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Yeah the arrow is part of the mech deployment code. But I'm sure other types of vehicles could also be patched to detect and use it.
About More Planet Info -- unfortunately I doubt this will ever be possible. More Planet Info gets its info from the celestial database. The celestial database can only be written by the core engine, and the core engine cannot generate dungeons for asteroid belts. My whole mod basically hacks around this limitation to generate its dungeons, and I think it does a nearly perfect job replicating dungeon generation on asteroid belts, but one of the tradeoffs is that the celestial database is bypassed, so mods like More Planet Info won't see anything there.
For Better but not Broken Asteroids, dev thinks Belter Dungeons (mostly) removes the need for it. The star system threat level should handle progression more fairly than a random threat level assignment, and Belter Dungeons does add Scandroids as random mobs in belts. and he is not really a fan of adding other random flyers from the base game in belts, but if someone has modded monsters, it'd be a pretty simple compatability patch to add them.
and Better (but not broken) Asteroids? (this one makes it so that it can generate threat levels 1-6, Each threat level has appropriate ore distribution, More things spawn there besides Skimbus)
Also but probably won't show up regardless Planet Transponder
well balanced asteroids arent compatible with mods asteroid mods, meanwhile this mod tries to be compatible as much as it can, if theres an issue there will be patch in future
That said, I do appreciate the note, and I'll consider adding those ore-bearing microdungeons if I can figure out a fair way to ratchet up the difficulty for mining belts in higher tier star systems. I'm currently hacking on an efficient way to dynamically add status effects to worlds. Assuming I get this working well, I'm going to add biomeradiation to tier 4 asteroid belts, biomecold to tier 5 belts, etc., which would force players to upgrade their mechs before going to higher tier belts.
The base game asteroid belts are always tier 1, and provide only copper, silver, and gold ores. But, you have to be at least to tier 2 to get a mech, and the mech starts at tier 2, so I bumped up the hard-coded threat level of asteroid belts to tier 2. As such, adding iron and tungsten ores seemed appropriate. It's also appropriate because those ores should be super common in real life asteroid belts.