🌐Planet Rubia


Discover the wind planet Rubia. Belts and inserters work differently on Rubia, leading to unique building challenges not seen on any other planet. Your whole factory must go with the wind as a never-ending barrage of waste is hurled at your base.

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a day ago
2.0
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Factorio: Space Age Icon Space Age Mod
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b [Resolved] No way to produce solder.

20 days ago

Hello!

I'm playing using K2SO and bzmods, with bztin and bzlead there is an intermediate called "solder" which is used in some recipes, like underground pipes.

Solder needs tin and lead plates, there are tin plates from the scrap all around but no way to acquire lead plates (or lead ore).

So I'm unable to make underground pipes and rocket fuel because with K2SO rocket fuel is made in a Fuel Refinery but in order to build one I need solder too lol

I saw that you created a "pipe" recipe without lead plates but instead of doing something similar in this case I could suggest 2 possible solutions:
1 - Just make lead plates something we can scavenge from the scrap like tin plates.
2 - Create a new recipe in the bioreciclying plant to produce lead/tin (in my opinion lead/tin ore would be best since it would require extra infrastructure and amp the difficulty a little, making lead plates with lead ore generates byproduct in the form of copper ore, I don't know if this would make things easier in Rubia, if so then lead/tin plates is enough :D ).

20 days ago

Thanks for the report. I’ll be issuing a fix in a few hours.

20 days ago
(updated 20 days ago)

This is resolved in v0.69.101, where fuel refineries are added to scrapapalooza. I did this because scrapapalooza normally gives chem plants that you would be using for the rocket fuel recipe. This preserves the general play pattern for Rubia.

I know you'd like me to get fancy and add some sort of proper source of lead/tin to Rubia. However, I'm just here to do the basic compatibility work that stops you from being softlocked. If you want a more complete addition, adding ore patches for a totally new ore that did not exist before to my planet etc... that is brevven's responsibility (the author of BZTin/BZLead). I have no plans to stick my dick into that blender, and mess with an overhaul mod that I do not fully understand.

20 days ago
(updated 20 days ago)

Thank you! And no worries I understand your point, the way you envision the play pattern to be is what matters, I don't think having other ore patches than the ones Rubia already has would be nice, I think using the bio-stuff to generate other things is way more interesting

20 days ago
(updated 20 days ago)

Thanks. I had brainstormed a compatibility-type system of "exotic" scrap, which would be a material that can be biorecycled into all sorts of weird raw resources needed by other mods. It just quickly started falling into crossing the line from compatibility into ā€œbalancing someone else's overhaul mod."

My other concern is that Rubia is also already a very challenging mod. Combining this with the added complexity from other overhaul mods (plural in this case!) threatens to make Rubia overbearing. Or at least much more difficult than I intended.

I might revisit that idea in the future, but for now, it is shelved.

19 days ago

Dude, Rubia is one of the best planet mods I played, in my opinion it is on par with Maraxsis and both Rubia and Maraxsis are well crafted and unique enough to be considered as good as the 2.0 vanilla planets, the soundtrack, overall atmosphere and the mechanics with the asteroids are so good, the wind mechanics too, I'm blown away by it (pun intended).
It is very challenging indeed, I'm playing Rubia as the second planet after Nauvis (Nauvis -> Vulcanus -> Rubia) and I'm loving it.

And yeah..my bad with the multiple overhaul mods lol I'm addicted to suffering I guess, I love playing factorio with all bzmods and after I discovered them I never looked back, I recommend one day you play a space age run with all 2.0 compatible bzmods..it is very interesting (especially Gleba) hehe :)

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