Factorio

Factorio

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MXK 9 ABR a las 21:26
Gleba Spoilage I can't follow. - Complaint
Spoilage is happening too fast for me.
By the time I can find a section with an icon among hundreds of small icons to see what is supposed to happen next, stuff spoils.
By the time I figure out what is supposed to happen next, stuff spoils.
By the time I can figure out what goes where, stuff spoils.

I can't get anything meaningful going on, because things are happening too fast for me. And on top of that, spoilage is not very good for anything because it doesn't even burn for very long. It's very frustrating. Spoilage speed is anxiety inducing.
I am constantly running out into the fields trying to get more stuff manually!
Normal Factorio and Vulcanus I have time to do things at my own pace. Gleba, things are just happening too fast and I did not find any in-game tutorial beside what is Spoilage, which didn't help.
I hate to look on YT, because game should be self explanatory and so far isn't.
I find myself getting more and more angry as my frustration grows. Gaming should be a form of relaxation not frustration and anxiety.

PS - Speaking of small icons, why is there no option to zoom in on icons like there is on map? I've been playing Factorio for hundreds of hours and I still catch myself trying to zoom in on the icons!
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Mostrando 31-41 de 41 comentarios
cancer352 10 ABR a las 20:45 
Even worse you have to bring such parts with limited lifetime to other planets which costs additional time. Download a freezer mod instead so you will have longer lifetimes of items.
Chindraba 10 ABR a las 20:48 
Publicado originalmente por POWER WITHIN USER:
I'm only seen the preview map during the map gen phase, but I'm probably in agreement here. That map seems to be pointless in that I can't 'read' anything on it. I can't even tell if there is a stone deposit near by or just a bunch of cliffs. I like cliffs, btw, but I do want to know where they are, sort of at least.
The map has a searchbar that highlights things which is very useful for identifying farmland - or in your case, Gleban stone patches.
Two rather important phrases were missed: "preview map" and "map gen phase". Nope, double checked, no searchbar to be found here.
https://steamcommunity.com/sharedfiles/filedetails/?id=3461752544
MXK 10 ABR a las 21:25 
Publicado originalmente por knighttemplar1960:
Old and disabled guy here. Some tips for memory and Gleba follow:
Thanks for taking your time and not ripping into me. I'll use your tips at some point. For now I reloaded the game and went to Fulgora since you mentioned like I should've already been there instead of Gleba. I just started, but I am already enjoying it, and so far it's clicking nicely what is going on there.
For now farming is not for me it seems.

Also I have realized as I was playing today, before deciding to make a run at Fulgora, that as I was staring at all the icons, I simply can't understand what am I pursuing there. What is the end goal of all those products? I'm seeing bacteria-this, nutrients-that, jelly here, yamako there. Why? From looking at the icon I can't figure it out what what is the end product that will help me. What is the actual purpose of those bacteria & jellies. It's not obvious from looking at the icon like for example chemical recipes, where one look tells me everything I need to know.
I want to have tons of Iron and copper on site, without running back and forth. I want to have more machines to do it, and I know all that farming leads to that at some point, but for now it feels very unintuitive.
Maybe I am just not understanding Gleba? And as I've mentioned, by the time I return from another manual Iron harvest, I don't remember what was the purpose of the nutrients, that by then turned all into spoilage.

P.S. I vote to rename Heating Towers - Incinerators. Looking as how fast they burning everything it seem as heat from them is a secondary byproduct.

Publicado originalmente por 🆄🅽🅲🅻🅴 🅹🅾:

As for ageing, it's a daily challenge man, and I play my games to escape from all the BS of real life. I have no time to deal with BS in my games, and Gleba brings a ton of it.
Hear-hear!
MXK 10 ABR a las 21:47 
Publicado originalmente por Chindraba:
For starters I'm not sure what the issues are with icons.

You mention them significantly twice. The PS about not being able to zoom in on icons like the map, which I don't even understand.

Publicado originalmente por MXK:
Speaking of small icons, why is there no option to zoom in on icons like there is on map? I've been playing Factorio for hundreds of hours and I still catch myself trying to zoom in on the icons!

What/where are these icons you are trying to zoom in on? I can only fathom two possible places. One is the list of icons in the crafting menu or as signal results when reading the circuit on a pole. To need to zoom there, I'd think it was an eyesight issue, which might be helped by increasing the UI scale in the settings menu. The other is the alert icons, which in 2.0 will show a mini-map type view when you hover over them. You might be trying to zoom in on that view. I tried that. Instead, click on the notice of interest and it places you in remote view over that area. It seems too zoomed out for me, but it is remote view so it zooms in/out as always. Neither option, however, feels like what you mean, so I'm not sure what the problem is.

The opening section has me just as lost.

Publicado originalmente por MXK:
By the time I can find a section with an icon among hundreds of small icons to see what is supposed to happen next, stuff spoils.

Where are you seeing many icons in sections which you have to use to figure out what is supposed to happen next? The only thing I can even remotely think of is if you've placed a large blueprint from somewhere and all the icons are the things you don't have ready and have to make so the bots can build them. I don't think that's what you mean, but that's all I can connect to the description.

Okay, with that part of my confusion out of the way, on to dealing with building in a world where everything becomes useless before you can use it.

A habit I have, which I think makes my games slower than others, will probably server me well on Gleba. I build a sleeping factory in reverse and then wake it up. As an example, when I need to make a rocket silo work, I build the silo and connect inserters and belts to it. They will probably be moved, but I put them there. Then I build whatever is needed for it to work. In this case that's the LDS, Blue chips, and Rocket fuel. I build each of those backwards as well. I make an LDS assembler with inserters and belts. Then build what it needs.

Of course, doing that, I won't get anything made until I get to where the raw stuff is moving into the first machines, way at the beginning of the line. Most build the start and keep adding, so they have the copper plates ready when they need them, and the green chips are built into full belts before the red chip machines are even placed. The 'normal' way works well for others, I think, and is fine on Nauvis. On Gleba, however, those belts of stuff turn into belts of spoilage, and are really useless, since with nothing running you don't need to burn them for power either. My way has all the belts empty - and all the ore still in the ground (on Gleba all then jelly still on the tree, or whatever it's called) until I'm ready to 'turn on the factory' and then there's not any backup of stuff - unless I designed a backup into the system, which I sometimes do.

My answer to the 'memory' issue is note-free, automatic for me, and is even easier in 2.0. I use constant combinators to tell me what goes where. Now I also use filters on inserters. That rocket silo will have 3 inserters, each with a filter for LDS, or fuel or chips. As far as I drag the belt from the inserter I will add a constant combinator with what is supposed to be on that belt. If, as I do about half the time, I have worked out how much I want on that belt, I'll also set the value of the signal to that number, otherwise I just leave it as the default 1.

The two big things in 2.0 which make it easier are settings on ghosts and filters on all inserters. In 1.1, if I needed a red inserter I was screwed. Either I place a red, and forget what it is picking up, or I place a purple and forget to change it to red when I turn things on. Now I can place the exact inserter I need, connect wires for control if needed, and set a filter so I know what it's supposed to do. In 1.1 I had to carry around a pocket full of constant combinators so I could build them and then set the signals I needed, or I had to build one and then copy/paste it on the map for remote construction. You couldn't set the signals on a ghost at all, and you could not change any settings from map view. Now I can place ghosts, even in remote view, and set the signal on the ghost while still in remote view. As a bonus, when I place a belt over it, as I will when connecting things, the ghost just goes away while in 1.1 I had to stop building belts, delete the combinator, then start building belts again.

Here's where my way helps my memory, and helps me recover from distractions (planning ahead, watching trains, food, or IRL). When I 'return' to what I was doing I have a belt with a 'give me some of this' at the end of it. I don't need to follow it back to the machine to see what is needed, or to figure out which of the things the machine needs I was supposed to put on that belt. (The constant combinator works for pipes too, btw.) The other thing is that when I come back from a break of some kind I don't have to figure out where I was going. I could, in the normal way, come back and finish a bunch of green circuits and then wonder "where were these supposed to go". Instead I come back and finish the circuits and connect it to the belt that wants it and the constant combinators at the input to the circuits is already labeled with the iron and copper so I don't have to remember which belt is which. Not too difficult with green chips, not so fun with some of the advanced stuff.

Another benefit for my style is the lack of notes. When trying to build 'to ratio' as I eventually get around to, by having the 'next' factory built I already know how much of 'this' I need to make. If I build from the beginning I have to figure out how much of each thing I need for each step to get to the end and write it down somewhere. Invariably I make the note someplace I won't forget it, and then can't find it. Building the rocket silo it tells me I need 20 LDS per minute, so I need to make enough LDS machines to get that. Once I have them built they will tell me how much of what they need, and I can put that number in the combinators, for each thing, and when I'm done with one of the things, the numbers are right there, along with what it is, and which belt it needs to be put on.

The last benefit, which might be super good when I build on Gleba, is the empty belts. If I decide I made the wrong pattern and need to rebuild the red chip area, all the belts are empty. I don't have to find some place for the bots to store all the stuff on the belts just so I can rebuild that factory. I also don't have to figure out how to get all the stored stuff onto the new belts before the previous factory fills them up. With Gleba that also means I don't have to worry about all that junk in the chests becoming smelly junk.

Couple extra side notes.

My backwards-build style might be what Galileus meant by "change your approach to prepare for processing instead." I don't know, but it would make sense if they intended to say that, in a very short quip.

Publicado originalmente por MXK:
And why the cliffs so frustratingly blend in with everything! I am constantly running into walls! Color palette is just atrocious!

I'm only seen the preview map during the map gen phase, but I'm probably in agreement here. That map seems to be pointless in that I can't 'read' anything on it. I can't even tell if there is a stone deposit near by or just a bunch of cliffs. I like cliffs, btw, but I do want to know where they are, sort of at least. The current experimental version, 2.0.44, has patch notes suggesting they've made some changes to the colors, especially relative to the wetlands/water. It might help some, and whenever the next stable version is released you can take a peek at it and see if it helps any. I certainly hope so personally, as I'm not looking forward to that one aspect of Gleba. The map of Aquilo almost looks as bad with the difference between snow and ice, but I'm not sure about that either.
I don't feel like making quotes of every of your sentence, hopefully you'll figure out what I'm answering.

As I have mentioned. I have issues memorizing things and names for certain things. I just see them visually and try to describe it as best as I can.

When you press E and have the menu with all the icon of items available. I'd like those menu icons to be zoomable.

When I press E, there is what, 5 tabs? Each with ever growing amount of icons of items available to make? I get lost looking for what I need next. Mostly due to how small they are.
I said I'd like that menu under E zoomable, just like the map. You zoom in from tiny dot to a full view of every building in your factory
For example to this day I always look for soil, bricks, concrete in the same menu as gears. Or Roboport I look under buildings, but it's under machines. Just can't remember. And can't find it, because it's tiny and blends in with the background, causing me frustration. Worse yet, after awhile looking for the tiny icon, I forget what I was looking for, because I got distracted with another icon that I just remembered I need to finish something else! I believe if they were zoomable and bigger it would be easier to locate them faster (or maybe it just me).

Gleba added icons for example where it shows that pink brain looking thing with arrow that suggests turning it into Green Jelly.... I don't understand what that means!
Chemical icons very easy Ice>water, Sulfur>Sulfuric acid, Sulfuric Acid>Steam, Steam>water? or whatever is under that one. Heavy oil>light oil. Starting product>end USABLE product. On Gleba so far it seems (to me) "Product>useless byproduct>end product? I think? I don't know, it's not intuitive.
I just started Fulgora and it's clear Junk>whatever I can get.
Última edición por MXK; 10 ABR a las 22:06
Hurkyl 10 ABR a las 21:52 
Publicado originalmente por MXK:
Also I have realized as I was playing today, before deciding to make a run at Fulgora, that as I was staring at all the icons, I simply can't understand what am I pursuing there. What is the end goal of all those products? I'm seeing bacteria-this, nutrients-that, jelly here, yamako there. Why? From looking at the icon I can't figure it out what what is the end product that will help me. What is the actual purpose of those bacteria & jellies. It's not obvious from looking at the icon like for example chemical recipes, where one look tells me everything I need to know.
I want to have tons of Iron and copper on site, without running back and forth. I want to have more machines to do it, and I know all that farming leads to that at some point, but for now it feels very unintuitive.
Maybe I am just not understanding Gleba? And as I've mentioned, by the time I return from another manual Iron harvest, I don't remember what was the purpose of the nutrients, that by then turned all into spoilage.
Are you seeking answers to these questions?

Incidentally, if you are having trouble with the experimentation phase of working through the new production chains to see what you can make... another option is to work through the production chains in the Factoriopedia.

E.g. if you open the Factoriopedia page for an item (either by searching the Factoriopedia, or doing Alt-Click anywhere the item shows up in the UI), among the information is a list of all recipes that consume that item.

So, you can browse the Factoriopedia to find all the things you can be working towards.
MXK 10 ABR a las 22:13 
Publicado originalmente por Hurkyl:
Are you seeking answers to these questions?
I believe so. But, unlike other products that I can experiment with to my heart content these products disappear, while I was gone doing something else, like harvesting iron by hand so I can build more machines to handle all of it somehow.
I am frantically trying to do things with them and at some point they all look the same... spoilage.

Again, even if I use Factoriopidia, is of no use to me, if I forget what is it I supposed to do when I close it.
Glyph 10 ABR a las 22:25 
Your own forgetfulness is your downfall. I don't know how you expect us to help with that. You want iron? All the tools are already in your hand. Iron decays from bacteria. You can get bacteria from rocks, but you can also breed it. Bacteria + bioflux = more bacteria. Making bioflux sustainably is the second major lesson Gleba tries to teach you. The first is the harvest -> process loop.
Hurkyl 10 ABR a las 23:39 
Publicado originalmente por MXK:
Publicado originalmente por Hurkyl:
Are you seeking answers to these questions?
I believe so. But, unlike other products that I can experiment with to my heart content these products disappear, while I was gone doing something else, like harvesting iron by hand so I can build more machines to handle all of it somehow.
I am frantically trying to do things with them and at some point they all look the same... spoilage.

Again, even if I use Factoriopidia, is of no use to me, if I forget what is it I supposed to do when I close it.
I guess I wasn't clear; I meant if you were asking the forum for an answer, since i didn't want to give one if you are still invested in working things out yourself.

Anyways, the point I was trying to make earlier about notes is a tool directly to help with forgetfulness. If you can't remember something, then make something permanent in-game that remembers it for you.

E.g. if you have your Biochamber/Assembler making the Jellynut -> Jelly recipe (the "brain and jelly" icon, but it's supposed to depict a nut rather than a brain) but you can never remember what the inputs and outputs are... then place a Display Panel by the input showing the Jellynut icon, and another Display Panel by the output showing the Jelly icon, and now you can just look at your factory and see what the building's inputs and outputs are, without having to remember.

You can even add text to the display panels, in case you need something more to remember what the signs are showing.
Última edición por Hurkyl; 10 ABR a las 23:39
Publicado originalmente por MXK:
Publicado originalmente por Hurkyl:
Are you seeking answers to these questions?
I believe so. But, unlike other products that I can experiment with to my heart content these products disappear, while I was gone doing something else, like harvesting iron by hand so I can build more machines to handle all of it somehow.
I am frantically trying to do things with them and at some point they all look the same... spoilage.

Again, even if I use Factoriopidia, is of no use to me, if I forget what is it I supposed to do when I close it.
You can open the editor and experiment to your hearts content. Blue print what works, put those blue prints into your book, and take the blue prints into your live game. That way you don't have to lose any potential achievements you may be looking for. Its similar to saving and reloading, both give you the means to take the time pressure of nutrient spoilage off you while you learn the new icons and the production loops. If you learned Kovarex previously that helps learn the Gleba cycles but what is even better is if you had previously set up coal liquefaction (many people skip learning that. If you had you are one step ahead on figuring out Gleba.)

I don't know if you bake but if you do the bacteria and pentapod egg loops are similar to making sourdough bread. Take your starter and add fresh ingredients, after it has fermented split the dough and use part of it to make the next batch of dough and make the rest into bread loaves. As with sour dough if you leave your starter alone too long it dies off and you have to completely restart the process.

This is why I suggest bringing in any thing you can make on the other planets as an import and concentrating on ag science, (bioflux), and biochambers since they are things that can only be produced on Gleba and this cuts down on extraneous things that may lead to confusion/distractions. Get ag science going so you can unlock new and useful techs that will improve your Gleba experience.

As far as not wanting to import/export? That's a dream that can't be realized. To continue you'll eventually need to import items to Gleba that can only be produced on Nauvis and you'll also have to export to Nauvis things that can only be made on Gleba. So embrace the idea of imports/exports for Gleba. They are required, not optional. With that in mind, if you have nice set ups on Fulgora and Vulcanus, you can make all the free space platforms you want. Because of that spoilage timer ticking I have high speed space platforms to move spoilables and I have 1 high speed space platform per spoilable so no time is wasted waiting on a 2nd,3rd,4th product while product 1 spoils.

In my first play through I went to Vulcanus first and Fulgora 2nd. still using that play through but after having done that I would do it in that order again. Its nice to have big miners available when you first land on Fulgora and its nice to have tesla turrets from Fulgora available to use on Gleba.

Since both Vulcanus and Fulgora were set up when I went to Gleba I imported everything I needed to set Gleba up and when I got that taste of spoilage backwash the light went on about what to do with all the stuff I had been disintegrating on Fulgora since 1.1 habits made that seem like waste. So I decided on the import route because I was still under the impression that conserving UPS would be required (its not nearly as important in Space Age. I doubt I'll ever hit the UPS ceiling) and importing what I was wasting on Fulgora meant I could cut the size of both planets down and save on UPS. That let me concentrate on Ag science and bioflux first and carbon fiber later and since I had imports set up all ready it meant I had no need to set up copper and iron bacteria processing.

Since i have to keep processing scrap to keep holmium flowing I'll always have surplus material to export to Gleba. In fact I still have surplus material on Fulgora even exporting excess to Gleba but it does use fewer recylers on Fulgora and, since space is limited on Fulgora until you get Aquillo set up and running, saving space on Fulgora was an additional bonus.

Publicado originalmente por Glyph:
Your own forgetfulness is your downfall.
That is a result of having Ongoing Longevity Disorder (OLD). You can't work through it you have to work around it. In my experience one of the best ways to do so is to limit the amount of steps/items you have to hold in short term memory and eliminate as many potential distractions as possible. OLD and memory are unique to each individual. You have to devise systems that work for you. Those systems may not work for others.
Chindraba 11 ABR a las 1:42 
Okay, Icons.

Let's make things usable first. Then you can figure out how to use them.

The menu under E, along with the rest of the stuff, can be permanently zoomed.

On the main menu, or the in-game (ESC) menu, go to "Settings" -> "Interface".
On the right, second 'box' is "UI scale".
Click on the "Manual (pixels)" option.
Move the slider up some.
Click "Confirm"

Adjust it upward slowly and check the results. It does not just scale the icons in the E menu (the 'crafting' GUI if anyone asks). It also scales the shortcut bar at the bottom, the list of planets on the left in remote view, and the icons on the mini-map on the right. It also scales any other menu/GUI you open, such as machine settings, train stop settings, etc.

Experiment with the size until it's big enough to use and still leaves enough room to do everything else.

Once you have the game where you can see what you need, then you can work on how to use what you see.

"Remember it? Hell I can't see it!"
Publicado originalmente por Chindraba:
Two rather important phrases were missed: "preview map" and "map gen phase". Nope, double checked, no searchbar to be found here.
https://steamcommunity.com/sharedfiles/filedetails/?id=3461752544
Couldn't be bothered to care 17 hours ago, still the same right now.

Bros will care about the readability of "Gleba's map gen preview map" for half a minute before they click 'play' then proceed memory hole gleba until they're forced to interact with it after going through all other planets
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