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Vast majority of production steps require nutrients and produce spoilage. I`ve added a circular belt around my factory. At the beginning I add food, at the end non-rotten nutrients go for another lap, and spoilage goes for recycle. This belt goes near every biochamber, just add an inserter to take nutrients to the factory, and another one to unload rotten stuff. Also, add a inserter with filter at the end of every belt to unload spoilage to this global trash bus. A word of advice - keep some free space on this belt, so items keep running and every factory can receive nutrients and some free space for spoilage.
This is not a perfect solution, but a working one)
Also, make rocket fuel as soon as you can and use it for boilers and electricity. The fuel doesnt spoil, and very efficient
E.g. if you're concerned about things breaking down, running out of seeds, and having a nightmare getting things going again... you could focus on making a subfactory whose sole purpose is to provide a reliable seed supply, and then make everything else rely on the mash and jelly that this subfactory outputs.
For me specifically, I did three things to forestall any 'nervousness' I may have had:
I didn't really care about things breaking down, since I was still working on them and the debugging process is to be expected. What I did care about is things that take an involved effort to repair.
Land on Gleba and explore your surroundings. Save the game.
Set up first production cycle and save game. Test first production cycle. If it works blue print the set up and save game. If it doesn't reload previous save and redesign.
Keep saving and reloading until you get a working set up and blue print every thing that works especially at the plateaus (like where you unlock a new technology or expand into fresh territory.)
Tedious and not fun but once you have all the blue prints you can import all the non-planet specific resources/machines and lay every thing you need out with construction robots and start up the factory. Process ag products into things that don't spoil. Process fruits right away so you get seeds. Keep cycling pentapod eggs and use the surplus to make biochambers until you have a comfortable over supply. If something happens and all your eggs spoil you can recycle surplus biochambers until you get an egg you can use to restart the cycle.
Save scumming completely eliminates the pressure provided the constant reloading doesn't drive you insane first.
Spoiled is good.
nutrient -> spoilage -> carbon + sulfur -> coal
As you can see, I had made 32M coal from that 8 chemical plants.
https://steamcommunity.com/sharedfiles/filedetails/?id=3417747366
https://steamcommunity.com/sharedfiles/filedetails/?id=3417747228
I guess the coal is better if you need to compress it and energy/stack is what yo need.
I don't burn it. Burning rocket fuel is much more powerful.
All coal are for military science pack to me.
It's just a way to reuse the spoilage and won't let guys feel nervous.
I think there is nothing to be questioned.
Start it up and tweak as necessary. Right before giving up on Gleba I spent a few hours shipping everything in to build that, and other than building the farms, beefing up wall turret security and adding my own stuff, I haven't had to think about it since. You need a good amount of resources imported to Aquilo before you get orbital resourcing set up, and Gleba is a good central position for virtually unlimited items and resources. It's worth the effort if you are feeling done with Gleba, and it will likely change your mind about the place once you get it running.
I don't understand how can people complain about gleba so much when you can run it the same way with slight addition to deal with spoilage.
Sure you can set things up so it works but that doesn't make it fun. Its not a logic problem like it is on every other planet. Its a time management problem instead.
Also, you can just find some existing blueprints for Gleba or disable it with mods, if this sounds fun.