🌐 Rabbasca, the forgotten Moon

by .Talon

This Moon of Gleba emits strange energy signatures which interfere with conventional energy sources. Use the limited power it provides to explore ancient vaults of a long gone civilization. Discover new ways to construct your machines and conquer space with your very own tool-assisted legs.

Content
a day ago
2.0
1.31K
Planets Transportation Logistics Armor Enemies Manufacturing

g Option to turn off separate tab for Rabbasca-specific items?

14 days ago

This seems to be a recent development - would it be possible to make it a mod option to separate out the Rabbasca-specific items into their own tab? I get why you might want to do that, but I find it to be a bit distracting - I would rather the items be put into where I expect them (the inserters in the logistics tab, the assembling machines in the automation tab, etc.). My ideal would be to put the new machines in their own rows or something so that they're distinct from the other machines they are based off of - they don't need to be in their own tabs.

Also an aside - I haven't actually gotten to Rabbasca yet so maybe it'll become clear when I go to it, but why are these separate entities instead of just new recipes for the existing ones? Feels like a lot of duplication.

14 days ago

Also just my opinion, but the tab's icon seems very low-res in comparison to the other tabs, so it sticks out a bit. Could also be smaller.

https://www.dropbox.com/scl/fi/ac35q4b3o82edufihh0nz/CleanShot-2025-11-24-at-21.42.56-2x.png?rlkey=owgrp0chxw439ph9ywy0qqo8e&dl=0

14 days ago
(updated 14 days ago)

EDIT: Removed this message, sorry I double-posted!

14 days ago

Hey, sure would be possible, but I think it is way cleaner this way, otherwise you have every machine listed twice in the other tabs. Like you said, lots of duplication. But I will take a look, shouldn't be too hard.
The reason they are separate entities is that these don't need to be connected to electricity to work, which is important since you can't expand energy infrastructure on Rabbasca. Some of them also have other bonuses, like small science drain buff for labs for example.

14 days ago

Ah-ha, okay, I figured that it might be something like that.

Personally, I think I would be fine with the duplication, since the important thing for me is that the entities be in an "expected location" based on previous experience with the game. I really only like "new groups" when they all are part of the same "theme", for example I use the mods Schall Circuit/Transport Group (which adds recipes under a single groups for circuits and transportation entities), or Bio processing group which adds "organic" entities under a single resource group, because I think they group entities together according to a "theme" (like circuits, transportation vehicles, and organic materials). I don't think that "all of these entities are from the same planet" really jives with that, and the Factorio devs also don't break out the groups that way. I think it would be frustrating to think "oh I need an inserter", pop over to the Logistics group, frustrate myself because I can't find it there, and have to remember that it's actually in the Rabbasca group instead. Just my $0.02 though.

Don't get me wrong, I understand why you might be motivated to have this in its own group - I just personally disagree with that approach, so I hope there can be an option for this :)

14 days ago
(updated 14 days ago)

Sorry my last suggestion though on this would be to make the little "E.A.R.S." icon be on the bottom right of the icon that they're covering over, as it makes the icons that they're overlapping a little unreadable when they're smack-dab in the middle.

EDIT: Sorry, misread some menus as items that were from Rabbasca that aren't in the Rabbasca group - my mistake!

a day ago

0.8.5 now has a setting to disable the Rabbasca tab and put the items next to their originals

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