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Its Question time about Gleba !
Hello all!
I'm on my first proper play through with Gleba I'm not new to the game but I hate the planet so much I've just been finishing the game once I get to it but I really want to play Aquillo its why I bought the DLC to begin with lol.
so I'm doing well after hours and hours of trying to figure out this nightmare and I think I've got a working base now , I've done all the research for it except the new research facilities but ill do that when I get back home to Nauvis.
Now my question is about harvesting the fruit the jelly nut and Yumako.
can I automate harvesting the fruit? so far I've been going over to my agriculture towers and chopping the fruit down by hand or rather with my deconstruction planner then placing the fruit into a chest for my robots to take to where they need to go, as soon as I leave this planet I wont be there to harvest the fruit and my base will basically cease to work. I need a way for the fruit to get chopped down when it grows and from what I've seen the agriculture towers only plant the seeds they don't harvest the grain so to speak.
I'm more than happy to use a mod to do it anything to get me past this trash planet .
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Showing 1-15 of 30 comments
Glyph Apr 20 @ 4:52pm 
The agricultural towers both harvest fruit and replant seeds automatically. You can add seeds and pull fruit from them with inserters.
I do that already but the towers seem to stop once all the fruit is grown idk
Hurkyl Apr 21 @ 9:57am 
The tower waits for the tree to fully mature before harvesting it for its full 50 fruit/nut yield. It takes something like five minutes after planting.

If you chop it down early, you get a smaller yield, IIRC. If you mouse over one of the trees, IIRC the info panel will tell you its percentage of growth.

And, of course, the tower won't harvest anything if its inventory is full.

Also, if you're using the circuit network, it's possible you've accidentally disabled the towers.
Last edited by Hurkyl; Apr 21 @ 9:58am
Glyph Apr 21 @ 10:57am 
A picture would help. My main guess is one of the above, where the output box on the towers are full.
dynalon Apr 21 @ 12:33pm 
Before you leave Gleba and then pull your hair because it breaks, few general tips:
- people are used to buffering resources everywhere, Gleba will punish you if you buffer spoilables, so don’t buffer, use direct insertion, short belts or chests with limited slots
- any storage (chest, belt) or machine which deals with spoilables needs to be able to get rid off spoilage
- if you are using anything else other than bioflux to produce nutrient, you are doing it wrong, any other recipe is just there to start up your production
- do not use assemblers for recipes which can be crafted in biochambers unless it is supposed to restart your nutrient production, reason for using biochambers is base 50% productivity, without it you might run out of seeds
- speaking of seeds make sure you get rid off excess seeds (recyclers or burn them in heating tower)
- if you are producing something on Gleba and it has spoilables somewhere in the chain of production, never stop producing, if output is full simply redirect excess to recyclers and get rid off it (or heating towers if it can be burned)
- biochambers have energy consumption and nutrient has energy value, if you affect biochamber energy consumption with module it will affect nutrient consumption. It is fine to use efficiency modules in critical machines like those which produce nutrient themselves
- inserter has option which allows you to take out most spoiled resource first or most fresh first, depending on what you need
- all recipes which produce spoilables have freshness of product affected by freshness of ingredients, the exception is biter egg recipe which always comes out fresh
- if you combine spoilable resources into single stack either in chest or a machine, resulting freshness is the average of freshness of input stacks, this can be used to renew freshness on spoilables. For example you have machine producing fresh resources, putting them in the chest and then on the other side you take out most spoiled with inserter and trash those. This way you can for example keep science packs semi-fresh while you keep buffering them
- logistic chests which can request resources (blue and green) have an option to remove not requested resources, this is good way to deal with spoilage if your are using bots on Gleba
Hurkyl Apr 21 @ 12:43pm 
IIRC, productivity modules in biochambers generally reduces resource consumption per craft moreso than efficiency modules do, since nutrients are a relatively small portion of the overall resource cost.

I.e. that it's better to be nutrient hungry but require fewer crafts than it is to put your biochambers on a diet.

And, IMO, since the bioflux -> nutrients recipe produces so many nutrients (and very quickly) (and at an erratic rate due to productivity), it's mildly easier to manage feeding biochambers that eat lots of nutrients per second than when they eat few nutrients per second.
Last edited by Hurkyl; Apr 21 @ 12:49pm
dynalon Apr 21 @ 2:18pm 
Originally posted by Hurkyl:
IIRC, productivity modules in biochambers generally reduces resource consumption per craft moreso than efficiency modules do, since nutrients are a relatively small portion of the overall resource cost.

I.e. that it's better to be nutrient hungry but require fewer crafts than it is to put your biochambers on a diet.

And, IMO, since the bioflux -> nutrients recipe produces so many nutrients (and very quickly) (and at an erratic rate due to productivity), it's mildly easier to manage feeding biochambers that eat lots of nutrients per second than when they eat few nutrients per second.
Well the recipe itself produces lot of nutrients, but you need to power at least 4 machines to restart production - 2 for fruit processing, 1 for bioflux and 1 for nutrient. If machines consume double or triple amount of nutrient because of modules and you are trying to restart it with just little bit of nutrient made from spoilage which comes out by default at half freshness then it is quite likely that before you make enough nutrient from spoilage for all 4 machines the existing nutrient in machines will spoil again and it will fail to restart. I have seen quite a few builds fail because of this, both mine and other people’s too. So just passing on the experience. You might even make a perfect build which never stops and works and then friend goes around and grabs bioflux from belt to get it to Nauvis which drains the system of nutrient and suddenly you have a problem.
Originally posted by Hurkyl:
The tower waits for the tree to fully mature before harvesting it for its full 50 fruit/nut yield. It takes something like five minutes after planting.
extreme
Thanks for the replies guys I was wrong about the towers as you say, they just take ages to move so it always looked like they weren't working , I sat and watched them for a few minutes and then they started moving . I moved on to Aquilo last night and I love it
I need to go back to gleba and adjust ratios my storage boxes are full so my robots cant drop stuff off, I got more jellynut and yumako than I know what to do with now lol I dont mind having a lot of spoilage its powering my base quite well I think ill just have to come back here from time to time and make adjustments until I get it right
Originally posted by dynalon:
Before you leave Gleba and then pull your hair because it breaks, few general tips:
- people are used to buffering resources everywhere, Gleba will punish you if you buffer spoilables, so don’t buffer, use direct insertion, short belts or chests with limited slots
- any storage (chest, belt) or machine which deals with spoilables needs to be able to get rid off spoilage
- if you are using anything else other than bioflux to produce nutrient, you are doing it wrong, any other recipe is just there to start up your production
- do not use assemblers for recipes which can be crafted in biochambers unless it is supposed to restart your nutrient production, reason for using biochambers is base 50% productivity, without it you might run out of seeds
- speaking of seeds make sure you get rid off excess seeds (recyclers or burn them in heating tower)
- if you are producing something on Gleba and it has spoilables somewhere in the chain of production, never stop producing, if output is full simply redirect excess to recyclers and get rid off it (or heating towers if it can be burned)
- biochambers have energy consumption and nutrient has energy value, if you affect biochamber energy consumption with module it will affect nutrient consumption. It is fine to use efficiency modules in critical machines like those which produce nutrient themselves
- inserter has option which allows you to take out most spoiled resource first or most fresh first, depending on what you need
- all recipes which produce spoilables have freshness of product affected by freshness of ingredients, the exception is biter egg recipe which always comes out fresh
- if you combine spoilable resources into single stack either in chest or a machine, resulting freshness is the average of freshness of input stacks, this can be used to renew freshness on spoilables. For example you have machine producing fresh resources, putting them in the chest and then on the other side you take out most spoiled with inserter and trash those. This way you can for example keep science packs semi-fresh while you keep buffering them
- logistic chests which can request resources (blue and green) have an option to remove not requested resources, this is good way to deal with spoilage if your are using bots on Gleba
Yeah I got all that already buddy was only worried about the agriculture towers when I left as I said it didnt look like they were moving but they were they just have a weird cooldown period . ive got almost nothing on belts just a tiny belt for yumako mash cause im using it mostly for nutrients but use a little for bioflux so its gotta be in 2 places at once everything else is direct insertion with an inserter specifically used to get rid of spoilage and all my chests have a spoliage inserter as well . I dont even have an actual base on gleba im just making what I need for the carbon fiber bioflux and the research thats it , I dont even just dislike this planet I hate it
Evilsod Apr 22 @ 9:29am 
"weird cooldown period" you mean... waiting for the fruit to grow? How is that concept alien to you O_o

Making the resources and science you need is the definition of a base on Gleba. Eliminating all potential deadlocks to keep it running constantly is the challenge.
Originally posted by Evilsod:
"weird cooldown period" you mean... waiting for the fruit to grow? How is that concept alien to you O_o

Making the resources and science you need is the definition of a base on Gleba. Eliminating all potential deadlocks to keep it running constantly is the challenge.

I still think Gleba is overrated in terms of deadlocks. All you really need is the ability to yeet the stuff into a Heating Tower and done job.. So, all you need is to have some towers that ensure that any production that is not used up which deteriorates into spoilage is yeeted into one of said towers.. It's deceptively easy to create a self sufficient system which is modular.

Fulgora on the other hand... That place is such a sisyphus problem. The bigger your production the more recyclers is required and it'd be fine if it wasn't because some things just ends up clogging up the system because they take so long to recycle (looking at all those damn steel bars...) It's not necessarily hard, but it takes nothing for the system to clog.
But it's mostly a I need to upscale quality production issue
dynalon Apr 22 @ 11:14am 
Originally posted by Professor H. Farnsworth:

Fulgora on the other hand... That place is such a sisyphus problem. The bigger your production the more recyclers is required and it'd be fine if it wasn't because some things just ends up clogging up the system because they take so long to recycle (looking at all those damn steel bars...) It's not necessarily hard, but it takes nothing for the system to clog.
But it's mostly a I need to upscale quality production issue
That’s an easy one to solve, recycling time depends on crafting time of resource, instead of recycling concrete or steel, craft hazard concrete or barrels and recycle those.
Originally posted by dynalon:
Originally posted by Hurkyl:
IIRC, productivity modules in biochambers generally reduces resource consumption per craft moreso than efficiency modules do, since nutrients are a relatively small portion of the overall resource cost.

I.e. that it's better to be nutrient hungry but require fewer crafts than it is to put your biochambers on a diet.

And, IMO, since the bioflux -> nutrients recipe produces so many nutrients (and very quickly) (and at an erratic rate due to productivity), it's mildly easier to manage feeding biochambers that eat lots of nutrients per second than when they eat few nutrients per second.
Well the recipe itself produces lot of nutrients, but you need to power at least 4 machines to restart production - 2 for fruit processing, 1 for bioflux and 1 for nutrient. If machines consume double or triple amount of nutrient because of modules and you are trying to restart it with just little bit of nutrient made from spoilage which comes out by default at half freshness then it is quite likely that before you make enough nutrient from spoilage for all 4 machines the existing nutrient in machines will spoil again and it will fail to restart. I have seen quite a few builds fail because of this, both mine and other people’s too. So just passing on the experience. You might even make a perfect build which never stops and works and then friend goes around and grabs bioflux from belt to get it to Nauvis which drains the system of nutrient and suddenly you have a problem.
I prefer to convert excess nutrient consumption into electricity consumption with efficiency modules and beacons. That generally covers the cost of productivity modules pretty well.
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