For me, I appreciate how Gleba completely turns the game on it's head, requiring a completely different approach to factory design.
To get fruit from the farm to my base, currently I'm using a daisy-chain of Longhanded inserters, since that is the fastest way to move from point A to B, at the cost of energy and low throughput. This maximizes the amount of freshness left on the fruit when it reaches the base.
Different components have different shelf-lives, so factory design needs to account for this by keeping resources in more stable forms for long-distance shipping. For example, the two fruits have shelf-lives of 1 hour, but their immediate products, jelly and mash, each have very low shelflives. Bioflux, on the other hand, has the longest shelf-life on Gleba at 2 hours, therefore it is most efficient in terms of spoilage to keep resources as bioflux. Nutrients have a VERY low shelf life, so a nutrient-distribution system to your biochambers needs to be fast, with very low buffer capacity. In practice, this is inserterchains. Generally, inserter chains are much better than belts on Gleba for most resources. I use inserter chains for repopulating cycling-recipies (eggs and iron/copper bacteria).
Also on Gleba, the circuit network is more than just your friend, it's completely essential. They made a lot of changes to it which make it a lot more usable, especially on Gleba.
Gleba has killed the game for me.
Re: Gleba has killed the game for me.
Yeah, to me it feels like one of those instant death stealth levels in otherwise fast paced action games, completely negating most of what I love about this game. Thankfully there are mods this (in my opinion) catastrophically bad design decision.Sir_Zorg wrote: Wed Jan 08, 2025 7:20 pm Gleba completely turns the game on it's head, requiring a completely different approach to factory design
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Re: Gleba has killed the game for me.
Seeing all the problems people have had with Gleba was kind of validating. I think the direction the devs want to take with Gleba is fascinating but it is definitely still rough. There are already mods out there trying to play with different balance changes that I will check out once I'm done with my pure vanilla run of SA (I've got my eye on Gleba Reborn and Biochemistry). I think Gleba and the mechanics it introduces in particular might actually have the most potential for mod-based content.
Re: Gleba has killed the game for me.
Personally , the issues that i have with Gleba is there is nothing that Gelba does better than the other planets. Most people will only visit, make science and do the bare minimum and leave. Which is understandable but a lot of lost potential. There are numerous ideas that I had been contemplating for the 70 hours that Ive spent on Gleba, namely making it the planet of efficiency. You should be rewarded for making bases as small as possible.
Advanced Bacteria Culturing= Bacteria+ large amount of Nutrients (Bioflux as fuel)
Reasoning- Bacteria is frustrating. A lot of items require bioflux, but nothing uses it as a fuel besides biter spawners. leading to the only option being nutrient loops and the BF->Nutrient recipe. Makes it less painful to start on Gleba as well because the cost to getting high ore yields is heavily subsidized from space. Lower the yield as result from +3 to +2. Makes good use of the stack inserter technology researched on Gleba.
Reinforced Walls= Wall + CF + Steel + Gleba Pressure.
-Another use for higher tier carbon fibre, maybe add the option so that the local wildlife get obstructed slightly while crossing over it.
Quality seeds grow faster- 5% or something gain in growth speed per level- Spore spread late game means large swathes of areas dedictaed to defence. Gleba should be about efficiency rather than just slap another factory down and call it good. Faster growth means more fruit per unit/sq
Bionutrients- Bioflux+Nutrients+Gleba Pressure- Late game nutrient delivery through piping to biochambers- a full pipe sorts both nutrient and spoilage input and has spoilage percentage which reduces the crafting speed of the biochambers until at 80/20 spoilage ratio, the biochambers stop working. leading onto a Nutrient filtration from which uses ammonia+bioflux to remove contamination. This spoils when not being used (Like 25% spoilage and 75% spoilage combining to make 50% spoilage) and takes the spoilage from the biochamber making a solid filtering system very important. Makes using biochambers on other planers easier and more involved logistically.
Adding the tip that nutrients recycle into spoilage at 2.5x. This isnt obvious and a very handy tip for making carbon.
option to use biolabs on gleba using bioflux instead of Electricity( The key being using on nauvis is more efficient somehow)
Option for single module slot in Ag Towers to encourage efficiency module use by increasing spore count. Late game when the efficiency doesnt matter and defences are solid can you upgrade to Prod-
Upgrade the amount of soil for overgrowth- Use 10x artificial instead of 2 to get 5 overgrowth leaving the recipe otherwise intact. Landfill is very important for Gleba and getting it is an absolute slog. Just a small area can require a few thousand overgrowth to expand. Alternatively, change the biter eggs for the unprocessed fruit.
Otherwise its just ramblings of a man whos hardstuck on trying to make Gleba work and has had to restart his Glegabase for the hundredth time because the belts have stacked 100k spoilage into whats meant to be a small throughput belt
Advanced Bacteria Culturing= Bacteria+ large amount of Nutrients (Bioflux as fuel)
Reasoning- Bacteria is frustrating. A lot of items require bioflux, but nothing uses it as a fuel besides biter spawners. leading to the only option being nutrient loops and the BF->Nutrient recipe. Makes it less painful to start on Gleba as well because the cost to getting high ore yields is heavily subsidized from space. Lower the yield as result from +3 to +2. Makes good use of the stack inserter technology researched on Gleba.
Reinforced Walls= Wall + CF + Steel + Gleba Pressure.
-Another use for higher tier carbon fibre, maybe add the option so that the local wildlife get obstructed slightly while crossing over it.
Quality seeds grow faster- 5% or something gain in growth speed per level- Spore spread late game means large swathes of areas dedictaed to defence. Gleba should be about efficiency rather than just slap another factory down and call it good. Faster growth means more fruit per unit/sq
Bionutrients- Bioflux+Nutrients+Gleba Pressure- Late game nutrient delivery through piping to biochambers- a full pipe sorts both nutrient and spoilage input and has spoilage percentage which reduces the crafting speed of the biochambers until at 80/20 spoilage ratio, the biochambers stop working. leading onto a Nutrient filtration from which uses ammonia+bioflux to remove contamination. This spoils when not being used (Like 25% spoilage and 75% spoilage combining to make 50% spoilage) and takes the spoilage from the biochamber making a solid filtering system very important. Makes using biochambers on other planers easier and more involved logistically.
Adding the tip that nutrients recycle into spoilage at 2.5x. This isnt obvious and a very handy tip for making carbon.
option to use biolabs on gleba using bioflux instead of Electricity( The key being using on nauvis is more efficient somehow)
Option for single module slot in Ag Towers to encourage efficiency module use by increasing spore count. Late game when the efficiency doesnt matter and defences are solid can you upgrade to Prod-
Upgrade the amount of soil for overgrowth- Use 10x artificial instead of 2 to get 5 overgrowth leaving the recipe otherwise intact. Landfill is very important for Gleba and getting it is an absolute slog. Just a small area can require a few thousand overgrowth to expand. Alternatively, change the biter eggs for the unprocessed fruit.
Otherwise its just ramblings of a man whos hardstuck on trying to make Gleba work and has had to restart his Glegabase for the hundredth time because the belts have stacked 100k spoilage into whats meant to be a small throughput belt