Factorio

Factorio

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EvilMimic Oct 28, 2024 @ 2:09pm
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Gleba is the worst thing that ever happened to the game
It's makes SA literally unplayable for me.
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Showing 1-15 of 220 comments
Shurenai Oct 28, 2024 @ 2:18pm 
I'll preface by saying I haven't personally gotten to Gleba yet, but, From my understanding seeing other complaints/reading about it in the factorio blog and all that, People are basically so completely and totally used to just shoving tons of resources onto a belt and it working out in the end that they seem to be patently incapable of...yknow, Just not doing that?

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.
well the production on gleba is very compact and can be done with a really low input the science packs craft in a big batch so you dont even need much in the planet the biggest thing you need is tesla defence because the stompers are relentless......
Last edited by Das Trojanische Pferd; Oct 28, 2024 @ 2:44pm
EvilMimic Oct 28, 2024 @ 2:39pm 
Originally posted by Shurenai:
People are basically so completely and totally used to just shoving tons of resources onto a belt and it working out in the end that they seem to be patently incapable of...yknow, Just not doing that?
It's not working and can't be. You have only one option: make tons of resourses and destroy spoilage.

Originally posted by Shurenai:
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.
dhitch89 Oct 28, 2024 @ 2:46pm 
Originally posted by EvilMimic:
You have only one option: make tons of resourses and destroy spoilage.
Take your timer to a trash bin.
These honestly sound more like a 'you' problem than the game's tbh.

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.
EvilMimic Oct 28, 2024 @ 2:58pm 
Originally posted by dhitch89:
Originally posted by EvilMimic:
You have only one option: make tons of resourses and destroy spoilage.
Take your timer to a trash bin.
These honestly sound more like a 'you' problem than the game's tbh.

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.
It seems like someone didn't see content personally, but speaks about how it working, and how stupid all peoples around. Go away.
dhitch89 Oct 28, 2024 @ 3:03pm 
Originally posted by EvilMimic:
It seems like someone didn't see content personally, but speaks about how it working, and how stupid all peoples around. Go away.
I'm just saying, that exact attitude is doing you more harm than good, period. How much I know or not doesn't change that perception you've been giving off.
Fel Oct 28, 2024 @ 3:04pm 
There are mods that remove spoilage, for those that don't want to deal with that mechanic.
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.
EvilMimic Oct 28, 2024 @ 3:07pm 
Originally posted by dhitch89:
I'm just saying, that exact attitude is doing you more harm than good, period. How much I know or not doesn't change that perception you've been giving off.
World does not depend on anyone's perception. Game mechanics too.
Evilsod Oct 28, 2024 @ 3:17pm 
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Originally posted by EvilMimic:
World does not depend on anyone's perception. Game mechanics too.

"I refuse to change how I approach the game, therefore the game is at fault."

This is everyone's perception of you, right now.
Last edited by Evilsod; Oct 28, 2024 @ 3:18pm
Superguru Oct 28, 2024 @ 3:21pm 
I am playing Gleba the last days and really enjoy it.

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.
Strategic Sage Oct 28, 2024 @ 3:23pm 
Originally posted by EvilMimic:
It's makes SA literally unplayable for me.

No it doesn't. It makes it something you don't enjoy playing. That's not the same thing.
dhitch89 Oct 28, 2024 @ 3:33pm 
Originally posted by EvilMimic:
World does not depend on anyone's perception. Game mechanics too.
FWIW a stranger saying so, but that's a very "It's all about me" mindset (even if it's not your intention).

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.
Ecclesia Oct 28, 2024 @ 3:47pm 
I am with you on Gleba. Hate it with a passion. I keep running out of seeds. I am keep seeing spoiled stuff all over the belts. The production chain there is one big clusterf*ck of having to use 2 basic resources to make everything, with the seed production not being able to overtake the consumption it seems. Perhaps I am wrong, but 1 seed gives 50 fruit, which gives 1 seed again on chance. So any spoilage means you are setback by definition. I have run out of all bushes in my vicinity, so I have actually run out of seeds unless I walk far.
not there yet but i gotta admit the moment i heard of the spoilage mechanic i had a feeling it would be a nuisance, i've chosen fulgora cause it seems simplest, preparing as much as possible before i go, plus it leads into the mech suit which is what interests me the most with all these shiny new upgrades, think i might push gleba down the line a bit.
Superguru Oct 28, 2024 @ 4:00pm 
Originally posted by Ecclesia:
Perhaps I am wrong, but 1 seed gives 50 fruit, which gives 1 seed again on chance. So any spoilage means you are setback by definition.
That is the base chance. Crafting in biochambers got additional production of 50% in form of purple bar.
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.
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