Hey LoupAndSnoop,
i understand your vision. But the difference to other plants is that once you solve their puzzles, you can leave them basically unattented.
You can automate heating on aquilo, cerys and all the other colder planets.
The spoilage on Gleba is managable by logic rules and gets faaaaar easier with robots.
The oil ocean on fulgora is a nuissance, but once you got rail technology (and plattforms) it slowly becomes easier and easier.
On rubia you have multiple wind effects that completely change how you play:
building direction (especially inserters),
logistic robots and
trashoids.
The building direction can be solved with a well organized bus.
You can also add trains, once you unlock them to move items from the end of the bus back to the start. all that is good.
But the problem comes in combination with spoilage. and this is the main science pack that you will want to automate and keep producing deep into the lategame.
Currently i found no working solution to automate it without manually checking every 5 minutes.
it works like 90% of the time. but spoilage can clock up the system and because there is only 1 direction to retrieve items from a conveyor, that one is taken up by the inserter into the biolab.
I also cant locally produce bacteria, because i cannot loop the bacteria back into the same biolab (unless i use a train, which will be hard to get the timing right. So i have to use a travelling plattform to produce (or constantly replenish) them.
currently i only see a solution in scaling. i would need to produce a full rocket cargo of science packs. since that is 1k and science:egg ratio is also 1k, that would mean 1k biter eggs being produced and shipped from nauvis. I didnt even ship that many eggs for prometium science!
i always understood rubia as a warmup to lategame science in the sense that you need to automate shipping eggs without the need to fight huge asteroids.
similar to muluna being a warmup to asteroid harvesting.
cerys being a warmup (literally) to aquillo heating.
i liked the didactic idea behind it.
but when i think about scaling, it also means that the spoilage of the science pack becomes a way bigger factor. Not only do i need to produce 1k science, i also need to produce all of it within a managable time to ship everything.
and i cannot bring it to the rocket with robots, it has to travel painstakingly slowly on a conveyor (currently my rocket dock is on the other end of the base, because my cargo pad is at the start of the bus (spoilage from bacteria, nutrients and eggs are a factor) but the rocket silos are at the end (they need 3 components which are produced in the middle of the bus).
of course i could build a train that brings that rocket materials back to the start, but that seems really arbitrary.
I liked the backtracking for crap frames. i also like the concept of those almost cost-neutral recipes that require backtracking (usually based on crap frames).
but i dont like it enough to build a train for blue circuits and rocket fuel.
i think there are many good comprimises to get the best out of both worlds.
* use the existing crap-robots research to unlock all logistics chests (the research is already far on the research tree and by then you have already proven that you know how to handle rubia and want to MOVE ON)
* add another, even later research after the crap-robots research that is doing exactly that
* add an area around crap-walls that serves as a logistic robots network (happily gated by another lategame research)
* (not perfect, but a compromise) add a function to crapapults to send items to another crapapult
i dont mind the road being long. i just want there to be a point in the game where i can happily forget about rubia, because it runs like clockwork.
so far that was the case for every planet and every space ship. but not for rubia. :*(