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First, why no telescope? Without it we get no warning of Solar Flares. Colonists are dying!! lol
Second, the moon doesn't rotate on an axis so you wouldn't have the typical day night cycles, but that's no biggy. I actually prefer it this way. Just an observation.
I agree with the others as to the modding limitations, this game would be epic if there were more modable features/parameters. Hope that changes in the future!
I hope there will be extended mod support, and further, new content from the developers, added to the game. It has such awesome potential.
I already know how to fix the scenario's cloud thing from the comment before yours.
If you want my suggestion, make the game further modable, allowing custom buildings, custom components, custom resources, custom job types, custom trade ships/visitors/colonist ships, etc.
- If you want no clouds making your planet based on the class M one should do the trick.
- The welfare objective seems to be broken ATM, we are working on a fix for next patch.
- If you need any support creating challenges, or have any feedback, you can contact me on Steam, or post on the forums, we monitor them frequently.
<gameplay_modifier type="ThunderstormRisk" param="None"/>
<gameplay_modifier type="SandstormRisk" param="None"/>
<gameplay_modifier type="BlizzardRisk" param="None"/>
<gameplay_modifier type="AtmosphereDensity" param="None"/>
I assume if there are any modifiers that elude to an atmosphere the program will automatically add one. If that code is not present at all it removes the atmosphere and the background is space. As far as ReachWelfare is concerned, the code for that line is looking for whole numbers. It accepts 1, 3, 5, 8, etc. but I am not sure what an acceptable range would be. That is something the devs will have to clarify. Hope this helps.