🌐Planetaris Unbounded: Arig & Hyarion

by Syen_ce

Discover new places of the universe, starting from Arig, a hot planet with vast deserts where only valuable resources can be found underground or in the sand, and Hyarion, a planet made from crystals and lava, light refraction rays fall from the sky and destroys the surface.

Content
6 days ago
2.0
4.75K
Factorio: Space Age Icon Space Age Mod
Planets Transportation Logistics Environment Mining Fluids Manufacturing Storage

i No robots sucks

2 months ago

Played long enough to put together the science for cargo drops and the rocket to get off planet. Moving Uranium to another planet made me change up how I setup Navis which I like; however, Arig shows up to late to ask the player to completely forgo robots. Getting a decent supply chain together takes a lot of tedious setup, and the mod basically asks you to either setup yellow science on Arig or piece together a rocket to ship science off planet: Both options are basically the same setup wise (blue circuits, red motors, etc.) Asking the player to revert back to manual construction AND to build that much base manually is both frustrating and tedious.

I ended up F11 cheating in a stack of personal robots so that I could at least copy and paste things.

My suggestions:
(1) Add robots to the loot table on randomly found drop pods. This would let you have personal robots available and better reward searching the planet.
(2) Add a technology to unlock robotoports on the planet. This would essentially make you still have to master the planets logistics without them, but then allow you to refactor the base for later game production.

edit - While typing this I hit update for the mod list and now see that some major changes have happened. I can't say which version I was on previously as I installed the mod, then went to vulcanus, Fulgora, and Moshine(mod) before coming to Arig. The science packs no longer require uranium to craft and I no longer get uranium from basic sand sifting.

a month ago

There is a chance you were using the Atomic Arig mod, it adds uranium to the progression of Arig but it's not mine. In the new update you can drop construction bots from orbit.

a month ago
(updated a month ago)

Even if you can drop construction bots now, roboports are still blocked due to ambient dust even after cargo drops are unlocked. I'm curious what the intent was behind blocking roboports specifically? If you just wanted to prevent logistics bot bases you could have blocked construction of request/buffer chests instead.

It's really frustrating not being able to remotely interact with the planet, I can't build remotely, I can't fix issues or unblock production. I can't build at scale without running back and forth everywhere. I deployed a half dozen (mini-)spidertrons but I can't reasonably supply them without logistics bots. (You can sorta do it with deconstruction orders but A) you can't really control which spidertron gets the items, B) getting items out of the spidertron when it fills up is even more of a hassle.)

I can understand wanting to prevent logistics bot bases, especially since a major challenge of Arig is sorting the random output, but blocking all non-personal bots isn't really viable with how critical remote view is to not needing to hop on a rocket to fix every little problem.

Thank you for your time.

(In case it matters, I'm not using Atomic Arig, mainly Enable All Planets Lite.)

a month ago

Thanks for the suggestions! I'll make unlock roboports tech in the next update it is really hard to expand without them (Right now I'm finishing the second planet for the mod)

23 days ago

Thanks for the suggestions! I'll make unlock roboports tech in the next update it is really hard to expand without them (Right now I'm finishing the second planet for the mod)

I think allowing supplies to be dropped from orbit fixes a lot of the issues with early setup. I acutely don't recommend allowing robotports as an upgrade. Arig's unique challenge is not being able to auto sort and auto supply rockets off planet, and also having to come back to the planet if anything goes wrong. Basically set up a belt only system that can run indefinitely without robots to sole issues for you.

It also presents a balance issue, which might sound weird. Arig presents a relatively easy way to create infinite resources, Iron, Copper, Coal, etc. Gleba is the only other planet that does this and it is a major logistical challenge to do so. Vulcanus and Navis have ore patches that will run out, but once Arig is setup it will produce forever. The only thing preventing me from setting up Arig to be the only resource hub that I need is needing to belt feed a collection of rockets for every single item that I might want in orbit.

22 days ago
(updated 22 days ago)

I acutely don't recommend allowing robotports as an upgrade.

If the goal is to prevent bot bases and logistic sorting then requester/buffer/active provider chests can be banned instead of roboports.

Having to come back to the planet if anything goes wrong is frankly not tenable in Space Age because travel is expensive (time is a cost too) and a huge interruption to what you were doing since you don't just need to travel to Arig but back to where you were if the other planet isn't fully up and running yet. Wube went through a lot of trouble to make sure remote view was extremely smooth to use and the player could work even without the engineer's presence. You can't even use spidertrons in place of the player on Arig because they can't be reasonably supplied on Arig without manual intervention.

This gets to be an even worse if you have several planet mods or push planets further apart. Frankly if I HAVE to come back to Arig if literally anything goes wrong (because something will go wrong, the player is only human and WILL make mistakes in their design.) then I would honestly cut Arig from my future playthroughs, and I don't want to do that because Arig is cool.

Banning roboports when remote view is such a critical part of the game is not an acceptable solution to me. If even rocket silo requests are too much then see if it's possible to make a custom silo without requests (Like Lignumis's emergency escape rocket, which needs to be manually loaded.)

TLDR: Unban roboports, ban requester type chests.

Also Re: Vulcanus, non-oil resources use so little calcite for lava processing that with large drills and mining prod it is effectively infinite. My starter patch of 554k calcite has a functional value of 4.4 million and my 40 foundries consume 10/s which means I have unlimited iron and copper products for 5 full days (assuming I play for 24 hours) of playtime. If I grab one of the many 10+million patches it will last for 2400 hours (or 100 days) of continuous running.
Resources on vulcanus are infinite. Having another planet with infinite resources has 0 impact on balance unless you are doing the bare-minimum on each planet and leaving it to run for months without any intervention.

(I don't have a problem with needing to unlock Roboports on Arig, so long as I can drop personal bots beforehand since that should now be fixed.)

22 days ago
(updated 22 days ago)

Hi, in the next update has dust resistant roboports for Arig and a lot of balancing

22 days ago

Looking forward to it, thank you you for listening.

15 days ago

If the goal is to prevent bot bases and logistic sorting then requester/buffer/active provider chests can be banned instead of roboports.

A red and yellow chest only restriction might work; although, there are still some jank ways to use yellow chests as requester chests with their item filter ability. Not 100% automated.

My approach to the no-bots Arig was, "I have to get this right or the penalty is coming back here." I already have to return at some point for the upgraded assemblers. It's 100% possible since you can void any overflow by dumping items into the sand like it's Vulcanus.

There's infinite and then there's 'will last longer than my game time'. Arig is literal infinite. Your Vulcanus base will run for a long time, and it will do that because you realized that the resource patch will dry up if you don't treat it right. To be honest 4.4mil coal doesn't sound like enough for me, but that's because I use vulcanus as a hub for raw resources when founding other planets. Shipping all of the stone to make landfill on gleb devours rocket fuel and plastic.

TLDR:
-A ban on requester chest would work
-Or a ban on logistics bots; which could be accomplished using an alternative roboport that has zero logistics range.
-Any way to get personal robots onto the planet for initial setup of the planet. Please.

14 days ago
(updated 14 days ago)

I don't think storage chest exploiting is a big deal and worth blocking them for, since it requires manual intervention. Not really any different from just carrying items yourself but you don't need to be physically on the planet. Personally I don't consider any exploits as problematic that require manual intervention and don't generate resources from nothing, and even that depends on scale.

I always assume I will make a mistake in the design and need to fix it later, I am only human and I've got other parts of the factory that need tending and only so much bandwidth.

Ban on logistics bots prevents supplying spidertrons, since they can't reasonably resupply or get rid of excess items. Not necessarily a deal-breaker if bots otherwise work, but something to consider as an impact of blocking bots.

Personal robot platform drops at the start should have been fixed in a previous update.

14 days ago

I was thinking of adding the option of Arig hard mode, then i could block the logistics bots. The robot energy on the planet is so high that using logistic bots is not that good unless you place a lot of roboports, and in that case i would consume a lot of energy.

12 days ago

I was thinking of adding the option of Arig hard mode, then i could block the logistics bots. The robot energy on the planet is so high that using logistic bots is not that good unless you place a lot of roboports, and in that case i would consume a lot of energy.

After you unlock sand platform there's nothing stopping you from placing endless solar panels and accumulators, it's even a planet with 250% solar. It's also the source of nuclear energy, but the limiting factor there is water. The robot power draw being matched with Aquilo works as that means delivering items across the base is slowed down by having to recharge. I don't think getting power on Arig is hard, you just have to plane for it.

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