So I understand that Rubia is designed to have its own challenges and limitations, but i dont really see how this one helps in the long run, specifically after cargo pods are allowed.
For context, i am way in over my head with far too many planet mods lol. Telelogistics is absolutely overpowered, but I realised with the insane scale of the playthrough ahead of me that i honestly needed a couple things to be "easier". I've been limiting their use mostly to science, setting up science to teleport back to Nauvis in bulk, while most unique buildings, belts etc are still shipped around by platform as the smaller quantities make teleporting less convenient.
Enter Rubia - i just unlocked project Iron Man, with the intention to rebuild my base at a larger scale, and have discovered that telelogistics is completely barred from the surface. While I absolutely understand not wanting to let players just import everything at the start - something Cerys shares is the initial ban on cargo pods, ensuring the intended playstyle is maintained - once rockets are launched and cargo pods allowed, why prevent them? The 'puzzle' has been overcome and the player can upgrade and continue onward.
Its obviously not the end of the world, but it feels like an unecessary block at the end of it all. I'll be launching plenty rockets for other resources and also of course to get myself off the planet, so its not like using them is taking away from needing proper rocket automation.