Gleba Biofactory Phase 3

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rockaday
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Gleba Biofactory Phase 3

Post by rockaday »

After installing Space Age, building a basic base on Nauvis, and doing some research, I left for Gleba with nothing but a few steel plates in my pockets. I barely made it, and once there, it was surprisingly difficult just to get iron and copper going. My first attempt was a spaghetti mess that didn't generate enough iron or copper, sometimes ran out of nutrients, and generated a lot of spoilage. Then I switched to logistics bots, which was very nutrient-efficient with little spoilage, but consumed a massive amount of power, and still didn't generate enough iron or copper. Now I've replaced that with a new setup that's imperfect but much better. Efficiency modules really helped me tune it for equilibrium: the right amount of nutrients in the right spots.
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Not sure the blueprint will be useful to anybody, but just in case here it is:


I haven't been able to research any new technology, because I don't have a working space platform, so I can't bring military science here or agricultural science to Nauvis, and there's no coal on Gleba. But now that I've got a good biofactory, I quickly banked thousands of rocket part inputs, and I'll be able to start building a space platform in my next session.
adam_bise
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Re: Gleba Biofactory Phase 3

Post by adam_bise »

Whew you're much further along than me!

I just finished a working setup, kinda. What a mess! But maybe I won't be stuck here after all!
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the_potty_1
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Re: Gleba Biofactory Phase 3

Post by the_potty_1 »

Gleba is kind of a pain. My main takeaway is it's too troublesome to ship bio science off planet, so I've moved my labs here, along with manually shipping about 4k of each science pack. I'll figure out how to set up a schedule at some point, I turned it off because I had a ship full of science packs, but all the drop pods were in use because the planet had requested 3 red science, 2 green science, etc, so I couldn't drop 2000 red science.

Anyway, this is my base, kinda small as is usual for me, but it's pushing reasonable bio science, and once I open up bio labs that will skyrocket. The main problem is having to place inserters in the oddest places to remove any intermediary product that decays. It also ramps up in stages, you start the raw fruit coming in, then prime the nutrient from spoilage biochamber from the assembler, and once it's all running, you get the nutrients mainly from bioflux, and the spoilage feeds the heating towers.
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mrvn
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Re: Gleba Biofactory Phase 3

Post by mrvn »

rockaday wrote: Wed Nov 06, 2024 2:21 pm After installing Space Age, building a basic base on Nauvis, and doing some research, I left for Gleba with nothing but a few steel plates in my pockets. I barely made it, and once there, it was surprisingly difficult just to get iron and copper going. My first attempt was a spaghetti mess that didn't generate enough iron or copper, sometimes ran out of nutrients, and generated a lot of spoilage. Then I switched to logistics bots, which was very nutrient-efficient with little spoilage, but consumed a massive amount of power, and still didn't generate enough iron or copper. Now I've replaced that with a new setup that's imperfect but much better. Efficiency modules really helped me tune it for equilibrium: the right amount of nutrients in the right spots.
...
I haven't been able to research any new technology, because I don't have a working space platform, so I can't bring military science here or agricultural science to Nauvis, and there's no coal on Gleba. But now that I've got a good biofactory, I quickly banked thousands of rocket part inputs, and I'll be able to start building a space platform in my next session.
Have you considered making nutrients from bioflux? And you can build nutrients in place where needed from bioflux. So always just short segments of belts with nutrients so that one biochamber runs near constantly. Otherwise it's a scaling issue.

Another thing: carbon from space. Although that requires a dedicated space platform at Gleba. Something to think about. Build one at Nauvis and send it over. Keep building space platforms at Nauvis. I recommend having a space station at each planet and a space ship each going between Nauvis and Glebal, Fulgora and Vulkanus. So 6 platforms to start with. Then 2 more for Aquilo much later.

You also must have at least one space platform, after all you reached Gleba with one. Do you lack the rocket silo? You don't need to have an automated one yet. But have your initial space platform come by and pick up 1000 agricultural science packs and bring them to Nauvis to do some research. You can also ship everything you need to build a silo and a few rockets from Nauvis easily. I recommend researching biter capture asap. The Biolabs consume only half the science packs for the same result and can have more productivity modules.
the_potty_1
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Re: Gleba Biofactory Phase 3

Post by the_potty_1 »

So, I've had some encounters with stompers hitting my harvesters, and I've realised my focus on minimal power use is entirely irrelevant on gleba. So I ripped up both harvesters, and am allowing the pollution cloud to dissipate. Next I'm ripping out the iron, copper, and steel smelting entirely, and producing those in orbit, along with space science. Then I'll start up the harvesters with a single plot of land each, and produce only bioflux and it's downstream derivatives. There should be far less spoilage, science production will if anything be scaled up, and I shouldn't have any more trouble with stompers. I'll submit my new base when it's up and running.

EDIT as I was rebuilding a fair chunk of my base anyway, I thought I would first scout around for a more defensible position for the main base, yes they don't actually attack your base unless they walk into it on their way to kill your harvester, but that would nevertheless be catastrophic. So I scouted around for perhaps an island that might even have the two types of growing biomes on it. Yup, scouting around, over the ocean, with my jetpack, looking for an island ...
Gleba_island.png
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mrvn
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Re: Gleba Biofactory Phase 3

Post by mrvn »

It's too bad "Island Elevation" map type only applies to Nauvis. It should be possible to change the map type for each planet.
the_potty_1
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Re: Gleba Biofactory Phase 3

Post by the_potty_1 »

mrvn wrote: Mon Dec 02, 2024 7:41 pm It's too bad "Island Elevation" map type only applies to Nauvis. It should be possible to change the map type for each planet.
I agree, but I suppose they assume you're starting on Nauvis, and by the time you get to gleba, you have monster armor and need a bit of a challenge so you don't get bored.

Personally I like being bored, so I built this:

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Gleba_island_Map.png
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EDIT It does require iron, steel, copper, copper wire, sulphur, and space science from orbit, so as soon as I finish researching advanced asteroid processing, I'll design the orbital platform, and post the design.

EDIT EDIT there's a missing inserter:

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the_potty_1
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Re: Gleba Biofactory Phase 3

Post by the_potty_1 »

.. and the space platform ..

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EDIT but I think it needs a redesign to throw ice overboard :/ And possibly to throttle iron sent down to gleba, or even discard it.
mrvn
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Re: Gleba Biofactory Phase 3

Post by mrvn »

the_potty_1 wrote: Tue Dec 03, 2024 7:43 pm
That is a very clean setup. You can improve the freshness some if you add recycler to get rid of excess Bioflux, Jelly and/or Mash. Or convert it to nutrients and burn the spoilage. Don't let anything sit on a belt.

Another tip: Put 3 deconstruction planner (or some other unsed item) on each side of all belt endings and set the inserters to "blacklist: deconstruction planer" if they transfer into a chest or another belt. That way there will only be 1 item per lane on the last belt piece that can spoil and the inserter will always pick those up. Without that trick the inserter will pick the newest item from the belt and 3 items per side will always rot and eventually spoil.

Note: for undergrounds only put 2 deconstruction planners on each side.
the_potty_1
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Re: Gleba Biofactory Phase 3

Post by the_potty_1 »

After moving research back to Nauvus, I thought I better redesign the Gleba platform to not continuously back up and then run out of bullets and take damage. It now appears to be entirely self-sustainable, so I look forward to never having to check up on it again :D

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Obviously you can use the upgrade planner to change to non-quality items, you will have to move some solar panels if you want to switch to red underground belts, but nothing too complex.

Next I'm going to modify Gleba itself to produce carbon fibre.


EDIT Here are the cargo landing pad requests to pull resources from the platform. The pad will request resources until the amounts shown persist in the landing pad, which only happens when the chests are full and back up.

Gleba_requests.png
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the_potty_1
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Re: Gleba Biofactory Phase 3

Post by the_potty_1 »

Didn't have to do that much for carbon fibre, apart from move the entire factory 3 feet to the right.
Gleba_island_3.png
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I scaled down the number of steam tanks, thing is, now I'm feeding excess carbon from space into the incinerators, I actually need the original layout.



and I've automated shipping bio science back to nauvis, 2 loads of 1000 done with zero spoilage.
the_potty_1
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Re: Gleba Biofactory Phase 3

Post by the_potty_1 »

Science on Nauvis is larger scale than I've ever built, but it's meant to be burst research to finish off the bio science before it spoils, the rest of the factory couldn't sustain this speed on research that doesn't require bio science.

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I'm blowing through 1000 bio science in 3-4 minutes, that last spike took me from 49% on Epic quality (5000 @ 60) to 82%. This is a 33% increase, and should have taken 1333 (EDIT 1666 - sorry) science. Actually the biolab was supposed to yield 2000 research for 1000 science? Not to mention the +50% productivity boost from modules? In any case, I'm happy enough.
mrvn
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Re: Gleba Biofactory Phase 3

Post by mrvn »

The science packs give science according to their freshness. So at 50% spoiled you only get half the science progress out of it.

Not sure how fresh your science packs are but mine start at >99.8% and >9h58m freshness minus however long it takes to produce enough for a rocket and ship it. From your numbers your science packs seem to be half spoiled (1666 / 2000 / 1.5 = 55% fresh). Since I don't think it takes you 4 hours to transport them to Nauvis I can only assume you are making them from ingredients that aren't fresh. Check on that.
the_potty_1
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Re: Gleba Biofactory Phase 3

Post by the_potty_1 »

mrvn wrote: Sun Dec 08, 2024 2:15 pm The science packs give science according to their freshness. So at 50% spoiled you only get half the science progress out of it.

Not sure how fresh your science packs are but mine start at >99.8% and >9h58m freshness minus however long it takes to produce enough for a rocket and ship it. From your numbers your science packs seem to be half spoiled (1666 / 2000 / 1.5 = 55% fresh). Since I don't think it takes you 4 hours to transport them to Nauvis I can only assume you are making them from ingredients that aren't fresh. Check on that.
Ah, thank you, that makes sense :D

I think you turned down your spoil rate when you created your game, my bio science packs spoil in one hour not 4 hours. In any case, I'm happy enough with my build, I'm sure I could improve it more, but I'm not particularly driven to, it's good enough.
mrvn
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Re: Gleba Biofactory Phase 3

Post by mrvn »

the_potty_1 wrote: Sun Dec 08, 2024 3:30 pm
mrvn wrote: Sun Dec 08, 2024 2:15 pm The science packs give science according to their freshness. So at 50% spoiled you only get half the science progress out of it.

Not sure how fresh your science packs are but mine start at >99.8% and >9h58m freshness minus however long it takes to produce enough for a rocket and ship it. From your numbers your science packs seem to be half spoiled (1666 / 2000 / 1.5 = 55% fresh). Since I don't think it takes you 4 hours to transport them to Nauvis I can only assume you are making them from ingredients that aren't fresh. Check on that.
Ah, thank you, that makes sense :D

I think you turned down your spoil rate when you created your game, my bio science packs spoil in one hour not 4 hours. In any case, I'm happy enough with my build, I'm sure I could improve it more, but I'm not particularly driven to, it's good enough.
Right, I might have. I was wondering why it was so long when I wrote the message. :)
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