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But yeah I'm just shipping in artillery ammo and keeping the map clear.
- you only need to "defend" your farms if you keep your main base far enough away from them and don't put anything valuable at your farms
- many Gleba techs are about Gleba defense so go for tech soon as you can
- yellow bullets can suffice if you have *enough* gun turrets (but "enough" can be a lot, like groups of 15-20+)
- for me, since defense was at first borderline impossible, I instead cleared out the area and used radar to keep constant vision over my spore cloud, ensuring it was always clear; zero attacks this way
Spidertrons do not last long around the big stompers, and even I can't get close to them with epic shields and several research levels into player health. The spawners are no problem for my rare+ pdts but they seem to expand far faster on gleba than on nauvis. Clearing all nests up to the unexplored area far outside my spore clouds only bought me 2-3 hours before I started getting engagement alerts, and the second attack with the big stomper destroyed about 20% of my factory that had teslas and turrets lined around with tesla priorities set to big guys. I immediately hopped on a ship to head over and by the time I was landing another attack was incoming.
There is a blueprint on the factorio blueprint site called Gleba all production. It takes quite a few imports to build and a ton of landfill because it is rather large, but it is very well designed. After a manual startup of the 3 lines it runs very well and so far for me, forever. And it will produce more science than you can use at 100 spm, plus has really good recycle and dump loops for spoilage. It's just too bad stompers are so overpowered because keeping it running has nothing to do with its design but the fact those enemies can simply walk through all of your defenses and destroy everything with a huge aoe and massive health pool.
It's not quite as bad it looks.
Prioritize turning the yumako and jellynut into bioflux about as fast as you can, then make the cheap nutrients with the bioflux recipe, then to get your iron and copper running you start feeding the iron and copper bacteria the bioflux to make a breeder reactor that will give you resources as fast as you need them.
Make it so you're always turning the yumako and jellynut into bioflux even if you don't need the bioflux so you get the seeds from the processing. You'll basically always be seed-positive if you're processing the fruits and nuts quickly enough.
You want an inserter on every machine that is dedicated to removing the spoilage which you can send directly to the heating tower to burn it right off, or process into carbon fuel for a better energy return. Don't throw it all away though because nutrients-from-spoilage can be useful if things grind to a halt and you need to reboot it.
Make it so the belt lines themselves have a spoilage inserter at the very end of them. You can assume that the oldest product you've put on the belt is at the end of the belt, so putting a spoilage removing inserter at the end of each belt with spoilables will keep them from clogging.
The hard part in my opinion comes with dealing with the pentapod eggs. But they can burn, too! Make a looped pentapod egg breeder biochamber that just throws away the eggs before they can hatch. Toss them right into the spoilage burn line.
EDIT: OH, use a biochamber to make more biochambers! That 50% productivity helps a lot!
Get that going and your factory will run forever and flood everything with bioflux and nutrients.
Personally SECOND it can be nice to add science since that only uses bioflux and nutrients and can help keep them from overflowing.
And you probably want it next in line anyway.
And botting nutrients sounds...bad.
But whatever works for you, that's the fun of the game.