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Like, You're all so used to just shoving a full red belt of coal and a full red belt of iron onto a split red belt and it'll work out even if the furnaces aren't working at full staff. So used to just piping a full belt of material into the area even if the machine only needs a few per second because there's not really a reason NOT to, it's not like plates go bad waiting on the belt, and splitters are intelligent, if the line backs up they just put the material down the other side.
Gleba doesn't work that way. If your collection outpaces your processing, You're going to back up, it's going to spoil, and it's going to clog things up. Slow down the collection pace, raise the processing pace, and minimize time where the stuff you're processing is just sitting around.
If you have a 5 minute timer, As long as it gets fully processed from collection to end by 4:59, Your factory'll work fine.
Spoiling timer never cannot be at 100% of max spoiling time on anew item. Take your timer to a trash bin.
Because you're seemingly refusing to take a step back and consider doing things a different way - which IIRC, was the intended point of all the new planets in one form or another to begin with - and then unfairly blame the game as a result.
You also have the option of slowing spoilage when creating the map, for your future runs at least.
Spoilage is there to force you to get out of the basic the "overproduce everything and fill belts" that worked fine up to there (mostly, because it can also create issues on the space platforms).
If the items are not sitting on belts without moving and instead are produced at rates that also allow them to be used rapidly, spoilage (especially of the low timer ones at the start of the chain) becomes mostly a non-issue.
It is a different way to design your factory, which is the whole point of the mechanics in the first place, but once again mods already exist to remove it.
"I refuse to change how I approach the game, therefore the game is at fault."
This is everyone's perception of you, right now.
Yes it is tricky to build a factory there but also satisfying when the factory works more and more automatic and unattended.
Due to spoilage it is important to handle rot everywhere it can appear. Usually at end of belts have an inserter with rot filter to remove all rot that forms on the belt. Another inserter that pulls appearing rot from machines.
All rot goes onto a garbage belt. That belt goes to an assembling machine that produces nutrients on demand. For example when the biochamber producing nutrients stalled. Then the assembler kicks in to produce enough nutrients to get the biochamber production running again.
Overproduced rot that runs past the assembling machine gets burned for steam production. Nutrients are also produced to let them rot in a chest to make fuel for more steam.
Same procedure for iron and copper ore. Production is a loop and when the loop breaks it gets auto started again with some bacteria from fruit mash.
The planet is a lot of problem solving with filters and some simple logic circuits. When all problems are handled the factory will run forever.
No it doesn't. It makes it something you don't enjoy playing. That's not the same thing.
Yet even putting my opinion aside, it's ironic that you've said so, since you seem fixated upon your own perception that "The game is at fault, period", rather than even considering "This calls for a different approach, so I'll need to try/learn some new stuff first for awhile, then I'll judge". Almost as if you're depending upon it, even.
With that processing 1 plant results in 1.5 seeds on average. When not much rots you get a comfortable multiplying of seeds.
A simple setup would be 2 biochambers. 1 makes mash from fruits to also make seeds and a second makes nutrients from mash. Let overproduced nutrients rot to burn them for energy production.