Open Chromoxylograph opened 3 months ago
Thx for noticing that.
Nevermind, it just so happens that Volcanic serrid is required to unlock the Craside Brewer.
There is no indication it is minable, so I didn't notice it. You should add it into the tutorial :D
Yeah, I remember, we wanted the player to get the first serrid without any drills and then research the drill later. Now I'm not sure how good of an idea this is. Anyway, I have an idea how to make it better
Sea Outpost requires the "Wave Drill," "Craside Brewer," and "Repair Turret" items, but they are unobtainable as the resources necessary to make them are not present on Cave Entrance. This makes it impossible to progress campaign gameplay.
Another issue is the way some things are designed. Typical Mindustry levels should have mines close to the enemy in waved sectors, so you can set up resources there. Not only this, but the fact that the enemies in Cave Entrance spawn very far away, so you need to set defense around your core, which if you've played Mindustry past Frozen Forest, you would know is an absolutely terrible idea and incredibly awkward to execute.
The third and final issue is that there are minable Fors that should be able to be mined by normal drills (i.e; Mechanical, Pneumatic, Laser, and Airblast drills), but there are no unlocks that let you mine them with anything except your core unit. This was very likely designed for drill use, but they weren't added, making resources scarce and hard to collect, which in turn greatly decreases the quality.
Issues aside, I loved the art and concepts this mod brings. There are just a few things to work out :)