on the nodes, the split makes sense.
I'll leave that as is for now, but the mod is in it's first version so if it really doesn't play well I might change it later.
Cooldown 5 Turns, Lifetime 5 Turns.
But Lifetime is 0/1 Turn and cancels always at the start of the next turn.
Also Fuel Processor and Containment Field Generator should be combined like Mining Beam Regulator and put under Plasma Metalurgist
Harvest Drones would be good for Atmospheric Filtration and Minig Drones for Maximied Exploitation, just a thought