🌐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

g [Will not Implement] Biofusion science packs in vanilla labs

a month ago

Hi, would you be able to add Biofusion science packs to normal vanilla labs? It can be only processed in Biolabs and the issue is that many mods which are adding new types of labs are checking what can be used in normal lab instead of biolab. In my case I am relying on modded labs and I cannot really use them :(

a month ago
(updated a month ago)

Biofusion packs are intentionally not compatible with vanilla labs, and will not be. If you need compatibility with modded labs, I can consider them on a case-by-case basis. However, biofusion is intentionally designed to force you to make biolabs for it to force transporting them to Nauvis. This completes the Nauvis => Gleba => Rubia => Nauvis transport chain for making and using the packs.

I will likely only allow labs that are derrived from biolabs locked to Nauvis. Labs such as the Corrundum lab will not be supported. The scope of biofusion is more limitted anyway because Biofusion science packs are never added to research prod research.

15 days ago

I got your point, they are called Biofusion for a reason I guess :) Well, I use Metallurgic Laboratory mod, as my whole science is on Vulcanus (after all these years Nauvis got a bit boring), so I have to transport all the special packs anyway, just to a different planet. If you think patching Biofusion packs to Metallurgic Laboratory is ok, I would be happy, but if it's not fit the theme, I got it.

15 days ago

Sounds good.

For the Metallurgic lab, besides not matching theme, it does not align with Rubia’s design philosophy with respect to balance. Rubia focuses additions to Space age at cases that are underpowered in general. Two such examples are upgrades to trains and long inserters. Similarly, biofusion forces logistical connections between planets generally considered to be underpowered. Vulcanus is the strongest planet in space age because it was designed around fluid throughput restrictions from Factorio 1.1 that were removed after Vulcanus was done. As such, allowing biofusion to finish at Vulcanus instead of Nauvis goes against Rubia’s design philosophy. As such, we do not plan to allow biofusion in the metallurgic lab.

14 days ago

That's fair, thanks for the explanation! I guess I will have to set up a small science on Nauvis after all. Thought let me say, my thoughts on Rubia are that after you manage to build a sufficient pre-biofusion packs base, there are a lot of overpowered things there :P Best example - blue circuits. I have 3 purple quality biorecycling plants set to engine/blue circuit formula, each with 4 purple quality speed modules. They are producing 164 blue circuits and 98 engines PER SECOND :D Eventually I decided not to use this planet for export as this feels almost like cheating. To compare, my sophisticated Vulcanus blue chips build with 24 electromagnetic plants is producing measly 31 per sec :P But overall, a had a lot of fun with Rubia, both with the comedy parts and figuring out how to set up the production. By the way, I did not started designing biofusion production yet, that's still to be done. Thank you very much for making such great mod!

14 days ago
(updated 14 days ago)

Thanks. I’m glad you had a good time.

Btw, you will find that the main restriction for exporting anything from Rubia is the availability of craptonite frames for rockets. Actually exporting 164 blue chips/sec would need about 80 chunks of Rubia dedicated to collecting craptonite to make the rockets (before any crap/rocket prod get involved). Rubia is still good for it, but maaaaybe not as great as what you have in mind lol.

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