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https://mods.factorio.com/mod/delete-gleba?from=search
Vulcanus: Love it.
Fulgora: Love it.
Aquila: Warming up to it.
Gleba: Can suck my sweaty balls.
I'm sitting on Gleba for over 50h now, still upgrading other planets, because how much I despise the idea of any time pressure in Factorio. I hate the idea of biters and idea of spoilage. I hate the idea that I need to fix everything manually when anything breaks. Additionally that I need to walk for minutes looking for next biter spawn, every time spoilage ruins everything.
I tried. I transported like 10k ground filler from Vulcanus to prepare for Gleba base. I still hate it the same.
My solution for the "I need an egg to restart" problem is to build a mostly isolated factory block whose sole purpose in life is to maintain a single pentapod egg in the system. And I worked to throttle the rate of production to minimize the supply of bioflux it needs to keep operating.
By having a minimal, well-defined task, with as minimal interaction with the rest of the factory as I can manage, it's a lot easier to make the thing reliable. Sure it will die if the bioflux input dies and I don't notice for an hour or two, or there's a real catastrophe that shuts down the power, but that's basically the only failure conditions I have.
---
That aside, there are other automated solutions. You can deconstruct a pentapod shell to get eggs. Or you can keep a buffer of biochambers, and recycle them to get eggs.
I'm sorry, that wasn't helpful.
There is no time pressure on Gleba really though. Things spoil but that is mostly a matter of getting up the proper throughput and burning the spoils. For me this meant a circular bus that constantly siphons of spoilage. It works well and i don't have to consider things going bad anymore. It's just another interesting logistic challenge to beat. Turn spoilage off and there is nothing that makes Gleba unique. The planet might as well not be there, which is what you want I guess.
A couple of tips: Notice that you can make inserters prioritise based on spoilage. Make tons of nutrients. Spoilage becomes useful so manage it don't just delete it. Adding nuclear power takes away the chance that your power will fail if your machines get stuck and you'll end up low on water.
Exactly. When I leave planet and go back after 2 hours, everything is spoiled and messed up, so I have no idea what failed, no idea how to fix it, I need to make 10 minutes run again for next seeds/eggs. Every time further.
When I play I build by iteration. I build stuff, watch how it works, go back to it after some time and look at results. Gleba doesn't really let me test things. Build things when I want it. It all needs to work 'perfectly' when it's placed.
I literally have no idea how and what exactly you are talking about, so I guess this setup needs some technology, my patience is not letting me get to the point of getting technologies from Gleba, i produced like 100 science.
By default pentapod eggs produce more than they consume, which means you just have a belt run in circles and an inserter read the contents of the belt, so the inserter only pulls off the belt when said belt has > x eggs. That ensures the belt always has eggs and is always producing them.
If you're on Gleba, you just put Tesla Turrets down and they'll insta kill any that happen to spawn, otherwise you can do a similar thing when the eggs are about to spoil and send them into a burner. I mean if you wanna disable dealing with all of this, that's fine, but the solutions to your problems are not difficult to solve if you have the desire to learn
My design pretty much turns the entire planet on using an R/S latch. It does blast production. Harvests all the fruits I need to make 1,000 science packs, process them immediately for seeds, turn all the results into bioflux, and let the planet produce the 1,000 science packs. When the science packs are done they launch and the planet pretty much shuts off again. Surplus eggs are made into biochambers. Once biochamber storage is full I burn surplus eggs. When the nutrients spoil the spoilage gets moved to storage until I have enough to restart nutrients by processing spoilage with assemblers instead of biochambers. Surplus spoilage goes into a heating tower.
I make no other bio products on planet. I don't use copper or iron bacteria or make bio plastic or bio fuel. Instead I import all that material that I've been recycling into nothingness on Fulgora. I make sulfur on Fulgora, Import my first heavy oil from Fulgora and then I use carbon produced on that platform and the sulfur produced on Fulgora to make coal using coal synthesis and I liquefy that so I have no additional bioproducts spoiling. Pollution doesn't affect the creatures on Gleba. Doing it this way minimizes spore production so I have much less happening on Gleba when I'm on a different planet.
I have a couple dedicated platforms that go back and forth to Vulcanus and they bring surplus stone, copper ore, and iron ore so the rest of Gleba works pretty much like Nauvis. All of the rocket fuel I use on Gleba is produced on Fulgora and imported.
Making only the science packs (and the bioflux I have to send to Nauvis) and nothing else makes playing Gleba tolerable. I get it set up and automated and then I ignore it.
An example would be Yumako mash. I am close to 2mil yumako mash/h but only consuming 1.6mil. The rest spoils. It doesn´t matter because it´s free. Nutrients and Jelly is the same. I am overproducing a lot because it doesn´t matter.
Although your problem might be that you aren't generating an excess... do you have any productivity bonus in your Yumako -> Mash and your Jellynut -> Jelly crafting?
The default processes are not net positive for seeds. If you run the numbers, even if you manage process every fruit and nut this way, the average result is exactly to break even. Random fluctuations means you will eventually run into a short stretch of low returns and run out. Especially if you don't have a lot of seeds to start.
So you need productivity bonus -- either run these in biochambers or use modules or both -- to get a positive feedback loop on seeds. And more productivity is needed if you are not running every fruit and nut through this processing.
I'm not describing an in-game technology, I'm describing a function I want a factory block to provide.
You have a recipe that turns one pentapod egg into multiple pentapod eggs. The new eggs are completely fresh. So I have a factory whose sole job is to craft this recipe, keep one egg in the system, and dump the rest into a disposal* chute.
To minimize the amount of resources this needs to function, I've engineered a time delay. I have a belt system with splitters that takes an egg around 7-8 minutes to traverse. There are ways to use the circuit network to build a digital timer instead.
This factory does nothing productive. It's only job is to have a pentapod egg in it, so that when my science production fails I don't have to do an egg run to restart it.
*: Normally this runs to a heating tower dedicated solely to this function, but I've later added automation to grab an egg so it can be delivered elsewhere if it needs an egg to restart.
That's not my problem. My problem is that I set up everything so that it appears to be working fine. It runs like a top for an hour while I'm off making other tweaks. So I leave the planet for a while. When I come back, production has stopped, because something filled up with product (as it does with Factorio), and over time, all that product turns into spoilage, and then when the factory needs that product, there's none available.
YES, I I KNOW THIS CAN BE FIXED, and I always fix it. But it's annoying. When I come back to Vulcanus, my chests are packed with foundries, big miners, tungsten plate an orange science. When I come back to Gleba, my chests are filled with the stuff that's at the top of that old jar of spaghetti sauce in the back of the fridge.