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from there, start with the most basic recipe, which IIRC is the weak copper bacteria. setup the simplest possible setup and get it working and tweak it to make it more stable. do only 1 setup at a time.
hint: when a building needs its own output as input, you can make two of those that feed each other
another hint: nutrients have short timers, so nutrients have to be used basically right away. use either short belts or even use a rule of not putting them on belts at all and feeding directly from building to building. (I think this is also true for Jelly and Mash. don't put them on belts, just feed directly from building to building.)
another hint: if it's still not clicking: the simplest idea is to farm fruit and send it straight to the furnace. notice that this continually flows forever, like a river. the only problem is that you run out of seeds doing this so you do need to process some fruit to make things stable. but note how your product setup will borrow some fruit and return some spoilage to the flow/river. (well your spoilage "river" should probably be separate from your fruit "river" though.) you just also need a "seed return" as well. (so there is "two way traffic" going back to/from each farm.)
also, don't build your main base at your farms; your farms will get attacked. build your base away from your farms. (if you have very good defenses this may not apply.)
almost every building will need spoilage output, and some will need seed output. this complicates things but this is why to build small at first. you might have to move things around a lot to get it to work with the right outputs and inputs.
not sure how much more advice I should give.
I'll just ramble some random hints (I'm not an expert, just random tips from 1 half playthrough; others may likely have better ideas than me or I may have missed the odd thing.)
when setting up a recipe, you have the choice of which nutrient recipe to use, so as many recipes as there are, there are also three versions of implementation for each. the spoilage-based nutrients will both consume and produce spoilage. the other two will only produce spoilage.
since a spoilage-nutrient setup both consumes and produces spoilage, you need spoilage to be both an input and an output. this logically leads to having a spoilage CYCLE. spoilage can be flowing through your whole base in one or more cycles, and when it overflows you can send the overflow to the furnaces (use splitters for this).
if you have a lot of spoilage to get rid of, you might want to separate it from the energy-production setup. spoilage is not really energy dense enough to power your base by itself. so it can be better to have a separate furnace just for the spoilage, to eliminate it, and save the denser stuff for your actual energy setup.
two spoilage-nutrient buildings feeding each other is relatively stable as long as the spoilage keeps flowing. you can setup two dedicated buildings for this that store nutrients in a provider chest between them, with an output for spoilage. this allows nutrients to always be available on the logistics network, and can be used to automatically bootstrap a stalled setup. (this is not meant to have high throughput, only to have at least 1 nutrient available at any time for bootstrapping.)
if you find that you need MORE spoilage, you can actually generate it on purpose and inject it into your spoilage flows. I think it is Jelly that is the best candidate for this, as it is the most numerous fast-spoiling product.
the same way that two spoilage-nutrient buildings feeding each other is pretty stable, so too is two egg-producing buildings feeding each other.
efficiency modules can be used to greatly reduce the amount of nutrient consumption. this can make a huge difference to your setups, especially your spoilage-nutrient setups, since it takes a lot of spoilage to make nutrients. using them or not using them can help control the amount of spoilage production or consumption in different areas of your base.
I don't think this one will last even a month, seems he already lost his steam.
The key in conquering Gleba, in my opinion, is to not aim for perfection on the first try. Fix and design a couple of production blocks and when you feel tired of it, go somewhere else. And return back to improve more later, with a fresh perspective.
Yeah, we don't have hyper optimal blueprints and factory design strategies like we have had for the base game for years, we are in this launch window of the game where we actually have to think. Gleba is all about JIT production, but to counter balance that the resources that spoil are infinite.
Gleba requires balancing inputs and outputs, something that hasn't been required in the base game when you can just backfill everything. I've come from Satisfactory 1.0 right before starting Space Age, which also punishes overfilling inputs and requires looping production chains in the late game, but it really is not an actual issue in either game, if anything it is a nice puzzle.
If in doubt, just overconsume everything. For your eggs into the science, make sure to have eggs be the bottleneck in science production and continue the egg line past your assemblers straight into a heating tower. Line the egg line with turrets if paranoid. In fact just incinerate everything spoilable at the end of the line if it doesn't get taken by a machine as a backup. But you want to make sure to be overconsuming regardless to be safe.
Quality lengthens spoilage and value on the science. Look into that as well.
Not only do we not have hyper optimal blueprints, there isn't even anything close to vaguely resembling a consensus about the best way to approach logistics.
Plus it should really depend on thr surface - ice in space should presumably spoil very slow if ever because cold storage is easy.
Ice on volcanus..
But this would probably raise a lot of issues like why you can store 500 degree steam indefinitely in a storage tank.
On Aquilo.
None of this is required though, you may just cover the spawn point of your egg factory with one turret and be done.
You spent a tremendous amount of energy writing this to complain about stuff you didn't even tried beforehand. Why would you need trains when you can produce it on site ?
What are you talking about "consider space platform carrying them" what about them ? it doesn't require any special setup that you didn't already done with other stuff before. just send the eggs to platform with rockets like you did with everything else prior to that point.
Solution: use an assembling machine creating nutrients from spoilage to kick-start the other machines. Whether they be manufacturing nutrients from spoilage; nutrients from bioflux; or nutrients from anything else.
The spoilage to nutrients recipe can be run from assemblers; which don't require nutrients, but are used to create nutrients to kick-start the other processes to create more nutrients.
You can always be guaranteed to have spoilage, because that's what remains once the system does jam. And your bot; belt or train network; whichever it is, should easily be able to be set up to never send all spoilage off to the burners, but to reserve a decently sized spare pool used for kick-starting.
There you go. Problem solved reliably.
(Also yes; I actually am a Software Engineer by trade.)
::buzzer sound:: Wrong.
Fish breeding is like the egg and bacteria mitosis recipes: it ignores freshness on ingredients and always produces 100% fresh output.
Normal fish spoils in 2.5hrs - this extends to a manifold with higher quality levels.
In the worst case, you need 1 iteration of the fish breeding recipe every 2.5hrs to cycle the fish in it back to 100% freshness and persist the loop in a holding pattern.
That's 100 nutrients per 2.5 hrs, aka less than 0.0111... nutrients p/sec normalized.
You can easily burst create those from spoilage by plonking down assemblers in parallel.
Anything you can manage on top of that, can be used for additional cycles that can hopefully proc higher quality fish. Until you reach legendary quality. At which point you can just keep the whole thing on idle standby until you lazily have to pull out a fish or 2 for some new spidertrons.
:: create new platform from starter kit ::
:: copy blueprint from existing platform ::
:: paste blueprint onto new platform, aligning the platform hubs ::
:: empty out schedule and reprogram ::
:: wait for automated requests to finish building the new platform* ::
(* Which at that point should be done in minutes as you should have a multitude of planet-side rocket silos all kicking into gear to fulfill those requests.)
What you describe is thus less a "giant tedious headache," and more a "walk in the park."
Literally - actually. As in: you could literally just AFK and go outside for five minutes to grab some exercise and fresh air while the game keeps running and doing its thing, building the platform for you.
Kovarex enrichment process called. It wants to know if it can have a piece of that giant nothing-burger you've slapped on the grill.
Come on man - are you even trying or just ranting now?
Kovarex enrichment has always been 'that annoying thing' you need to manually collect your initial 40 U-235 for to kick it off, after which -- if you built it correctly, it will be fully automated.
All the spoilage mechanics are essentially the same as that. Though with more added degrees of complexity to ensure they are kept running fully automated.
Because it makes for an interesting logistics puzzle.
Also-- they have a 2hr spoil time. More than enough time to make them; ship them; and consume them; with a few small left-overs rotting into spoilage to burn away, maybe. (And even the spoilage you can repurpose into nutrients for other bio processes.)
You'd have a point, maybe, if they'd expire in 15 minutes - like pentapod eggs. Which are expressly not meant to be shipped off-planet.
You make them when you need them.
And if you run out midway through the research just pauses for a bit.
It's not fun because you refuse to adapt your way of thinking about how to handle item logistics. Your mindset is to stockpile in advance, which hides throughput detriments in back buffer. Spoilage tells you: no, you can't do that. You have to actually scale the supply to the demand and have to have the proper means of throughput; as well as the means to signal the supply side when there is (going to be) demand.
It's perfectly possible to prevent pentapod and biter eggs from spoiling.
Pentapod eggs are in fact trivial to prevent from spoiling. (Same trick as with the fish; except on a 15 min timer rather than a 2.5hr timer.)
You only have to guarantee that you'll ship and consume them before they spoil.
Which means you have to ratio supply and demand. And you have to only produce once there is actual demand. Circuits are your friend.
Be happy they didn't go all-in by e.g. making Aquilo's ammonia-heavy environment corrode metals, or having them rust[mods.factorio.com] in general.