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.