🌐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.

Content
a month ago
2.0 - 2.1
39.6K
Factorio: Space Age Icon Space Age Mod
Planets Logistics Trains Environment Mining Manufacturing Power

i [Duplicate] Robot-allowing technology

8 months ago

so i was thinking that u could implement robots somehow in the late game by maybe unlocking them through late game science and making them with scraptonite and they would be really weak. they would be slowed or even that they cant transport items to the left beacouse the wind is too strong its just an idea tho and i dont know how hard would it be to code it would make a lot of things better in my opinion

8 months ago
(updated 8 months ago)

The modding API does not allow modifying bot logic to only allow transporting items right. Your proposal is impossible.

I also explicitly veto any research that circumvents wind in my FAQ.

a day ago
(updated a day ago)

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. :*(

a day ago
(updated a day ago)

Thank you for making the time for this.

Currently i found no working solution to automate it without manually checking every 5 minutes.

All challenges on Rubia have multiple clear solutions to properly automate them. I do not acknowledge anything that requires manual labor or routine vigilance to be a proper solution. The crux of the matter is that you have not figured out a proper solution to biofusion science, so you appear to assume that one does not exist. The fact that your current method is very tedious should be your clue that it is not intended, and a better way exists.

You are basically asking to allow robots on Rubia for the purposes of skipping an incomplete challenge. Biofusion is intentionally Rubia’s hardest challenge, and made optional (not even included into research prod research) so that people who can’t figure it out don’t feel forced to do so. Once you have that final piece, Rubia is effectively done anyway (up to scaling some things while obeying its rules).

For this reason, your post only further convinces us of the merits of never allowing logi bots to freely work on Rubia.

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