I honestly don´t understand the spoilage problem. We have slavery with intermediate steps and likewise, we have production with intermediate, well, filters so to say.
We have two endless resources at our hands, so just pour them into the production bus and sort spoiled stuff out and re route it into the nutrients line or simply burn it so get rid of it. Later, you can use recylcers to get rid of the spoilage.
The only real "challenge" to me, so far on Gleba, was the power production. But with rocket fuel being limitless on Gleba, rocket fueled heater towers got rid of the power problem. There might waits a whole new problem on the horizon with evolution reaching 1.0 at some point but so far I am kinda fine with Gleba. Once a small factory is established (belt fed) Gleba seems to be not much of a challenge but we will see what the Biters will do, once they reached their peak.
Gleba has killed the game for me.
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Re: Gleba has killed the game for me.
But you would have to deliberately search for it first !AvengerStar wrote: ↑Tue Nov 12, 2024 11:02 pmA quick search on the tech tree reveals the same thing. I could go on to further debate the necessity of spoiler marking content on a topic that explicitly talks about the grievances of such topic, but that's irrelevant.BlueTemplar wrote: ↑Sun Nov 10, 2024 12:46 amStill better than the above poster, that spoiled thatspoiling will keep on spoiling even after Aquilo...
[...]
And even so, «Gleba has killed the game for me» is very much not specific, I don't see a reason to not use spoilers for potential solutions (or lack thereof) to the very different issues people might have ?
(Which I might have failed at myself by pointing out that
pentapods only (directly) attacked your treefarms
, ah well...(went and fixed it now))Compare for instance with people complaining that the main menu is spoiling the new planets for them, or the Factoriopedia spoiling items that they are very far away from unlocking (it's kind of a usability issue too, and I think you can run into this for instance even in vanilla with items with a lot of alternatives).
BobDiggity (mod-scenario-pack)
Re: Gleba has killed the game for me.
By the way, Aquilo menu animation contains a process that does not work there so don't take hints from the menu animationsBlueTemplar wrote: ↑Wed Nov 13, 2024 1:40 pmCompare for instance with people complaining that the main menu is spoiling the new planets for them
Re: Gleba has killed the game for me.
There's already a mod for all Gleba haters:
https://mods.factorio.com/mod/delete-gleba
https://mods.factorio.com/mod/delete-gleba
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Re: Gleba has killed the game for me.
I guess if there's nobody to come rescue me I'll have to makeRaphaello wrote: ↑Wed Nov 13, 2024 2:26 pmBy the way, Aquilo menu animation contains a process that does not work there so don't take hints from the menu animationsBlueTemplar wrote: ↑Wed Nov 13, 2024 1:40 pmCompare for instance with people complaining that the main menu is spoiling the new planets for them
a snowman
and call him Wilson... BobDiggity (mod-scenario-pack)
Re: Gleba has killed the game for me.
I agree.
Personally, I play Factorio as a laid back game. Biters are off / passive, and I often leave the game running and dip in and out of it over the course of the day.
Previously that has been completely possible with an unmodded game, by toggling options in menus. Sure, some people might think biters are essential, but it's nice that I can toggle them off.
With Gleba, though, no such luck. I have to monitor it, keep adapting ratios etc, and if the system collapses and spoilage takes over I have to spend ages rebooting the whole thing. And if the entire objective is to get science packs and bioflux to Nauvis, any error causes total chaos and hours wasted.
I tried for a few hours, and I'd got a set up that sort of worked, but I was having to constantly manage my research to ensure I was using up the science I was producing, and monitoring for excess spoilage. For me, that wasn't fun - at all.
So I've downloaded a mod that disables spoilage. And now I can enjoy the game again.
For those that love it, great! I'm happy for you. But it's weird to me that a game that previously could be played as a passive, laid back game (where the worst that would happen after a few hours is a resource being exhausted / starved) has been changed into one that can't be, with no menu option to toggle it.
Personally, I play Factorio as a laid back game. Biters are off / passive, and I often leave the game running and dip in and out of it over the course of the day.
Previously that has been completely possible with an unmodded game, by toggling options in menus. Sure, some people might think biters are essential, but it's nice that I can toggle them off.
With Gleba, though, no such luck. I have to monitor it, keep adapting ratios etc, and if the system collapses and spoilage takes over I have to spend ages rebooting the whole thing. And if the entire objective is to get science packs and bioflux to Nauvis, any error causes total chaos and hours wasted.
I tried for a few hours, and I'd got a set up that sort of worked, but I was having to constantly manage my research to ensure I was using up the science I was producing, and monitoring for excess spoilage. For me, that wasn't fun - at all.
So I've downloaded a mod that disables spoilage. And now I can enjoy the game again.
For those that love it, great! I'm happy for you. But it's weird to me that a game that previously could be played as a passive, laid back game (where the worst that would happen after a few hours is a resource being exhausted / starved) has been changed into one that can't be, with no menu option to toggle it.