Gleba has killed the game for me.
- BlueTemplar
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Re: Gleba has killed the game for me.
There would be no spoilage with perfect ratios (assuming your production chain isn't ridiculously long), but I think that I see what you mean and I think I agree.
BobDiggity (mod-scenario-pack)
Re: Gleba has killed the game for me.
Every belt that has spoilable items on it can spoil, so you need an output for each of these. I guess I just like compact designs.BlueTemplar wrote: ↑Sat Nov 23, 2024 1:52 pm What do you mean by 'outputs' ? Just put it on a single spoilage-only belt.
- BlueTemplar
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Re: Gleba has killed the game for me.
Ah yes, but that's (almost) completely unavoidable ?
And it seems like you're not calling to use a single sushi belt (or even lane !) either, so?
And it seems like you're not calling to use a single sushi belt (or even lane !) either, so?
BobDiggity (mod-scenario-pack)
Re: Gleba has killed the game for me.
I have an output for spoilage in every lane that has spoilable items.
Re: Gleba has killed the game for me.
I cant help feeling you might have missed a lot with your comment. Not so much specific comment, but the sense I get from them all.
I was initially a little annoyed that I couldnt use certain production building in certain places, or even certain recipes etc, but then I guess the point is to encourage you to set up inter-planetary logistics to deal with it and that is basically what I did. If a planet wasnt good for making something, then I bulk imported it, even if the resulting production chain was to import something, turn it into something else and the re-export it.
I agree Gleba needed to be more progressive perhaps, but really its just realizing that on Gleba power is food, not electricity and that everything organic spoils anywhere.
Other elements - being stuck on islands, not being able to bridge over deep oil initial on Fulgora and needed end game foundation to pave on Fulgora as wierd and annoying if you have a build style that doesnt suit tiny little islands, but the default game setting have always tended to favour little ad-hoc builds rather than larger scale organized builds I think.
As for space platforms, I find them the most involving part in many ways, but that might be because I took them as a circuits challenge to get good fuel efficiency and accurate per-route speed control etc so I have built many ships and most have a lot of circuits on them to control them and came up with a lot of new (as in never seen in searching around internet) stuff along the way.
Maybe I'm wrong, but I get the feeling maybe you didnt really embrace what is there. That's fine, each to their own.
TBH - the most annoying bit was the time spent building up a base yet again before heading off into space. Moving cliff explosives and Artillery off Nauvis was annoying as well as that meant I felt severely cramped by cliffs on Nauvis and ended up pretty much ignoring the biters behind a thick wall instead of clearing them with some artillery. I find that moving those tends to keep your Nauvis based cramped for far too long when really you want to be building at scale ready for space so you can take a load of stuff with you to the planets to jump start bases and production lines. By the time I unlocked Artillery I ceased to case bout using it on Nauvis and in the end only made a couple of them for use on Gelba. They feel moved to almost irrelevance now. Cliff explosive similar in some ways. by the time I have them, I have already frustratingly built around the problem and ended up with a Nauvis setup that is way less clean and organized then usual for that game stage. Most of my frustration are therefore what they did with existing vanilla items rather than how new stuff is presented. I forgot about the Spidertron too - basically because it became too late to be any use as have already learned to live with the lack of it such that by the time it is unlocked, it doesnt matter any more. Same with nukes, by the time you unlock them - there is nothing to bother nuking that you havnt already dealt with by more laborious means.
So yes - enjoyed all the new stuff, but enjoyed FAR less the old vanilla stuff that got moved into space. I think the next playthrough will have mods to reverse at least some of those changes to vanilla items as too many seem to have been pushed into irrelevance.
Re: Gleba has killed the game for me.
Ya my Gleba base is an outright mess of belt and underground spaghetti. But at least it worked the first time I turned it on, with only a few tweaks needed here and there for spots I forgot to account for spoilage (like bacteria turning to ore inside the 10% chance machine when the output got blocked, that kind of stuff). Also needed to wait to get more seeds to greatly increase my available plants at both towers.
Now I just need to plan the safest way to shut it down. I currently have my agriculture towers set to a signal that goes to a constant combinator, so with the flick of a switch I can turn off the agriculture towers when I no longer need the base running, that will solve almost everything, although I still need to consider if there is something I can do with the pentapod eggs to keep them alive while the base is shut down for an extended period of time.
Re: Gleba has killed the game for me.
Why would you shut it down? Trees are functionally an infinite resource. Like Vulcanus, you can produce for ever and not have any issues. Your spoilage goes into provider chests, which turn it into nutrients in a more stable version of Fulgora's recycling options.
I finally have my Gleba setup running where I'm reasonably happy with it. I have 8 bio chambers producing ag. science, 6 producing pentapod eggs, and was able to remove my nuclear reactor and replace it with a couple of heating towers fueled by bio-created rocket fuel.
Further expansion is pending research or importing some blue belts for higher density movement of yumako mash and jelly.
I finally have my Gleba setup running where I'm reasonably happy with it. I have 8 bio chambers producing ag. science, 6 producing pentapod eggs, and was able to remove my nuclear reactor and replace it with a couple of heating towers fueled by bio-created rocket fuel.
Further expansion is pending research or importing some blue belts for higher density movement of yumako mash and jelly.
- BlueTemplar
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Re: Gleba has killed the game for me.
I'm guessing that some players might just not want to deal with pentapod's regular egg rafts expanding into the range of your spore cloud ? (Until they are ready to.)
There's a solution to keeping alive pentapod eggs :
There's a solution to keeping alive pentapod eggs :
craft biochambers using them, later recycle them back into fresh eggs
BobDiggity (mod-scenario-pack)
Re: Gleba has killed the game for me.
I decided instead to just put up electric turrets, rocket turrets. and a whole lot of gun turrets with red ammo around my agriculture towers. All with 8-10 levels of damage research. Will probably be fine.BlueTemplar wrote: ↑Sat Nov 23, 2024 10:03 pm I'm guessing that some players might just not want to deal with pentapod's regular egg rafts expanding into the range of your spore cloud ? (Until they are ready to.)
There's a solution to keeping alive pentapod eggs :craft biochambers using them, later recycle them back into fresh eggs
Re: Gleba has killed the game for me.
Factorio is my favourite game for years but I've been stuck on Gleba for days, it's honestly heartbreaking and is making me want to just give up and never look at factorio again, I don't really like playing with bots but it feels like this planet is trying to force me in to it, oh well