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while the renn ponds stack.. so does the mood debuff..
power draw feels a tad high
Any way to change how often the Renn effect is checked, maybe a few times a quandrum instead of 48 times a day?
The buildings have too much health. At 5000 hp, the pool can go anywhere and be ignored, even during raids. I would probably try 100, 250, and 500 health values.
The effect stacks, making it pointless to build higher tier buildings or farm fibers. Combined with their health, you can build any number of pools anywhere, so space doesn't matter.
The power drain of the reactor and gate are absurd. In a vanilla tech game, 5000W is a big ask, and one I didn't bother with when I saw the pool stacked. I recommend 1000W for the reactor, and 2000W for the gate.
I think these changes would make the mod far less cheesy and the later buildings worth using.
Entry stage Renn Ponds and Renn Fibers are neolithic.
Medieval stage for Domestic Renn Fibers.
Industrial stage for Renn Reactors, etc.
Spacer for Renn Gate and Capsules.
* Reduced how often renn fibers and domestic renn fibers appear in the world a lot
* Compatibility with MinifyEverything mod: Fixed minified ponds, tanks and gates. Uninstalled buildings will not cause the renn effect anymore.
* Multiple renn buildings per map are now allowed and their effects stack.
* Renn effects are now applied per map instead of world-wide
* Number tweaking: Updated all mood effects, min threat reductions and percentage reductions based on play testing feedback.
* Added the current threat level of the map to the description of the renn pond, renn tank and renn gate after selecting the building.
I also encountered this. By reusing cloth when creating renn fibers, I also made it as common as cloth. I will severely reduce this with the next update in a few days.
Looking forward to checking the mod out, great work looks so cool!
This is an interesting idea and I'd like to see how it develops.