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翻訳の問題を報告
I'm not sure why you think your opinion comes across any differently or why you think you can speak for, and in contradiction to, what many of us have already about how we actually enjoy the mechanic and think it has been implemented well.
What?
Is it really worth the mental gymnastics to argue with people who seem to think that Gleba has unique mechanics but the other planets don't?
Look at this quote from that post...
What absolute nonsense.
Why even play Space Age if you don't like the idea of the other planets having different mechanics to work around?
Why act like Gleba is the only one that does?
There are four new planets that all have drastically different ways to be set up and the only thing Gleba does different is make you think about things that spoil.
What about how absolutely trivial it is to set up Vulcanus? Why not complain that having to void infinite amounts of stone doesn't actually add anything to the puzzle? Why not make an issue out of the other mechanics, instead of make an issue out of spoilage?
You have to throw away trash on every planet other than Nauvis to keep things moving.
Every single one.
It was never a Gleba problem.
Absolutely hate Fulgora though.
That's the point. That's what makes it novel and not just $35 for a reskin.
Gleba: forces you to reconsider overproduction of raw and intermediate products, stored as buffers in the form of long queues of goods waiting to be processed, in favor of balanced and continuously flowing loops. Challenges the idea that you can never have too much of something.
Vulcanus: rearranges what resources are available and forces you to obtain the same end products in a different manner. Probably the least different planet in my opinion, and my least favorite but that's just my opinion.
Fulgora: flips the normal direction of the supply chain from starting with many basic materials and trying to create advanced, condensed products to the inverse, where you start with an overabundance of end-game products but not enough basic things. It's supposed to make you realize that a blue circuit you don't need right now is worth less than an iron plate that you do.
Aquilo (and Space Platforms): super common advice to noobs is to build things bigger and with way more space than they first assume. Someone's first factory is a cramped mess. An accomplished (but not expert of course because they build everything exactly as it should be) player will give themselves tons and tons of room between everything. These push you away from that somewhat lazy solution and to value compactness with a sense of purpose and intention once again.
I don't think everyone has to like every one of them. You can absolutely hate Gleba if you want, that's an opinion you're entitled to. I don't think "this new mechanic forces me to play differently and that is inherently bad" makes much sense though. Why even buy the DLC if you didn't want anything to change?
Gleba has the best music though, but that doesn't entirely make up for it.
You can totally play Gleba incrementally (in fact you have to, since you won't have all its technologies to start with). Just need to make sure that you have the basic loop of dealing with spoilage working at every step. If you ever get lazy and start buffering things, you're asking for trouble.
Nothing spoils if everything burned down.
-everything must move
-must remove spoilage.
thats it.
I prefer bots. it is less convoluted. But the same philosophy is true for everything else.
If you want scale you have to make a bunch of extra smallfactories. I can't fathom what kind of builds people make that they are struggling with this planet.
What it adds is time pressure for interplanetary logistics. Gleba's spoilables are the first time the level of competence of your space platform builds is truly challenged by the game.
What it also adds, is bringing part of the biological processes to Nauvis, with the biter capture mechanic. Which features a more aggressive version of the pentapod egg spoiling, with the training wheels off. Pentapod egg hatchlings are actually docile unless actively aggro'd by presence of a turret or the player. And they're on a timer and automatically die after a bit. Biters spawned from biter eggs aggro immediately within a pollution cloud and don't automatically die; they can totally tear through your base.
So you need to really start considering means of containing accidental hatchings. Or divulge setups where it becomes statistically impossible for biter eggs to end up spoiling and hatching.
Biter eggs are also a necessary component of prometheum science and play heavily into the philosophy of your final post-game platform design. Are you going to take eggs with you on the trip - and put in place contingencies on your platform, like enclosures and guarding turrets. Or are you going to have an emergency mechanism to chuck them into space as they're about to spoil and hatch? Or are you not taking them along at all; and are going to take the prometheum chunks back with you, either requiring a ton of cargo bays - or woven belt storage?
All of those choices flow from Gleba's main mechanic:
that items can spoil.
By comparison, it's actually Vulcanus; Fulgora; and Aquilo that contribute nothing fundamentally game-defining.
Pre-space Factorio on Nauvis never told you to build massive stretches of belt buffering thousands of items. That type of main bus design is something players settled on as a convenience.
And spoilables up-end that convenience, at least until a common-place easy-to-implement solution that has enough community mind-share to become a new de-facto standard pattern, will arise.
'Main bus' - 'City block' - 'Train grid' etc. also took many an iteration before they became mainstay. Someone had to think those up; and had to spread them until they became broadly adopted; somewhat formalized; and common knowledge.
Just because you personally don't like it, doesn't mean it's objectively a bad game mechanic.
The MOBA argument is hilariously stupid as well; as that represents an entire genre-shift.
Dealing with goods that can expire is perfectly in line with a logistics management game. Which is what Factorio is.
The only one huffing copium here are the people that continue to rail against the mechanic as if that's going to change anything.
I agree with this. As much as I like the looks of Vulcanus, from a novelty point of view I find it rather boring. All the other planets offer something new and interesting and I love them all, including Gleba.
The thing is I like Vulcanus quite a lot too..... I just don't think it holds a candle to the other planets.