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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.
- 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
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.
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