Gleba is awesome and not awesome at the same time
Posted: Thu Oct 31, 2024 10:33 am
TLDR
Gleba has a circular dependency. You need to beat Gleba to have a fun and good time building your starting base on Gleba.
What would make me enjoy early game Gleba:
- Have some limited (and maybe very inefficient) ways of producing rockets directly on gleba from the beginning so that you don't feel defenseless.
- Have possibility to create nutrients from yumako mash in assemblers (even in a very inefficient way) so that production kickstarting problem can be solved more easily.
- Have possibility to read fuel level of a machine in automation network (so that I can enable kickstarting assembler for nutrients based on that condition)
- Have some very expensive and inefficient way of producing pentapod eggs that do not spoil and can be used only for bio science (maybe: pentapod embrio?) This will make your early science easier but won't harm late game.
- Have a possibility to create a nutrients (maybe artificial nutrients?) that are very low on energy value but do not spoil once inserted into machine. This will make initial factory designs a little bit more easy.
Full essay:
I just wanted to share my thoughts about Gleba from a perspective of a person who have played Factorio since early access days (rather casually for a total of like 400 hours over the years)
In short: Lategame Gleba factory with technology unlocked after completing your first dose of bio science unlocks looks very promising and super interesting. Early game Gleba without those technologies is demotivating and makes you feel hopeless.
Here what was my gameplay looking like:
Soon after I have arrived at Gleba I realized that in order to craft biolabs I needed to hunt down pentapods. So I went for a hunting. After defeating a pentapod I realized two things:
- They are very bulky. You need a ton of ammo to kill them
- Walls mean nothing to them
This makes you respect them and fear them a bit. You know you don't want to mess with them without proper defenses.
So I analyzed my options and came to a conclusion that I have no means of defending against them during my starter base stage of Gleba gameplay loop.
I would need a ton of rockets and rocket turrets. But to get them... I need to have Gleba factory running.
I quickly realized that my only option is to make a guerilla farming. I produced my first 4k of bio science pack by running like a headless chicken harvesting and plating Yumako and Jelly trees (thank god for x4 exoskeletons). The game made me feel I have no way of defending so I can't reliably automate.
Then you have a spoilage mechanic. I think this mechanic is awesome and refreshing. Creating just in time production chains is very refreshing and new. I like the idea very much. BUT early game is just too much things to solve at once.
- You need to create a whole production chain in one go. You can't create your factory incrementally
- Each biolab have one hidden input and output (nutrients for fuel, spoilage in output and seeds in yumako/ jelly processing on top of that)
- Kick starting process is required to start all the production (as a proper engineer you feel you should automate that step)
- You need production up and running to generate power from heating towers but you need power to run your factory
In early game you NEED to account for production stops. Your factory will stop and things will go bad.
Then you have pentapod egg production. Processing "hazardous" materials is a very fun and interesting concept and I like it. BUT it makes your early game even more complicated. The game makes you feel that you need to create a perfectly working pentapod egg factory on the first try. (or otherwise your factory will be turned into ruins).
This means you are facing a challenge of building "safety critical" factory right from the beginning (I like this idea but not in early game). You need to design:
- Emergency shutdown procedure that will remove all the eggs from circulation and burn them (and that itself means you need to set recipes using automation network to force pushing out pentapod eggs from no longer running biolabs)
- Emergency shutdown must be triggered when yumuako/ jelly processing stops or your heating tower temperature is dangerously low (so that you still have some leftover energy for inserters to place eggs in heating tower)
Gleba was the only planet where I just shipped everything from other planets. The game made me feel that it was just too daunting and penalizing to start from scratch whole production chain. I feel sad about that as this makes me feel like I "optimized fun away" from that stage of my play-through
Gleba has a circular dependency. You need to beat Gleba to have a fun and good time building your starting base on Gleba.
What would make me enjoy early game Gleba:
- Have some limited (and maybe very inefficient) ways of producing rockets directly on gleba from the beginning so that you don't feel defenseless.
- Have possibility to create nutrients from yumako mash in assemblers (even in a very inefficient way) so that production kickstarting problem can be solved more easily.
- Have possibility to read fuel level of a machine in automation network (so that I can enable kickstarting assembler for nutrients based on that condition)
- Have some very expensive and inefficient way of producing pentapod eggs that do not spoil and can be used only for bio science (maybe: pentapod embrio?) This will make your early science easier but won't harm late game.
- Have a possibility to create a nutrients (maybe artificial nutrients?) that are very low on energy value but do not spoil once inserted into machine. This will make initial factory designs a little bit more easy.
Full essay:
I just wanted to share my thoughts about Gleba from a perspective of a person who have played Factorio since early access days (rather casually for a total of like 400 hours over the years)
In short: Lategame Gleba factory with technology unlocked after completing your first dose of bio science unlocks looks very promising and super interesting. Early game Gleba without those technologies is demotivating and makes you feel hopeless.
Here what was my gameplay looking like:
Soon after I have arrived at Gleba I realized that in order to craft biolabs I needed to hunt down pentapods. So I went for a hunting. After defeating a pentapod I realized two things:
- They are very bulky. You need a ton of ammo to kill them
- Walls mean nothing to them
This makes you respect them and fear them a bit. You know you don't want to mess with them without proper defenses.
So I analyzed my options and came to a conclusion that I have no means of defending against them during my starter base stage of Gleba gameplay loop.
I would need a ton of rockets and rocket turrets. But to get them... I need to have Gleba factory running.
I quickly realized that my only option is to make a guerilla farming. I produced my first 4k of bio science pack by running like a headless chicken harvesting and plating Yumako and Jelly trees (thank god for x4 exoskeletons). The game made me feel I have no way of defending so I can't reliably automate.
Then you have a spoilage mechanic. I think this mechanic is awesome and refreshing. Creating just in time production chains is very refreshing and new. I like the idea very much. BUT early game is just too much things to solve at once.
- You need to create a whole production chain in one go. You can't create your factory incrementally
- Each biolab have one hidden input and output (nutrients for fuel, spoilage in output and seeds in yumako/ jelly processing on top of that)
- Kick starting process is required to start all the production (as a proper engineer you feel you should automate that step)
- You need production up and running to generate power from heating towers but you need power to run your factory
In early game you NEED to account for production stops. Your factory will stop and things will go bad.
Then you have pentapod egg production. Processing "hazardous" materials is a very fun and interesting concept and I like it. BUT it makes your early game even more complicated. The game makes you feel that you need to create a perfectly working pentapod egg factory on the first try. (or otherwise your factory will be turned into ruins).
This means you are facing a challenge of building "safety critical" factory right from the beginning (I like this idea but not in early game). You need to design:
- Emergency shutdown procedure that will remove all the eggs from circulation and burn them (and that itself means you need to set recipes using automation network to force pushing out pentapod eggs from no longer running biolabs)
- Emergency shutdown must be triggered when yumuako/ jelly processing stops or your heating tower temperature is dangerously low (so that you still have some leftover energy for inserters to place eggs in heating tower)
Gleba was the only planet where I just shipped everything from other planets. The game made me feel that it was just too daunting and penalizing to start from scratch whole production chain. I feel sad about that as this makes me feel like I "optimized fun away" from that stage of my play-through