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This is why Gleba is hard for me. It feels antithetical to Factorio's "the factory must grow." motto. Every fiber of my being is saying "Just two assemblers/biochambers? Get outta here! We need another column and full belts!"
I'm working through it, but it really feels like teaching an old dog new tricks.
Oh! That's a good one.
i only harvest the fruits that are needed. only transform them into gleele and puree to a designed amount. only produce bioflux in the desired amount. it was a pain to get the numbers right.
To kill science? Disable the inserters pulling eggs back into the breeding machines and let the system process the rest of the contents. And then everything goes back to sleep when there aren't any eggs left.
To wake the system up from hibernation, I request a single egg from the 'heartbeat' system that maintains a single living egg and reenable the bioflux feed. As the egg is detected and breeds through the system, the relevant nutrients makers wake up and start feeding.
This is the only gleba tip I would give anyone. It's not worth the frustration.
Then you didn't beat the game. And it will let you know that, by disabling integration with Steam achievements. So if you want to be able to still get those, you won't cheat.
1. It works using a pull, not a push principle. The amount of items placed on the belts is counted and limited. I set the limits based on the length of the belt and the amount of material I need to process in a minute based on my target production which is 150 science packs per minute.
2. If you have several biochambers producing the same thing, don't let the inputs just pass by on one shared belt and put the product out on a second shared belt on the other side as usual. This can lead to some biochamber being always priorised while others get stuck and their content rots. Instead, use a fitting splitter, e.g. a 1 to 6 splitter (fortunately the blueprints still work for that) to divide the incoming belt equally to all consumers, and inversely merge all of them back together, using a e.g. 6 to 1 "splitter" (or should I say merger?). Note: Make sure to use priority filters with products on those splitters to prevent any item running into the "dead" ends. ESPECIALLY for those eggs.
With that in mind nothing will rot as long as the production never stops. So I won't stop it, but send out science packs to Nauvis continuesly. There these can rot if I can't consume them fast enough, but handling this problem there instead of in the middle of a complex production chain is a lot easier.
Also, to make my life easier I didn't bother to set up my own rocket material production like I did on the other planets. I'll just import these from Nauvis where my shuttle drops off the finished science packs anyway.
No one is playing factory games to "beat" them, because there's no such thing.
If you are, you have issues.
Lucky for all of us that Factorio can be both. Double the fun.
One rocket load is 1000 science, which you can churn out in 225~250 seconds, aka 3.5~4 minutes. Trivially.
Two rocket loads? ~8 minutes.
The actual shipping time from Gleba to Nauvis? ~5 minutes.
The time left before the science spoils? More than enough.
The secret to agri science is to make it on-demand, which ensures the entire bulk of it gets to Nauvis at least ~70% fresh.
Factorio has an actual victory screen though, and several achievements related to reaching that victory screen without doing certain things. (Which includes, in any and all cases, without resorting to cheat.)
Yes- the actual real game doesn't start until after that. We all know that, and all the veterans here live and and breath that.
But consider this: if you can't puzzle your way out of Gleba without cheating, you aren't going to be successful at why players continue to play Factorio after that victory screen either. That is: the infinite scaling-up. Which has become quite a bit more involved with Space Age than it was with the vanilla game.
1) Do Gleba last, get the upgrades from other planets, especially the mech armor.
1.1) Consider getting quality equipment (rare) before going to Gleba, especially multiple exoskeletons.
1.2) Consider getting Electricity weapons as bullets and lasers don't cut it on Gleba.
2) Setup a huge perimeter to block out the attacks from spore harvesting which includes landfill to prevent Egg raft expansions.
3) Accept Waste and spoilage, embrace it. Filter it out at any opportunity and have heating towers to deal with the waste everywhere. Don't even bother to connect all heating towers to your energy grid.
4) Use heating towers to keep your base safe. In your production loop for pentapod eggs, always include a heating tower to discard Pentapod eggs immediately. Since you need to craft them permanently for science packs, discarding even 80% of the production of pentapod eggs (in case you don't need science packs currently) is an easy way to keep the base safe.
5) Circuit controls and looped belts. Not stuffing belts full to maximum for your fruit related products helps you control the production.
6) Bioflux is pretty stable and a good product to have for nutrients. Nutrients from spoilage is only good for bootstrapping.
7) Don't bother much with breeding bacteria. Just process all remaining fruit into seeds and bacteria and import the remaining materials from Orbit. Setting up the supply ship in a way that it sends down iron, steel and later copper as well is an easy way to pad production on Gleba if needed.
Also, it's copy-pastable but for me 7.5 per sec is enough before legendary
Step 1: Bring enough building materials, and throw down a decent array to get some basic power started. Use bots to make things easy.
Step 2a: Place productivity modules in the biochambers which process the fruits. Doing this makes sure you produce a lot more seeds then needed.
Step 2b: Start by harvesting the red fruits (Yumako), and convert them to nutriens. Don't worry about using too many fruits; your biochambers with productivity modules makes sure you will never run out of seeds. Also make sure you have a tower which replants the seeds.
Step 2c: place a burner tower with inserters wired into the bot network. Place a blue requestbox, and enable the inserter when the spoilage in your network is above 50.000. If you want the burner tower to be used for power (you should at some point!), then place conditions for the inserters based on temperature (530+celcius for rocketfuel, 550+ for spoilage).
Step 2d: you will produce a lot of seeds; make sure to burn then in a tower when your logistics network has above 1000 of them.
Step 3: scale up. You want to produce a lot of nutrients.
Once you have this running, then you have your basic system ready.
Step 4: Start harvesting the Jellynut (pink brains?) and process them.
Voila, you now have a basics running.
For growing eggs; place 1 biochamber which offloads eggs on a belt. Let the belt run around the same biochamber and place a inserter which takes the egg of the belt into the same biochamber again. The belt continues to a burner tower. you now have a infinite amount of eggs. Place any other biochamber between the second inserter (of biochamber 1) and the burning tower to pull of any eggs it needs (link this third insert to the offloading box of biochamber two to make sure you only pull an egg when you need it).