The load texture problem wasn't on your mod. Anyway i edited the rewards.lua and now it's working as intended. I like the new cargo options btw. The spacecraft options, otoh, aren't very interesting, especially the "reveal improvements" ones, i think those 3 should deff. get a free pod. For colonists, i'd boost technicians a little and nerf biologists to 1f 1h. tbh just 2f would already be pretty good.
Bugs (i think):
Dome improvement says +1 food on worker actions menu, but +2 food on the tech tree.
Another description also doesn't match the effect but i forgot which
Allright "my opinion" time, after 2 games on v.8:
Health is being problematic for me, specially when going wide. I understand if that's a mechanism to slow down expansion a little, but the AI ignore that, and actually the health penalties are so soft i don't really stop expanding. But i've been on the red for the entire duration of every game.
For comparison, energy is much more important now, but it's something that's easier and interesting to deal with (shifting focus around, specialists etc); but i'm lost when it comes to dealing with health. The unhealthy per pop is too much, and neither buldings and virtues together seem to bring me back into the green. My current game:
I was at -25, but i just signed the +2 health per resource agreement. Now with pretty much every city maxed on health per pop, i'm still at -14.
Virtues and buildings aren't doing it. I've been on the red every game, except when i buy the +2/3/4 health per agreement trait (since this can give 20 health not limited by pop). I haven't tried biowells yet, maybe that's a solution. Hmm.. next game i guess.
Node and academy: i don't like them are right now. Node as science improvement makes sense from their civilopedia description, but i really don't enjoy academy costing health, also, i feel academies should be THE improvement you go for when in need of pure science, not the uncool nodes
With my health woes, i haven't built a mine or academy yet. As a suggestion, since nodes are computing centers, they could give production? 1p 1s for no maintenance, while academies give 2s for maint. 2.
generators: are really boring. There should really be a buildings (thoruium reactors? Node banks?) that improve them.
Domes: they are fancy farms, basically? With some science. I dunno. I see domes more as suburbs. Rather than +2 food, i would give them 1f 1culture. With their specific tech buildings, they'd end as 1f 1c 1s, so a versatile improvement, different from all others improvements on this mod, which are alot more specialized; i dunno, it would be nice to have a more jack of all trades improvement.
maintenance: do all buildings cost 1 energy? I swear i could remember some costing 3, 4, etc.
water improvements: i really don't get why academies, nodes and biowells can't be made on water. All those games i thought i was just somehow skipping the tech that allows for them there, and i was gonna suggest moving it earlier in the tech three, but they can't be made on water at all, can they?
Water cities seem kinda bad, then. They don't expand their borders easily, are very weak, the land around them generally is extra-low on production, no water refineries, and can't focus on improvements for health (biowells), production (manufactories) and science (nodes academy). So it's just farms and generators, and maybe domes, not very fun. This is something i will definitely mod on my own, when im not playing for playtesting.
On that subject, do i just add this under them at advancedimprovements.xml?
Culture: The earlier (dependable) source of culture iirc is the holosuite, on the second ring (too late!). Unless the player starts near coral or gold, he will be low on culture for quiiiite a while (on this, i'll play integr next, but her culture per agreement trait seems strong on paper, i'll see). Seeing as how early virtues are important for the sake of extra energy and health, i think the tech tree is really missing some earlier cultural building or improvement.
Sponsor agreements: I'll say, i like that agreements can come from different leaders, but i miss the unique deals, there's been some loss of personality there (there wasn't much personality in the base game to begin with hehe). It's like, when i'm exploring around, i usually tried to grab the lena +3 capital trait, not only it pays for itself but i get a diplomatic boost with her; also i try and not expand towards africa because i like his fast outpost trait/ but now that traits are avaliable from many different leaders, it got kinda of generic... I'd suggest give each leader 2 agreements from the public pool, plus 1 unique and thematic (capital from lena, something orbital from kozlov etc).
And that's all i think. Ill go back play a little more