Factorio

Factorio

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Chuck Nov 21, 2024 @ 6:33pm
Tips for gleba
I figured gleba is going to continue being a problem planet for a lot of people, i figured id have this discussion post here as a tips section for people struggling. Ill start with my own, feel free to add to it if you have anything.

Wherever you produce nutrients for your machines (hint, it should be close to where you use them, i like the bioflux to nutrients recipe because bioflux takes awhile to expire so it can be moved around), have an assembler off to the side. Assemblers can do the spoilage to nutrients recipe, and spoilage doesnt decay further. So, have a chest to collect spoilage before the assembler, and on the arm to feed spoilage into the assembler, set up a circuit condition to check the nutrient-producing biolab, and if theres 0 nutrients in the machine, have the arm feed spoilage to the assembler.

That section of the factory that uses the nutrients from that machine can now kick start itself should the nutrient producing machine run out of nutrients itself, as long as the chest has enough spoilage in it. Which it should, youre on gelba.
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Showing 1-15 of 32 comments
brown29knight Nov 21, 2024 @ 9:47pm 
buildings that need their own products (iron/copper bacteria farms, pentapod eggs makers, and nutrient makers) can be built in pairs, with inserters directly feeding each the products of the other. This ensures they always have a fresh product, and do not run out of supplies.
brown29knight Nov 21, 2024 @ 9:49pm 
efficiency modules lower the amount of nutrients bio-chambers need. Other modules increase nutrient needs. Plan accordingly.
sliva 11 Nov 22, 2024 @ 12:00am 
2
kind want to have strats I have figured out, all to myself.
Gleba is a key to the 0.2% club [2024_11_22]. Let the noobs solve or fail this challenge. As the saying goes, 'The road to hell is paved with good intentions.' Next, people who claim they have beaten the game by cheating with external resources will harm the Factorio community in the long run...
Originally posted by sliva 11:
kind want to have strats I have figured out, all to myself.
https://i.imgur.com/EckGOhe.jpeg
Aestrea Nov 22, 2024 @ 12:48am 
Anything that requires a lot of nutrients as ingredients that produce another spoiling (eg. pentapod eggs) item should be directly fed to it from a bioflux to nutrient biochamber. Same for the bioflux itself, it should not be picking up jelly or mash from a belt as their spoil time is very short and should be processed immediately after the fruit is processed. Anything else should be fine since the final product isn't a spoiling item.
BossmanSlim Nov 22, 2024 @ 9:23am 
Controls are your friend and they don't even have to be that complicated.

- Activate the harvesting tower based on belt read belt count to stop over harvesting
- Control inputs to factories based on output count in chest or on belt. Stops over production.
- Build what you need and not massively.
MAKAIROSI Nov 22, 2024 @ 11:50am 
The first and foremost tip I think is first finish Vulcanus and Fulgora, and establish lines. I have ships transferring low density structures and blue circuits from Fulgora and Vulcanus, so now Gleba can get those from Nauvis, to establish a new line.

My main beef is that you will most likely need to transfer all your science to Gleba, and have a dedicated ship for that, since Agricultural Science spoils in 1h.
kremlin Nov 22, 2024 @ 12:51pm 
Originally posted by MAKAIROSI:
The first and foremost tip I think is first finish Vulcanus and Fulgora, and establish lines. I have ships transferring low density structures and blue circuits from Fulgora and Vulcanus, so now Gleba can get those from Nauvis, to establish a new line.

My main beef is that you will most likely need to transfer all your science to Gleba, and have a dedicated ship for that, since Agricultural Science spoils in 1h.

But you can only use the bio-laboratory on Nauvis, which has 50 percent productivity built in and more module slots. You have to ship in bioflux to get it going, but you'll get a lot more out of your spoiled agriculture science that way.

It doesn't take a lot of Gleba factory to be pumping out rocket loads of agriculture science faster than you can use them on Nauvis. Two bioflux machines, a jellynut processor, two yumako processors, have a biochamber supplementing nutrients with the bioflux recipe wherever you need more nutrients. 3 science assemblers with 5 egg biochambers will saturate a dozen normal labs.
Last edited by kremlin; Nov 22, 2024 @ 12:54pm
Solorvox Nov 22, 2024 @ 12:51pm 
Originally posted by MAKAIROSI:
My main beef is that you will most likely need to transfer all your science to Gleba, and have a dedicated ship for that, since Agricultural Science spoils in 1h.

Don't transfer science to Gleba. You will want biolabs later on and they only work on Nauvis.
brown29knight Nov 22, 2024 @ 1:19pm 
A limited amount of science shipped to Gelba to jump start getting biolabs and related tech can be a good thing, but do not go overboard, anything beyond that is just a waste.
MechBFP Nov 22, 2024 @ 2:24pm 
Originally posted by sliva 11:
kind want to have strats I have figured out, all to myself.
Gleba is a key to the 0.2% club [2024_11_22]. Let the noobs solve or fail this challenge. As the saying goes, 'The road to hell is paved with good intentions.' Next, people who claim they have beaten the game by cheating with external resources will harm the Factorio community in the long run...

Rest assured, no one cares about your virtual achievements.


After setting up Gleba with nothing but belts for the learning experience it is quite apparent that using a pure logistic/bot solution will be infinitely superior, with the exception of spoilage and any end product that doesn’t spoil, that can go on belts since it doesn’t matter.
Last edited by MechBFP; Nov 22, 2024 @ 2:26pm
Chuck Nov 22, 2024 @ 2:25pm 
Originally posted by sliva 11:
Next, people who claim they have beaten the game by cheating with external resources will harm the Factorio community in the long run...
Looking stuff up and doing research is cheating, good to know.
Last edited by Chuck; Nov 22, 2024 @ 2:26pm
Red Nov 22, 2024 @ 3:13pm 
Small tip for survival - Don't forget to incinerate 2 lines of eggs spoiling in your inventory after a perimeter sweep, before you zone out and go to map view. Don't ask me how I know
kremlin Nov 22, 2024 @ 3:33pm 
Originally posted by Red:
Small tip for survival - Don't forget to incinerate 2 lines of eggs spoiling in your inventory after a perimeter sweep, before you zone out and go to map view. Don't ask me how I know

and when you have a biochamber feeding itself eggs to keep them being steadily reproduced, it's a good idea to feed that belt right into the heating tower so it will never back up with eggs and they'll always be as fresh as they can be.
Nilfsen Nov 22, 2024 @ 5:40pm 
You can connect production building and inserter with wire to read content of that building (what resources are in). Usefull to insert eggs in only if all other ingrediens are present (to not store unused eggs in buildings).

While all other planets can be pushing in to overproduction (better have full belt than stoped machine) on gleba it is better design production chain steps to be able to consume more than previous step provides to avoid spoil.

Design production chain to never stop when dealing with spoiling ingredients/products.
If something can be stoped and spoil, assume it will at some point .
It is better to burn excess of materials or have way of filtering out spoil even in places that "should not stop ever". If spoiling material can block your production then at some point it will.
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Date Posted: Nov 21, 2024 @ 6:33pm
Posts: 32