Factorio

Factorio

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Falesz Nov 14, 2024 @ 6:43am
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I will die on the hill fighting against spoilage
Block me if you must. Ban me if you must. I will never stop hoping the devs change this and never stop venting my frustration with this one singular feature that keeps Factorio: Space Age from being an absolute flawless masterpiece in my eyes.
This is the worst thing in this game ever in the form it was implemented. The idea was fun and good, but it's just executed so badly. I will try to collect my thoughts and arguments about this in a logical and rational fashion so we can have a conversation about it if you want. Or you can just shower me with clown emojis and tell me repeatedly to git gud.

First of all, Nutrients. If you don't use any Assembling machines, Nutrients are required to make Nutrients. To make Nutrients, you can use Nutrients to mash Yumako fruit into Yumako mash and use Nutrients to turn Yumako mash into Nutrients. This means a product is required for an automated system 2 steps before it can be created. This means that unless you are a literal Software Engineering genius, you will need some manual input to start up the system and will never be able to account for all edge cases that would make the system break down. Now I haven't had such a Nutrient blackout in my main Agri science setup yet, but Fish breeding for example is an absolute pain because Nutrients in a huge amount are needed just to keep the system going and not enough can be produced with the output of the Fish breeding Biochamber. I wanted to use the Nutrients from fish recipe to create a self sufficient system, but had to resort to using Bioflux imports to make the Nutrients because otherwise there just isn't enough of them. This however makes my Fish breeding system dependent on Bioflux imports from Gleba which can go wrong in a million ways. Right now I have a space platform solely dedicated to transporting Bioflux from Gleba to Nauvis and Biter eggs from Nauvis to Gleba. Often times my Biter egg production isn't enough to make quick enough trips and the Bioflux is liable to run out on Nauvis. I could scale up my Biter egg production just for this reason, but I don't want to do that now because if I get to that, I want to utilize the techs I will be getting from Aquilo to help me with it. Or I could just build another space platform to separate those transports. Either way, a giant, tedious headache. And the manual startup is just so annoying. The game was about automation. It was about creating a robust design. Now it will never be completely self-sufficient, just what you might call "good enough". Absolutely displeasing from a mathematical viewpoint.

Second of all, Agri science packs. Why. Just.. why. I accepted that my intermediate products come from an infinite supply of base resources and so with a proper system they can go to waste, because no value is actually lost. But that is mostly contained to my tiny Gleba factory where I settled into this mentality and got accustomed to building Inserters and Active provider chests next to every single damn building and transport belt to deal with the Spoilage, but.. why do we have to even deal with that with our end products, bringing the pain back to Nauvis? This is what I was referring to in my first paragraph. I will never stop hoping the devs remove the spoilable property from Agri science packs. They can't be stored, so what if I want to research Worker robot speed 12 sometime? I will just get a million pieces of spoilage because the Agri science packs I spent Rocket launches, space platform trips, Logi bot workload on just go to waste right there inside my Labs. This was so absurd to me I actually believed for some time that the science packs might lose their spoilable property upon entering a Lab until I noticed the Spoilage started accumulating in a trash slot of the Labs. It's just not fun.

Thirdly, the Biter eggs and Pentapod eggs. Before 2.0 the one of the main principles I had that made the game challenging, but FUN to play was to make a robust factory without any warnings. Thats why I included deliveries of Rocket fuel to EVERY train station on the map, so I would never get "Train out of fuel" warnings. That is why I created defensive perimiters so overkill they would never be touched by the Biters, so I wouldn't get "Buildings are being damaged" warnings and even on the off chance they damaged something, everything was always covered with Roboports, Construction bots and Repair kits, as well as all of my outposts being supplied with EVERY single building they consist of so if anything was ever destroyed, they could be replaced by the bots. Now with Pentapod eggs and Biter eggs constantly bursting because I'm not just unwilling, but I'm pretty sure I'm unable to PERFECTLY match up production with consumption of these items accounting for all outside effects affecting the system from my giant factory, I keep getting hostile encounter warning every single minute and it is just so jarring and annoying. It's like compiler warnings: you can live with them if you are uncivilized, but any self-respecting system designer will eradicate them before they call the job done. And it's just impossible now. No matter how many Laser turrets and Tesla turrets I place around my dangerous Egg processing facilites, they always manage to hit something first. And not to mention their transportation: before 2.0 it was SO pleasing to divide the game world up into two parts based on the extent of my defenses: the Factory where Biters can NOT enter and can be considered perfectly safe, surrounded by seas, cliffs and an ungodly amount of Gun turrets supplied with Uranium ammo and Flamethrower turrets supplied with Light oil.. and the outside world, the Wilds, where Biters roam, nowhere is safe and the only objective out there can be conquest and eradication. Now with Biter and Pentapod eggs I have to consider every single railway that can transport Biter eggs unsafe, every train station unloading them, every belt carrying them, every space platform carrying them. It's just such a huge pain and just completely messes up the vibe of the game. This could have been solved with some sort of freezing technology. Just for the eggs. Just freeze them to stop them from hatching and thaw them for processing.

I will never understand why the devs went SO hardass on "Spoilage is there, even for you Science packs, you will have to juggle it at EVERY STEP even in interplanetary logistics and NO way to stop it."
Makes me sad.
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Showing 61-75 of 141 comments
MangoMan Nov 24, 2024 @ 11:17pm 
I don't get what is so bad with it? everything that can spoil has infinite supply. this is not like you have a 150k copper ore patch, and the ore spoils, and your 150k becomes 100k becomes 50k or something. simple concept: infinite supply, but also heat furnace so that the infinite supply does not accumulate forever and can be turned into electricity.

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.
Last edited by MangoMan; Nov 24, 2024 @ 11:28pm
Serendipitous Nov 24, 2024 @ 11:38pm 
I remember a guy who for several year posted salty comments about liquid mechanics change on every news post. Was pretty fun seeing such misplaced dedication.

I don't think this one will last even a month, seems he already lost his steam.
Soushi [SSRB] Nov 25, 2024 @ 12:20am 
Originally posted by Csöpper:
This means that unless you are a literal Software Engineering genius, you will need some manual input to start up the system and will never be able to account for all edge cases that would make the system break down.
This has been one of the most exciting things for me in the SA: automating Gleba and ironing out the systems to make it work without "manual inputs". I've lost the count how many times my Gleba setup went tits up because of those edge cases and spending time to fix things up felt immensely fulfilling, watching the factory work through the edge case succesfully next time.

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.
Cheeze Wizard Nov 25, 2024 @ 12:51am 
Gonna be honest. Post is pretty whiny.

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.
Hurkyl Nov 25, 2024 @ 1:07am 
JIT production! Loops! Everything flows to the furnaces! All the direct insertion! Trains! Bots!

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.
Last edited by Hurkyl; Nov 25, 2024 @ 1:07am
Liwet Nov 25, 2024 @ 1:27am 
Why doesn't ice spoil?
Robot Joe Nov 25, 2024 @ 2:25am 
owned
creamcone Nov 25, 2024 @ 8:44am 
Originally posted by Liwet:
Why doesn't ice spoil?
It's already scarce around Nauvis, making ice spoil would make it impossible to stockpile one of three parts of space science :reonion:
Cheeze Wizard Nov 25, 2024 @ 9:10am 
Originally posted by Liwet:
Why doesn't ice spoil?
Because ice doesn't spoil, it melts. Factorio doesn't have a melting mechanic yet, at least outside of furnaces.
Falesz Nov 25, 2024 @ 9:28am 
Originally posted by Cheeze Wizard:
Originally posted by Liwet:
Why doesn't ice spoil?
Because ice doesn't spoil, it melts. Factorio doesn't have a melting mechanic yet, at least outside of furnaces.
From a mechanical viewpoint those two things are pretty much the same thing. An item transforming into another item after a certain amount of time passes.
Quillithe Nov 25, 2024 @ 9:46am 
Originally posted by creamcone:
Originally posted by Liwet:
Why doesn't ice spoil?
It's already scarce around Nauvis, making ice spoil would make it impossible to stockpile one of three parts of space science :reonion:
It wouldn't be an issue really since you can it up as fast as you get it making the science

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.
Last edited by Quillithe; Nov 25, 2024 @ 9:46am
UhohhotdogYT Nov 25, 2024 @ 9:52am 
In a future where everything is automated and we can travel between planets, somehow we can't figure out refrigeration and freezers to prevent spoilage.
romy Nov 25, 2024 @ 10:15am 
Originally posted by Csöpper:
Now with Biter and Pentapod eggs I have to consider every single railway that can transport Biter eggs unsafe, every train station unloading them, every belt carrying them, every space platform carrying them.

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.
Falesz Nov 25, 2024 @ 10:22am 
Originally posted by romy:
Originally posted by Csöpper:
Now with Biter and Pentapod eggs I have to consider every single railway that can transport Biter eggs unsafe, every train station unloading them, every belt carrying them, every space platform carrying them.

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.
I can see you didn't understand the original post. Sorry about that.
RiO Nov 25, 2024 @ 10:30am 
Originally posted by Csöpper:
First of all, Nutrients. If you don't use any Assembling machines, Nutrients are required to make Nutrients.

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.


Originally posted by Csöpper:
To make Nutrients, you can use Nutrients to mash Yumako fruit into Yumako mash and use Nutrients to turn Yumako mash into Nutrients. This means a product is required for an automated system 2 steps before it can be created. This means that unless you are a literal Software Engineering genius, you will need some manual input to start up the system and will never be able to account for all edge cases that would make the system break down.
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.)


Originally posted by Csöpper:
Now I haven't had such a Nutrient blackout in my main Agri science setup yet, but Fish breeding for example is an absolute pain because Nutrients in a huge amount are needed just to keep the system going.

::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.

Originally posted by Csöpper:
Right now I have a space platform solely dedicated to transporting Bioflux from Gleba to Nauvis and Biter eggs from Nauvis to Gleba. Often times my Biter egg production isn't enough to make quick enough trips and the Bioflux is liable to run out on Nauvis. I could scale up my Biter egg production just for this reason, but I don't want to do that now because if I get to that, I want to utilize the techs I will be getting from Aquilo to help me with it. Or I could just build another space platform to separate those transports. Either way, a giant, tedious headache.
:: 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.

Originally posted by Csöpper:
And the manual startup is just so annoying. The game was about automation. It was about creating a robust design. Now it will never be completely self-sufficient, just what you might call "good enough". Absolutely displeasing from a mathematical viewpoint.
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.

Originally posted by Csöpper:
Second of all, Agri science packs. Why. Just.. why. I accepted that my intermediate products come from an infinite supply of base resources and so with a proper system they can go to waste, because no value is actually lost. But that is mostly contained to my tiny Gleba factory where I settled into this mentality and got accustomed to building Inserters and Active provider chests next to every single damn building and transport belt to deal with the Spoilage, but.. why do we have to even deal with that with our end products, bringing the pain back to Nauvis?

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.


Originally posted by Csöpper:
This is what I was referring to in my first paragraph. I will never stop hoping the devs remove the spoilable property from Agri science packs. They can't be stored, so what if I want to research Worker robot speed 12 sometime?

You make them when you need them.
And if you run out midway through the research just pauses for a bit.


Originally posted by Csöpper:
I will just get a million pieces of spoilage because the Agri science packs I spent Rocket launches, space platform trips, Logi bot workload on just go to waste right there inside my Labs. This was so absurd to me I actually believed for some time that the science packs might lose their spoilable property upon entering a Lab until I noticed the Spoilage started accumulating in a trash slot of the Labs. It's just not fun.

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.

Originally posted by Csöpper:
Thirdly, the Biter eggs and Pentapod eggs. Before 2.0 the one of the main principles I had that made the game challenging, but FUN to play was to make a robust factory without any warnings. Thats why I included deliveries of Rocket fuel to EVERY train station on the map, so I would never get "Train out of fuel" warnings. That is why I created defensive perimiters so overkill they would never be touched by the Biters, so I wouldn't get "Buildings are being damaged" warnings and even on the off chance they damaged something, everything was always covered with Roboports, Construction bots and Repair kits, as well as all of my outposts being supplied with EVERY single building they consist of so if anything was ever destroyed, they could be replaced by the bots. Now with Pentapod eggs and Biter eggs constantly bursting because I'm not just unwilling, but I'm pretty sure I'm unable to PERFECTLY match up production with consumption of these items accounting for all outside effects affecting the system from my giant factory, I keep getting hostile encounter warning every single minute and it is just so jarring and annoying. It's like compiler warnings: you can live with them if you are uncivilized, but any self-respecting system designer will eradicate them before they call the job done. And it's just impossible now. No matter how many Laser turrets and Tesla turrets I place around my dangerous Egg processing facilites, they always manage to hit something first.

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.)

Originally posted by Csöpper:
And not to mention their transportation: before 2.0 it was SO pleasing to divide the game world up into two parts based on the extent of my defenses: the Factory where Biters can NOT enter and can be considered perfectly safe, surrounded by seas, cliffs and an ungodly amount of Gun turrets supplied with Uranium ammo and Flamethrower turrets supplied with Light oil.. and the outside world, the Wilds, where Biters roam, nowhere is safe and the only objective out there can be conquest and eradication. Now with Biter and Pentapod eggs I have to consider every single railway that can transport Biter eggs unsafe, every train station unloading them, every belt carrying them, every space platform carrying them. It's just such a huge pain and just completely messes up the vibe of the game. This could have been solved with some sort of freezing technology. Just for the eggs. Just freeze them to stop them from hatching and thaw them for processing.

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.


Originally posted by Csöpper:
I will never understand why the devs went SO hardass on "Spoilage is there, even for you Science packs, you will have to juggle it at EVERY STEP even in interplanetary logistics and NO way to stop it."
Makes me sad.

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.
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Date Posted: Nov 14, 2024 @ 6:43am
Posts: 141