There is no oil or coal on Gleba, every oil product can be crafted from processed fruits and spoilage in the biochamber. Replacing oil processing with agriculture was the original most basic design of the planet, in the very earliest stages of development the trees just grew finished oil products on their branches. And Gleba's special material is indeed carbon fiber. It's used for stack inserters, spidertrons, and who knows what else. So, you pretty much nailed every feature that was already present before the playtesting feedback changes.bobucles wrote: ↑Fri Oct 04, 2024 4:26 pmI'm not quite sure why bacteria have to replace copper and iron recipes, do they really have to? The organic recipes would make sense for replacing oil recipes. Biology always has new strange chemistry to exploit, and living things can be used to produce fuel in an exploitable way. Terrestrial plants might be less than 1% efficient in the sun, but that's no excuse for alien worlds to slack around. There's also nanotubes, a carbon based product that can be justified as an organic product. It's a high tech material suitable for high tech recipes, and might even skip a few lesser steps.
Friday Facts #431 - Gleba & Captivity
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Re: Friday Facts #431 - Gleba & Captivity
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Re: Friday Facts #431 - Gleba & Captivity
During the holidays I was with my family in Liberec. Greetings from Poland.
Re: Friday Facts #431 - Gleba & Captivity
7 Factorio 1.0 science packs. + 4 planet-specific from new planets.
But biolab showcase features 12 types of science packs.
Or I'm getting colorblind due to old age...
But biolab showcase features 12 types of science packs.
Or I'm getting colorblind due to old age...
Re: Friday Facts #431 - Gleba & Captivity
The work-in-progress lab graphics already look good. It feels like its in good hands and I already feel confident it will look great!
Also I have to say I really like how all your improvements and ideas are coming together at the end.
Also I have to say I really like how all your improvements and ideas are coming together at the end.
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Re: Friday Facts #431 - Gleba & Captivity
Not an unreasonable guess. They also would help bootstrap new, power-starved settlements (possibly space platform?).
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Re: Friday Facts #431 - Gleba & Captivity
That 60/100 becomes 120/200 without an increase in materials. I think many engineers would take a 100% efficiency gain. But, it depends on if most players can use that gain. If you are a fast builder, you probably can. If you are plodding like myself, excess speed doesn't matter until I have all the stuff for the final factory. They could "encourage" it by significantly increasing research costs... either build big to research in a reasonable time, or build normal and grab Gleba.vark111 wrote: ↑Fri Oct 04, 2024 3:25 pmI don't think you've accomplished the goal here. You've certainly moved the needle, I just don't think enough. Thing is, the super-lab isn't useful in the early-mid game when you're hitting the first 3 planets. Most bases in those early stages are what? 60 SPM? 100 SPM? Super lab vs regular lab in those scales is pointless, you're talking less than 20 labs, regular or otherwise.
Last edited by doktorstick on Fri Oct 04, 2024 5:46 pm, edited 1 time in total.
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Re: Friday Facts #431 - Gleba & Captivity
Is kinda weird, though, given where coal comes from. And probably oil too since Gleba has marine-like life in the goo and muck (algae and such). Maybe the planet is waaaay too young, around the 40-50 million year age for either to form.CyberCider wrote: ↑Fri Oct 04, 2024 4:40 pmThere is no oil or coal on Gleba, every oil product can be crafted from processed fruits and spoilage in the biochamber.
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Re: Friday Facts #431 - Gleba & Captivity
Personally, I imagine that the “living” layer of Gleba is simply so deep that anything buried gets digested or something before it can get carbonizeddoktorstick wrote: ↑Fri Oct 04, 2024 5:41 pmIs kinda weird, though, given where coal comes from. And probably oil too since Gleba has marine-like life in the goo and muck (algae and such). Maybe the planet is waaaay too young, around the 40-50 million year age for either to form.CyberCider wrote: ↑Fri Oct 04, 2024 4:40 pmThere is no oil or coal on Gleba, every oil product can be crafted from processed fruits and spoilage in the biochamber.
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Re: Friday Facts #431 - Gleba & Captivity
When I saw the bitter captivator, I thought we would breed friendly biters to fight for us not gonna lie Hahaha! I can't wait to get back into Factorio after years. It was my first game ever that I bought, and I had to work for it for a year ( just doing well at school - but still had to work my ass off for it) since I was a kid at the time and my parents were not supporting me with video games... THE FACTORY MUST GROW <3 Lots of love
Re: Friday Facts #431 - Gleba & Captivity
Dear Devs, it would be really NICE if you guys made available all unused assets (or at least some or most?) inside the factorio folders (or released as an asset mod?), so all modders with less artistic capabilities can make use of it in graphic poor mods.
Thank you very much
Thank you very much
Re: Friday Facts #431 - Gleba & Captivity
I love that the new biter mechanic feels like a nod to the early days of the game. In the beginning we had to destroy the biter nests to collect the orbs (Forgot their name…), and now we’re back to harvesting the biters, but in a much more sophisticated way.
Looking forward as always!
Looking forward as always!