🌐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
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g [Resolved] Surface Restriction Modifiers

6 days ago

What's with your absolute dislike towards mods that modify surface conditions soo much so that you disable biofusion science? Currently working on updating my mod to bypass your constants library for mod checks, but wanted to reach out and try and understand why?

6 days ago
(updated 6 days ago)

I'm currently reworking it today. My next patch is going to unlock biofusion science, now that wind is controlled by script, and not surface restrictions.

Just so you understand my logic, there are several reasons why Rubia has had a strained relationship with mods that remove surface restrictions:
1) Wind mechanics (previously) required surface restrictions to properly function. Things like "you can't use logi bots to cheese the wind" was only enforced by surface restrictions. Removing surface restrictions effectively stops the wind mechanic from being actually enforced. This is not the same as being allowed to grow biter eggs on Gleba. This is more like removing the frost from Aquilo.

This was the point I was always aware of, and I had a working relationship with these mods where: "Ok, you can cheat the wind on Rubia all you want, but then you just don't get the postgame content." This also made sense to me then since postgame entirely relies on surface restrictions to create the challenge. I hadn't really gotten complaints about it over like 4 months, so I did not revisit it. Then, when your surface restriction mod came out this week, and I tested it, I had a horrible realization:

2) The Crapapult has several recipes that are gated by surface restrictions. Specifically, some recipes actually do a trigger tech, and there is another recipe with the same inputs just void. The crapapult can know which one to do (since it is secretly a furnace) so it knows to only be unlocking technologies when doing its recipes on Rubia... except when you remove surface restrictions. As a result, surface-restriction mods create 2 major issues: 1) Some trigger techs can be done outside Rubia, and 2) some trigger techs become totally impossible.

When I tested your mod this week, I learned that it softlocked the player, as it is totally impossible to do the first "Yeet-Firearm-Magazine" technology. Removing the surface restrictions meant that the crapapult would only pick the yeet-firearm-recipe that does NOT complete the trigger tech, on all surfaces. This was basically my wake-up call that I needed to fundamentally change how everything worked.

This week, I have been working on doing the wind mechanics by script. Now everything that is banned from Rubia is blocked by script--not just surface restrictions. Surface-locked recipes are still unlocked, but you cannot place req chests on Rubia--period. Now that these bans are in place by script, I see that the locking of biofusion science is vestigial, and no longer needed. However, reimplementing surface conditions by script is a very big change at runtime, and it can cause more issues (especially with compatibility). I didn't want to have "it's on, it's off, it's on, it's off" back and forth between versions, so my plan was: put out this intermediate version (which still locks biofusion, but also enforces surface restrictions), give it a day or two to make sure everything is stable, then put out a patch that unlocks biofusion.

idk if this is what you want to hear, but I hope it explains my logic.

6 days ago

Just know there are quite a few of us playing with the enable all planets mods as well as several alpha planets and systems hence the need for surface restriction removal as not all planets play nicely with each other, so with the Rubia update I've been pushing to get something re-enabled to continue our playthrough (right now, just re-naming the mod to avoid the detection has been the simplest method). We didn't encounter any soft locks in Rubia so that is strange that it is softlocking some folks as I thought we would be the worst case scenario.

Regardless, the string that is added to the removed biofusion tech was quite rude, and honestly we were happy to move on from Rubia post my temporary fix. I do plan to release a few more Rubia compat mods during the down time as we only have limited play time. One such issue we found was entities that use linked pipes as I know it is a blacklisted entity. Also trashteroids were not getting collected by the garbo collectors when destroyed with lasers, not sure if that was a bug or feature.

Cheers.

6 days ago
(updated 6 days ago)

Good to know. The next patch should be a big upgrade then. Since I am enforcing wind now without NEEDING surface restrictions, I am now open to give more broad compatibility for mods that remove surface restrictions

so that is strange that it is softlocking some folks

You may have avoided the softlocks if you just happened to install one of those mods after you passed one of the now-impossible trigger techs in the tree. Also, since the recipe list is not a sorted, different things can cause the Crapapult to pick one recipe vs the other... but with a given modlist and settings, the crapapult will ALWAYS pick the same recipe. So if any of the 5 trigger techs lands on a non-research void recipe, then the crapapult will never be able to complete the tech, and it will softlock anyone who landed on Rubia.

added to the removed biofusion tech was quite rude,

Understand this comes from a situation where removing surface conditions basically invalidates the whole premise of my planet. That will no longer happen, so it is no longer needed.

entities that use linked pipes as I know it is a blacklisted entity.

If you let me know which ones, then I can figure out a fix/whitelisting for it. Linked pipes/belts are auto-banned because most linked pipe/belt mods are for item teleportation (which circumvents the wind). But if it is just a part of some sort of compound entity, whitelisting it should not be a problem.

Also trashteroids were not getting collected by the garbo collectors when destroyed with lasers, not sure if that was a bug or feature.

Intended. It is in the Garbo grabber description, and the Tips and Tricks entry for trashsteroids. This is so you can use ammo-free defense, but if you want to farm craptonite, then you actually need to route belts of ammunition (ie deal with the wind).


As a side note, if you absolutely need to use a "no surface restriction" mod because 2 planets are unplayable without one, I would recommend complaining to the modders of said planets for compat. It may not work for abandoned planets (not going to name names), but most good planets worth playing are not abandoned. EnableAllPlanets mod is designed to test compatibility, not to play. You should be using the EnableAllPlanets Lite mod, which is supposed to work, so if the issue is that both planets are still incompatible with each other, then I recommend you reach out to the modder of EnableAllPlanetsLite (Kryzeth), who is still active. He should be aware that his mod grabs planets that would be impossible to clear together.

6 days ago

Thanks. Very insightful. Yes some of the planets are as you mentioned 'abandoned', also some are very early in development and one is an unpublished platform mod by one of the player's in the group (this is the issue with the linked pipes and surface conditions). It's similar to a warp drive mod, but it's essentially a space platform that gets moved to a planet's surface after arriving at a planet's orbit

Reviewing the Rubia code now and it appears we managed to slip passed the softlock because the original surface removal mod was on the list in the constants lib, it set surface restriction to false in crapapult-recipes.lua hence why it triggered for us. It wasn't until we started to work on biofusion that I made the forked mod that wasn't detected, and so surface_restrictions were re-enabled. I just try to unlearn and re-trigger the tech and it indeed fails, but succeeds on the biofusion trigger tech. I'll keep an eye out for the udpate. I do appreciate all the feedback.

6 days ago
(updated 6 days ago)

I just uploaded v0.69.110. This version should unlock biofusion science now.

FYI in yesterday's v0.69.108 (when I did the rework), I added the safeguards to break the softlocks caused by NoSurfaceRestriction mods.

6 days ago

Please give more information to Kryzeth, so he can know the situation for why the No Surface Restriction mods were needed:
https://mods.factorio.com/mod/kry-all-planet-mods/discussion/68b1f0cee573f74e41f12976

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