🌐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
Planets Logistics Trains Environment Mining Manufacturing Power

i [Not a Bug] Multiple overhaul mods

19 days ago

Hi, I noticed your (rhetorical?) question in the changelog, and as someone who has both of the overhaul mods in question - I can only speak for myself of course, but I do it because I'm a little crazy ;)
So thank your for the compatibility fix! I'm really looking forward to getting to Rubia, but with the absurd amount&type of mods I have and my playstyle that'll probably take another couple of days of playtime :D

19 days ago
(updated 19 days ago)

Thanks. I wish you the best of luck.

So you understand, the general undersranding in the modding community is that you are NOT supposed to install two different overhaul mods at the same time (unless they are a part of the same mod pack). It is generally expected that doing so will cause severe incompatibilities, so it is honestly a miracle when two different overhauls can mesh together. The most famous counterexample is Angels, which was built from the ground up with Bob’s in mind. BZ and Wooden universe are generlly light overhauls, so they tend to cause fewer problems with some others.

It is already somewhat strange for me to do overhaul compat on my end, as that is usually the responsibility of the person who manages the overhaul. To get compatibility of one mod accounting for two totally separate overhaul mods being installed at the same time is very abnormal.

This isn’t to judge your choices, but to explain the situation. Rubia has been made cross compatible, but you should be advised that you should not be expecting that from other modders. Everything might work out, but many mods are never made or tested for a given pair of overhaul mods to be installed at the same time.

19 days ago

Appreciate the note. I'd say this is a case of "you break it, you get to keep the pieces" ;)
And combinatorial explosion makes it completely impractical for mod authors to test for people like me.

Worst case I'll just have to drop some mods if serious incompatibilities occur. I've also got quite a list of (potential) issues I need to properly check out and report, once I can find the time, hopefully later this month. But almost all were trivial things like "yellow inserters cost more than red ones", differing items with the same name from different mods, or that regular steel pipes can't input into assemblers (but underground pipes can, a perfectly acceptable workaround for me), that kinda thing. As you say, that's to be expected. To be honest, I was really surprised that the game even started when I added ~200 mods, including K2SO and like 15-20 for extra planets and such, my star map has about 35 things on it. I did have to remove a couple of small mods either immediately or with game/mod updates, but nothing essential. Factorio's mod system and the mod devs seem extremely accommodating to such shenanigans.

But for anyone else who's doing such things: I recommend backing up the mod directory every time before updating mods. Then if there's an incompatibility due to an update you can keep playing with the older mods until a fix is made.

Ironically: I DID have to drop some mods because the game wouldnt start or load saves anymore - but they were all small mods, not big ones.

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