Yes it's "only" the major destruction of the balance, if they are not properly placed within the tech tree. I've added support for Portals and Teleporters so far but have not added support for other teleportation mods yet. If there is a specific one you want just say and I can move that one up on the todo list.Diedel wrote: ↑Wed May 01, 2019 3:52 pm Just started on my space station, got a few problem with other mods, probably shouldn't use that many with this one, but nothing i couldn't fix.
One question though: do teleport mod break the mod competently, as in crash, unplayable, or are they "only" a major break in the balance ?
Thanks, and I am very sorry for exposing you to the horror that is the blender UI.Delanii wrote: ↑Wed May 01, 2019 7:36 pm Hello Earendel!
I am watching this mod closely and the work is just awesome! You even encouradged me to try out blender to start and work on some graphics.
I noticed there is incompatibility with omnimatter. Is it temporary, or definitive?
I understand it might not be in full compliance with mods ideas, but I feel its a loss not being able to play that awesome mod together with yours.
Thank you very much for your kind reply and hard work
Regards, Delanii
Omnimatter breaks the planet resource contribution system. In order for the two mods together you'd need different variants of omnimatter that have strong resource biases based on the plane they're from, so a planet could be made to be pretty useless at making copper for example. Maybe it's something Zelos & I can work on later, but I am still far from finished adding features and a long way from having the mod balanced and I think both would be needed first. Probably best to assume they will be incompatible indefinitely... but not impossible.