Most of the actually relevant recipes on Glabe can only be made in Biochambers, which is very much in line with Vulcanus and Fulgora.
However, the Biochambers need Nutrients to run and Nutrients spoil which, for me at least, is one of the biggest hurdles when getting started on Gleba.
Nutrients have a Yummy (fuel) Value of 2.0MJ. A Biochamber consumes 500kW meaning that one Nutrient can make it run for 4 seconds.
My proposal is the ability to make "Chemical Nutrients" that provide a worse fuel value (e.g 250kJ) to help kickstart Gleba without the need to worry about spoilage too much early on.
A player can use Efficiency Modules to reduce the demand of a Biochamber down to 100kW which might be desirable early on. But if one wants to upgrade to Speed, Productivity, Quality and Beacons, the Chem-Nutrients just won't cut it anymore requiring the upgrade in production.
Gleba to me lacks the learning curve that other planets provide. There is no real way to upgrade other than the landfill for closer/more efficient tree/fruit farms. I think having one less spoilable thing to worry about when getting started would be helpful and provide an actual way to upgrade later.
A weaker, non-spoilable Nutrient to kickstart Gleba
Moderator: ickputzdirwech
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Re: A weaker, non-spoilable Nutrient to kickstart Gleba
Regular assemblers can make use of the nutrients-from-spoilage recipe, and spoilage doesn't spoil. It's not an efficient recipe but it gives you the ability to "bootstrap" your biochambers even if your normal nutrient loop fails for any reason.
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Re: A weaker, non-spoilable Nutrient to kickstart Gleba
I think it's fine as-is, since you can always use assemblers to make nutrients from spoilage, that's how my reset-vector is made.
Re: A weaker, non-spoilable Nutrient to kickstart Gleba
I also did nutrients-from-spoilage as my reserve option. However the most important thing that you cannot bootstrap automatically is Pentapod eggs which has no bootstrap option; if your setup breaks you have to manually fix it.