Re: Gleba has killed the game for me.
Posted: Thu May 08, 2025 5:01 pm
That would be a weird thing to argue, I agree.mmmPI wrote: Thu May 08, 2025 3:07 pm I believe it's weird arguing bioflux is the most complex receipe
That would be a weird thing to argue, I agree.mmmPI wrote: Thu May 08, 2025 3:07 pm I believe it's weird arguing bioflux is the most complex receipe
You did it though :
quineotio wrote: Thu May 01, 2025 6:24 pm As it is, the most complex recipe is probably bioflux, which is also one of the first things you make.
You win.
Yes, that was my point - 2nd time around was more fun. First time I had to jump into editor to work stuff out. Which in hindsight wasn't really necessary, since the lifetime of most of the items (except jelly and mash) is actually quite long.quineotio wrote: Thu May 08, 2025 11:52 amIt's interesting that you say "this time". Because I think a lot of the issues people have with Gleba are to do with the learning curve. There are a lot of new concepts thrown at you all at once in a high pressure environment, and you need to have multiple things working before the factory will produce anything because most things need bioflux, and bioflux is quite a complex recipe.
I'm sorry if you think i'm trying to pick a fight there, the idea for me is not to shut down the discussion by "winning", the topic being discussed i found important, maybe i'm wrong, and i'll only realize when the next update comes out, or the one after, that what i thought wasn't going to happen actually did happen.
Thank you, I hope this can be the start of a more productive conversation.
Proabably not, if you are going to repost the same reasonning after recognizing its flaw. It isn't going to change my view on it because it is explained with more words or meant to solve a different less imaginary problem, it is still the same reasonning. I feel there is a difference between feedback and suggestion and you are only making the same suggestions that suit your ideas without taking into consideration what others say to you, or the flaws it has.quineotio wrote: Fri May 09, 2025 1:59 pm Thank you, I hope this can be the start of a more productive conversation.
It appeared to me that your propositions came from not recognizing the current purpose/use of the overgrown soil and ignoring the reasonning behind the quality system and why there is no extra bloat in the list of recipe and that doesn't appear to me to have changed.quineotio wrote: Fri May 09, 2025 1:59 pm I hope this gives better insight into where I'm coming from. I like many of the systems in space age, but I don't think they're integrated well.
There are plenty of mods that already exists !!! Including mods with freezers ! Different way of doing qualities and others of your suggestions, that are good suggestions for mods x)quineotio wrote: Fri May 09, 2025 1:59 pm EDIT: and I should add, making a mod isn't an option for me. I don't have time, and I don't know how to program.
In all seriousness, have you been tested for color blindness? I can very clearly see the difference between the different tiles on Gleba.Hurkyl wrote: Wed Nov 19, 2025 10:56 am IMO, the biggest problem with Gleba is visual clarity. (and the other planets other planets too)
On Nauvis, the only thing that matters much about a tile is whether it's water or not water, and the distinction is extremely clear.
Tile type matters a lot more now in Space Age, and this is most significant on Gleba, and I find the visuals are not even close to allowing me to distinguish tile types. I can only identify seedable terrain and the levels thereof through use of the mini-map and the grid shown when placing an agricultural tower. In the swamps (I mean the yumako/jellynut biomes) I can't identify what terrain is buildable and what is not, unless I actually try building things on it. When space age came out I couldn't even tell the difference between water and land in the swamps; today I can only tell if I look carefully.