🌐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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9 hours ago
2.0
21.6K
Factorio: Space Age Icon Space Age Mod
Planets Logistics Trains Environment Mining Manufacturing Power

i [Will not Implement] Nerf Efficiency 4 Modules

18 hours ago

As it stands, they are a bit too strong for how easy they are to unlock (using Secretas/Frozeta tier 4 modules as a comparison). Rubia's rewards are generally quite balanced, but the efficiency 4 modules stand out as an outlier. Rubia is required to reach the outer, late-game planets but grants a unique tier 4 modules that does not follow the vanilla scaling of modules. 30>40>50>100% power efficiency seems out of place for a reward you can get before even going to Aquilo.

I think these modules should either have their power efficiency nerfed to something more reasonable like 60-70% or increase some sort of penalty. Either reduce the non-existant speed penalty from 2% to something real like 10-20%. Or perhaps also add a productivity or pollution penalty. Or something to allow them to exist as a somewhat sidegrade to other tier-4 modules that exist.

12 hours ago
(updated 12 hours ago)

I appreciate your input, but I came to this value after extensive surveying and testing to see what potency efficiency module lvl 4 would need to be at all considered for postgame builds. The answer is that it needs a lot.

This is for two reasons. First, by the time you have efficiency lvl 3, you already have a very stable power situation and pollution-defense situation. Second, you can already achieve -80% power limit on all machines with lvl 2 eff modules, so the higher tier eff module solely counteracts the debuffs of other modules.

Speed or prod modules can be spammed liberally and blindly in mid-postgame situations to maximize production, so eff-4 modules really need to go hard to justify the opportunity cost of not using a speed/prod module. Players were simply not willing to use eff-4 modules even at -80% power reduction with no speed penalty (which was my first prototype). The value proposition is also very sensitive to any speed penalty, due to that opportunity cost. This is not like a speed 4 module, where even a modest upgrade for +60% speed has widespread effects across every single machine and setup in your save file.

8 hours ago

Thanks for the response. I hadn't considered those implications. Appreciate your insight and quick response. Great mod btw.

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