I would appreciate some help on... Gleba
I would appreciate some help on... Gleba
So about Gleba.
To be honest. I don't entirely get how one is supposed to deal with it.
The main problem I have is that I have sooo muuuch spoilage (the recycling garbage from Fulgora just pales against it) because absolutely everything rots all the time in every machine if it is just sits in there for a couple minutes without being used immediately (which just happens naturally when you still build something or there is not enough demand yet). Sure I totally build filtered outputs to remove all the spoilage from the machines.
BUT even doing that I simply cannot get rid of it all.
First I thought the heating tower is the universal solution. But It just doesn't do the job. Once it reaches 1000°C it just stops working and sometimes does not accept any more input. Actually it even got damaged for some reason because of it. And it was definitely not one of the pentapods because that would likely have caused an alert on the map, but there was none. Also I am on peaceful (because I am still trying to test the expansion out in the first place)... so it actually should not be the pentapods attacking.
And I am not drawing near enough heat with the steam turbines to get the heat any down.
So I guess I could use the recycler to void all the spoilage crap. BUT I could only do that because I was on Fulgora first. Imagine I wouldn't. But I still think that this is not the intended way to do it because for the reason that one could go to Gleba without having the recycler and you'd still have to fare somehow.
I don't like asking for help. In the 3k hours I have in the game I never really asked for help. Never needed it because I kinda want to figure things out myself. And I did so on the Vulcanus & Fulgora.
But with Gleba I actually give up and ask for someone to show me some setups or explain to me how one is supposed to deal with it because I simply cannot figure it out on my own. I spent 10 hours on Gleba today and it is just one huge mess. Because with every step forward in the chain there is just even more spoilage to deal with that I cannot get rid of.
I mean probably you are supposed to "use the stuff before it spoils" but haha, how am I going to do that when the whole chain is constantly blocking/backing up and no proper "vent" for the spoilage, which then causes the backlog and because of the blockage even more spoilage.
In the aftermath I think it might have been a mistake to leave the spoilage time on "default" in the map settings. I should have reduced it but I was like "nah, play it like the devs intended". I wish I could change that now, because it is giving me a serious headache.
I am not even as far as setting up any further crafting chains (I only just got the bioflux done and some rocket fuel) and I am already throwing the towel about it because the whole thing is just... urgh.
To be fair; I tried doing it oldschool with transport belts and tons of loops to get nutrient everywhere & collect spoilage. ^^
At this point I am totally considering to import 30 roboports and 1000 bots from Nauvis and do it brute-force with bot-sorting. Funnily it would probably even solve the "too low" power consumption problem too. ^^
To be honest. I don't entirely get how one is supposed to deal with it.
The main problem I have is that I have sooo muuuch spoilage (the recycling garbage from Fulgora just pales against it) because absolutely everything rots all the time in every machine if it is just sits in there for a couple minutes without being used immediately (which just happens naturally when you still build something or there is not enough demand yet). Sure I totally build filtered outputs to remove all the spoilage from the machines.
BUT even doing that I simply cannot get rid of it all.
First I thought the heating tower is the universal solution. But It just doesn't do the job. Once it reaches 1000°C it just stops working and sometimes does not accept any more input. Actually it even got damaged for some reason because of it. And it was definitely not one of the pentapods because that would likely have caused an alert on the map, but there was none. Also I am on peaceful (because I am still trying to test the expansion out in the first place)... so it actually should not be the pentapods attacking.
And I am not drawing near enough heat with the steam turbines to get the heat any down.
So I guess I could use the recycler to void all the spoilage crap. BUT I could only do that because I was on Fulgora first. Imagine I wouldn't. But I still think that this is not the intended way to do it because for the reason that one could go to Gleba without having the recycler and you'd still have to fare somehow.
I don't like asking for help. In the 3k hours I have in the game I never really asked for help. Never needed it because I kinda want to figure things out myself. And I did so on the Vulcanus & Fulgora.
But with Gleba I actually give up and ask for someone to show me some setups or explain to me how one is supposed to deal with it because I simply cannot figure it out on my own. I spent 10 hours on Gleba today and it is just one huge mess. Because with every step forward in the chain there is just even more spoilage to deal with that I cannot get rid of.
I mean probably you are supposed to "use the stuff before it spoils" but haha, how am I going to do that when the whole chain is constantly blocking/backing up and no proper "vent" for the spoilage, which then causes the backlog and because of the blockage even more spoilage.
In the aftermath I think it might have been a mistake to leave the spoilage time on "default" in the map settings. I should have reduced it but I was like "nah, play it like the devs intended". I wish I could change that now, because it is giving me a serious headache.
I am not even as far as setting up any further crafting chains (I only just got the bioflux done and some rocket fuel) and I am already throwing the towel about it because the whole thing is just... urgh.
To be fair; I tried doing it oldschool with transport belts and tons of loops to get nutrient everywhere & collect spoilage. ^^
At this point I am totally considering to import 30 roboports and 1000 bots from Nauvis and do it brute-force with bot-sorting. Funnily it would probably even solve the "too low" power consumption problem too. ^^
Re: I would appreciate some help on... Gleba
That is not a bad solution ! The more prepared you come in Gleba the better, and it's the hardest of the 3.
However i think you are searching for something else but i don't really want to just post setups that "works". I can give a few advices though not sure if that will help. Not everything rot at the same pace, the fruits have quite a good duration before they are processed, but the jelly and the mash have lower one. Now after they are made into bioflux, they have a much longer duration. Plus in order to make bioflux, you need a lot of mash and jelly, so they are "dense" in spoilage, since they would just produce 1.
You can move the fruits in (quite) long belts to have them in a comon place and transformed into mash/jelly and immediatly bioflux. To me the heat tower were enough to get rid of the spoilage this way.
Efficency module reduce the speed at which nutrient are consumed in machines. This is very strong to reduce consumption of nutrients, which can in turn help reduce production/spoilage depending on your setup.
The spoilage can be made into carbon to burn or recycle, and it can also be made into nutrient, spoilage => nutrient=> let them spoil => nutrient and so on is also a way to get rid of spoilage.
I've seen several concepts for Gleba, but to simplify and not spoil everything, i'm just going to hint at them, one i heard mentionned as "the river" is what you seen to have thought of naturally, imagining the flow of things in gleba like a river, and the heat tower would be the ocean, and eveything goes toward a heat tower. Anything "used" is located on the way.
Another concept is the "loop" where you have some things on a belt loop, like a sushi belt, and splitters to take away the spoilage, this one was more intuitive to me, the spoilage taken away was made into nutrient and reinjected in the loop with priority over the new nutrient made from bioflux for example.
Another one would be the "on demand" where you only produce things when you need them, and reduce production when you don't, this is counter-factorio, because you can't have anything back up. This works pretty well on agricultural tower with robots. I used a loop of belts for fruits to bring them in a comon place at first, but this means the freshness of the things will average on the loop. Whereas you can connect the agricultural tower to the logistic/circuit network, and have them disable when there is already "fruits" on the belt or in the logistic network.
I hope it's more interesting that posting setup that works, it's the fruits of some research with some other players, not all come from me. I'm probably forgetting important stuff too, like fast belts helps a lot.
Freshness of products depends on the freshness of the inputs.
Consider the use of "spoil first" or "fresh first" on inserters everytime they pick from a chest as it's a powerful tool to maintain things fresh by removing the spoiled first in some place or consuming it first to avoid waste.
Re: I would appreciate some help on... Gleba
Welp... since I hate to give up, I went back to it and I tore absolutely everything of the beltmadness down. ^^
I imported 200 bots for now. And it seems like most problems are now "in check".
I was always a bot-maniac before SA, but with SA I wanted to give belts more priority for once (and did so on Nauvis, Fulgora & Vulcanis). But that is over now. Back to bots for Gleba. ;D
I also crafted a couple more heat towers; because I suspect that one was not fast enough to consume all the spoilage I had. Each spoilage only gives miniscule heat, but it still takes time to get rid of it by the heat tower; and the amount was probably overwhelming for one heat tower. (kinda also didn't have the resources to craft more). ^^
Also I am doing some stuff with the iron/copper bacteria now, which also consumes bioflux now besides rocket fuel. Less spoilage because of that. I will plop down my usual mall now from blueprints and that will keep the stuff probably busy for quite a while with less spoilage.
But that said; I did try both the "river" and also belt loops. None of it worked for me really. Disliked both and all the space it took up.
With the bots It barely takes more than your classic assembler + chest combi. Just that you have 1 more chest on the requester side to take out spoilage just in case. I could probably do it with one chest, but I don't like to use buffer chests because it usually causes lots of bot traffic with delivering and taking again.
Also I kinda guessed that the fruit have longer spoilage times because it can take quite some distance to get to your base since the "natural" biomes where the trees can be planted are often far apart.
I imported 200 bots for now. And it seems like most problems are now "in check".
I was always a bot-maniac before SA, but with SA I wanted to give belts more priority for once (and did so on Nauvis, Fulgora & Vulcanis). But that is over now. Back to bots for Gleba. ;D
I also crafted a couple more heat towers; because I suspect that one was not fast enough to consume all the spoilage I had. Each spoilage only gives miniscule heat, but it still takes time to get rid of it by the heat tower; and the amount was probably overwhelming for one heat tower. (kinda also didn't have the resources to craft more). ^^
Also I am doing some stuff with the iron/copper bacteria now, which also consumes bioflux now besides rocket fuel. Less spoilage because of that. I will plop down my usual mall now from blueprints and that will keep the stuff probably busy for quite a while with less spoilage.
But that said; I did try both the "river" and also belt loops. None of it worked for me really. Disliked both and all the space it took up.
With the bots It barely takes more than your classic assembler + chest combi. Just that you have 1 more chest on the requester side to take out spoilage just in case. I could probably do it with one chest, but I don't like to use buffer chests because it usually causes lots of bot traffic with delivering and taking again.
Also I kinda guessed that the fruit have longer spoilage times because it can take quite some distance to get to your base since the "natural" biomes where the trees can be planted are often far apart.
Re: I would appreciate some help on... Gleba
I am currently using (only) bots in Gleba ( and Fulgora ) with mostly "on-demand" and a bit of "river" for things that need to restart sometimes , and "loop" for the science.MeduSalem wrote: ↑Wed Oct 30, 2024 2:42 am With the bots It barely takes more than your classic assembler + chest combi. Just that you have 1 more chest on the requester side to take out spoilage just in case. I could probably do it with one chest, but I don't like to use buffer chests because it usually causes lots of bot traffic with delivering and taking again.
My agri tower are in a logistic network and enable only when there is 0 or less fruits in the system. One need to make sure to pay attention to the seeds so they don't lack or clog the system
You can tick the "trash unrequested" on blue requester to get rid of the spoilage if some of the material requested has turned into it. Very useful ! And i'm using them as if they were purple this way for the output too.
Yeah this is the logical explanation =), also when you keep the fruit intact, it protect itself but when it is processed it spoils faster and you need to eat them quickly like in the game
Re: I would appreciate some help on... Gleba
To clear unwanted spoilage you can use the spoilage -> nutrients recipe, output to a chest and then input back to the same biochamber.
Re: I would appreciate some help on... Gleba
Thanks, mmmPI for the tip with the efficiency modules. For some reason (despite my experience) I didn't immediately think about that. I didn't think they would work in there. ^^
But they are a miracle. Without having to produce so much nutrient it is actually very sustainable. xD
Anyway, the bots did the trick. So much easier than trying to do it with belts. I only use express belts to get the fruit close to the base (so the bots don't have to venture that far out, except for delivering the occasional seed). But inside the base I let the bots sort it out.
Also I hooked up every requester chest with circuit logic, so that they only request when the output side after a biochamber is below a certain threshold. That also minimizes the amount of stuff sitting "idle" in the requester chests before the biochamber and rotting away. ^^
But they are a miracle. Without having to produce so much nutrient it is actually very sustainable. xD
Anyway, the bots did the trick. So much easier than trying to do it with belts. I only use express belts to get the fruit close to the base (so the bots don't have to venture that far out, except for delivering the occasional seed). But inside the base I let the bots sort it out.
Also I hooked up every requester chest with circuit logic, so that they only request when the output side after a biochamber is below a certain threshold. That also minimizes the amount of stuff sitting "idle" in the requester chests before the biochamber and rotting away. ^^
Re: I would appreciate some help on... Gleba
I finally am kinda satisfied with my build on Gleba. I just use belts to feed all my biochambers with nutrients and they all extract their spoilage on this same belt. I then feed it to a box where I store the nutrients until they spoil and feed the spoilage to 3 biochambers to create carbon with it. The carbon is than used to power all my smelting and the heat tower. This kinda works out at the moment.
The mash and jelly are created just where i need it and at every end of every belt is a spoilage collector, so i dont get clogged.
The mash and jelly are created just where i need it and at every end of every belt is a spoilage collector, so i dont get clogged.
Re: I would appreciate some help on... Gleba
I tried to do it exactly like that. With a belt where the near-side is Nutrients and on the far side the spoilage. And several splitters that try to siphone off the spoilage because otherwise biochambers could get stuck if there is spoilage on both belt sides at the moment it wants to grab something.^^Rasmus93 wrote: ↑Wed Oct 30, 2024 9:46 am I finally am kinda satisfied with my build on Gleba. I just use belts to feed all my biochambers with nutrients and they all extract their spoilage on this same belt. I then feed it to a box where I store the nutrients until they spoil and feed the spoilage to 3 biochambers to create carbon with it. The carbon is than used to power all my smelting and the heat tower. This kinda works out at the moment.
The mash and jelly are created just where i need it and at every end of every belt is a spoilage collector, so i dont get clogged.
At least that was my idea as well. I could not get it to work reliably however. Eventually the belts still clogged up completely.
After sleeping a night over it I think I know where I made the mistake (albeit I cannot say for sure anymore because I tore the setup down and only vaguely remember it):
The problem was likely the placement of the bio chambers that turned the spoilage into nutrients; they should be at the end of the chain for spoilage, but probably first in terms of nutrients (so it cannot clog). I likely placed it in the wrong order, so once they jammed up and did not get rid of as much spoilage, since they also need nutrients do work and... well... stop working if there only spoilage on the belt.
I only threw the excess spoilage into the heating tower (because I thought that should be the "end" for spoilage), but because of the chain reaction all of a sudden it was so much spoilage the heating tower got overloaded with the burden and caused even more trouble upstream and for eventually the whole system to fail and clog. ^^
So I do believe it is possible to do it with belts. I probably made a grave error in the design while trying to understand the item flow while I was not yet entirely sure how the flow is supposed to go.
Anyway, I am also "okay" with my Bot-setup now. It works and is super fast too; it inserts stuff almost without a delay.
I already shipped like a total of 3000 or 4000 science packs back to Nauvis too; albeit I set it up to ship 1000 packs per trip (to avoid the packs sitting too long in the chest). And they still had a spoilage time of ~20-25 minutes left on the clock when they arrived on Nauvis (so i could probably send 2000 per trip with my setup, but I don't want to stress it yet). I am sure I could further improve the spoilage time with some better/closer placement of stuff (kinda placed it a little messy still) and using better/faster equipment. ^^
The thing that I am oddly doing however is... importing 100 Low Density Structures from Nauvis with every Science Pack haul, so that I can craft a rocket to ship the science packs. The rocket fuel & blue circuits I do locally on Gleba... but I was way too lazy to set up an expanded production chain for producing Low Density Structures locally, even tho I totally know it can be done. xD I do however intend to build another platform that travels between Vulcanus & Gleba, which then will do the hauling of the Low Density Structures because there I can produce & ship them for free because infinite resources there.
I totally consider shipping the blue circuits from Fulgora too; because there I kinda have to trash some currently. ^^
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Re: I would appreciate some help on... Gleba
If you just want enough science to unlock all the technologies you don't need 1000 bots, I get around 35 spm with 100 bots. The bots handle nutrients and waste, the main items are on the bus like normal.
Gleba is a nice fresh challenge for the seasoned Factorio player. Really liked it. My only problem was that I went there first, the spike in difficulty was real.
Re: I would appreciate some help on... Gleba
All the little problems and their solutions happening on Gleba makes me think it is actually the most interesting planet. It changes Factorio the most, brings new and interesting puzzles and once you understand the spoilage mechanic it is still rich and deep but it stops being a frustration. When we first started using trains and our rail networks deadlocked occasionally, or when liquids and oil processing kept locking up or run out because we didn't know about what to prioritize and how to do it. Now these things never lock up any more because we know the correct spots to tweak, the correct ratios to keep and what not to do.MeduSalem wrote: ↑Wed Oct 30, 2024 4:01 pm I tried to do it exactly like that. With a belt where the near-side is Nutrients and on the far side the spoilage. And several splitters that try to siphone off the spoilage because otherwise biochambers could get stuck if there is spoilage on both belt sides at the moment it wants to grab something.^^
At least that was my idea as well. I could not get it to work reliably however. Eventually the belts still clogged up completely.
After sleeping a night over it I think I know where I made the mistake (albeit I cannot say for sure anymore because I tore the setup down and only vaguely remember it):
The problem was likely the placement of the bio chambers that turned the spoilage into nutrients; they should be at the end of the chain for spoilage, but probably first in terms of nutrients (so it cannot clog). I likely placed it in the wrong order, so once they jammed up and did not get rid of as much spoilage, since they also need nutrients do work and... well... stop working if there only spoilage on the belt.
I only threw the excess spoilage into the heating tower (because I thought that should be the "end" for spoilage), but because of the chain reaction all of a sudden it was so much spoilage the heating tower got overloaded with the burden and caused even more trouble upstream and for eventually the whole system to fail and clog. ^^
So I do believe it is possible to do it with belts. I probably made a grave error in the design while trying to understand the item flow while I was not yet entirely sure how the flow is supposed to go.
But of course learning the whole processing chain at once is a lot so it takes a while, especially if you try to use your efficient strategies that you've learned before but aren't at all suited for Gleba and that causes blind spots in your builds and new strategies. On other planets spotty supply means you buffer to maintain steady stream of products. On Gleba that habit causes spoilage death spirals. If you are in a death spiral (but maybe don't even know it) then the game might seem hopelessly cruel and impossibly hard. But if you know about the death spiral and know enough to not enter it, it suddenly becomes much easier.
Just like a power death spiral on Nauvis just isn't a problem if you know about it and how to build to now enter it, but if you are a newbie you might get sucked in and not be able to get out. And then you as the newbie might think that power is exceedingly difficult because of how hard it is to get out of that death spiral.
So it's an interesting thread, and once I start playing the game again Gleba is what I'm looking forward to. Maybe I'll over-engineer some circuit contraption for it.
My mods: Capsule Ammo | HandyHands - Automatic handcrafting | ChunkyChunks - Configurable Gridlines
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
Some other creations: Combinassembly Language GitHub w instructions and link to run it in your browser | 0~drain Laser
Re: I would appreciate some help on... Gleba
Yea, I just imported 300. More than enough.territrades wrote: ↑Fri Nov 01, 2024 2:38 pm If you just want enough science to unlock all the technologies you don't need 1000 bots, I get around 35 spm with 100 bots. The bots handle nutrients and waste, the main items are on the bus like normal.
Gleba is a nice fresh challenge for the seasoned Factorio player. Really liked it. My only problem was that I went there first, the spike in difficulty was real.
Currently I am running 2 biochambers worth of science production and can easily ship 2000 packs in one go without it spoiling during the trip. ^^
But that said I totally realized that the freshness of the packs has an effect on how much science you get out of them. The longer they sit idle the less valuable they are. Which is the only part left that I think sucks a little bit because it makes you want to ship immediately every time you get a set of 1000 packs ready.
I think that is something they could change; if agri science packs rot... well why not, no problem with that. BUT that their lab efficiency also depends on the freshness is somewhat annoying because whatever you do you will effectively lose a bunch of science from the transport overhead with every shipment because you simply cannot ship them instantaneously from Gleba to Nauvis after they finished crafting.
But that also has the repercussion of having to do even more tech-juggle. There needs to be something done about that issue because it is slowly driving me crazy that I have to switch back & forth between researches every time the labs processed through all the available agri packs. Sure, I could over-nuke the agri-pack production to the point even my other science pack production cannot keep up (which I think might be the final solution for the issue, but I read that other people already hate the tech juggling as well, so it definitely is something where they could do a QoL improvement somehow).
I would relocate my labs to Gleba to minimize the travel times; but then you get the Bio-labs and they only work on Nauvis. They did that on purpose because they knew people would otherwise try to avoid having to ship the agri packs. xD
Yea, I agree with the whole sentiment. ^^
It is definitely an interesting concept & play-pattern. Different than anything else.
After playing around with the last 2 days with Gleba I can say that I managed to get "ontop" of all the issues and even started to look into ways to make the chains even more efficient, less spoilage as well as trying to maximize freshness because it all has an effect how efficient it works. The "factorio"-feeling is definitely getting back with me there. Still room for improvement there and I will go back dedicating myself to Gleba eventually.
(Currently I am rather involved building a space platform to go to Aquilo and I did some preliminary test lights for that already, totally over-engineered my ship once again; it can basically go back & forth between Vulcanus & Aquilo forever without pausing at all, it will NEVER run out of fuel or ammo, only needs to restock some nuke fuel cells after like a 1000 trips).
But anyway... about Gleba there are some caviats for sure. It is definitely the most difficult planet you can go to immediately after building a space platform. And there is absolutely no hint about how difficult it is going to get before you land there. That can totally ruin your day. I pity the poor souls who went there first before going to any other planet. Sure threw them back into the stone ages of their campaign.
After doing Fulgora first & Vulcanus, I even went to Gleba thinking I was fully prepared and shipped the usual building stuff to get myself started, and I was still not "well prepared" enough in what you actually need to be successful on Gleba. Guess first time not knowing what will happen is the charm. ^^
But that said; the item flow of the production chain itself is unlike anything else. Can take some to see yourself through that and how they intend you to take advantage of each recipe. Requires some back-feeding and all that jazz. Especially when it comes to the nutrient production and delivery & spoilage collection it requires sometimes thinking a little out-of-the-box unlike other more straight-forward items flows.
And as others said in related topics... there is little you can do during building the production chains to avoid spoilage. You will have to set it up; stuff will spoil on the belsts or in chests and once the chain is set up and ready to go, then collect all the spoilage to unclog the system. Either that or you build stuff in the "dry" and only start sending the fruit to the base once you are ready to go. That sure can give you a headache. Especially if you are a player who needs the "visual"s of items on a belt to know what you are doing and where you want to lead that belt.
Last edited by MeduSalem on Fri Nov 01, 2024 5:28 pm, edited 1 time in total.
Re: I would appreciate some help on... Gleba
Heating towers don't stop when they hit 1000C, they'll still consume as many things as before. And if it got damaged, that was probably because you mined a boompuff plant nearbyMeduSalem wrote: ↑Wed Oct 30, 2024 1:19 am First I thought the heating tower is the universal solution. But It just doesn't do the job. Once it reaches 1000°C it just stops working and sometimes does not accept any more input. Actually it even got damaged for some reason because of it. And it was definitely not one of the pentapods because that would likely have caused an alert on the map, but there was none. Also I am on peaceful (because I am still trying to test the expansion out in the first place)... so it actually should not be the pentapods attacking.
My mods
Content: Lunar Landings | Freight Forwarding | Spidertron Patrols | Spidertron Enhancements | Power Overload
QoL: Factory Search | Module Inserter Simplified | Wire Shortcuts X | Ghost Warnings
Content: Lunar Landings | Freight Forwarding | Spidertron Patrols | Spidertron Enhancements | Power Overload
QoL: Factory Search | Module Inserter Simplified | Wire Shortcuts X | Ghost Warnings
Re: I would appreciate some help on... Gleba
Yea, I noticed that they don't stop when hitting 1000C. The issue was rather that the heating tower was overwhelmed with the amount of spoilage. I wanted to get rid of like 2000 spoilage and the heating tower could not get rid of it fast enough because it needs to cycle through the progress bar for each item even if it only takes a fraction of a second to do, but it becomes problematic if you want to dump too much in there at once. So I needed another bunch of heating towers. But I stopped throwing spoilage into the heating towers anyway. So this a none-issue now. Now all spoilage finds its way into making more nutrient.
Nothing gets burned anymore in the heating towers, except for rocket fuel and I limited that to only enter stuff when it is below <520°. ^^
To be honest; and to my embarrassment, I believe it was actually... me. I probably hit the tower with a shotgun salve while accidentally hitting the spacebar. I also totally wrecked a biochamber that way too and I kinda was p*ssed about that because it meant I had to go out into the wilderness to collect another egg from the pentapods. It could be that I hit the heating tower during that as well because they are not that far away from the biochamber that I destroyed.
That is the most likely reason things get damaged/destroyed in my bases... because I am so used to the spacebar being the "pause" button in other games, that out of habit I sometimes forget that in Factorio the spacebar is for shooting. I need to change the controls at some point; but I don't know what other button I should put shooting the guns on, so that is why I never changed the layout so far. xD
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Re: I would appreciate some help on... Gleba
Yeah, Gleba definitely inspires a lot of "creative" solutions with the spoiling agri packs. I even tried to not ship agri packs, but bioflux, and make the packs on Nauvis since we need no produce for their recipe. Plus, the bioflux spoils half as fast, is more efficient to transport on rockets, and we need some bioflux on Nauvis anyway. There were a few very exciting minutes transporting the first egg, anxiously watching its spoil timer... but then on Nauvis came the disappointment: pressure too low to hatch eggs. What, we can contain nuclear chain reactions but we can't build a pressure cooker for the eggs??MeduSalem wrote: ↑Fri Nov 01, 2024 5:11 pm I think that is something they could change; if agri science packs rot... well why not, no problem with that. BUT that their lab efficiency also depends on the freshness is somewhat annoying because whatever you do you will effectively lose a bunch of science from the transport overhead with every shipment because you simply cannot ship them instantaneously from Gleba to Nauvis after they finished crafting.
But that also has the repercussion of having to do even more tech-juggle. There needs to be something done about that issue because it is slowly driving me crazy that I have to switch back & forth between researches every time the labs processed through all the available agri packs. Sure, I could over-nuke the agri-pack production to the point even my other science pack production cannot keep up (which I think might be the final solution for the issue, but I read that other people already hate the tech juggling as well, so it definitely is something where they could do a QoL improvement somehow).
I would relocate my labs to Gleba to minimize the travel times; but then you get the Bio-labs and they only work on Nauvis. They did that on purpose because they knew people would otherwise try to avoid having to ship the agri packs. xD
Oh well, back to optimizing the nutrient supply chain so that the packs come out less spoiled. And yeah, overproducing them is a must, I think. Since Gleba is 100% sustainable manufacturing there is no downside to this, in the worst case you can burn the spoilage...
So, another question for optimizing freshness. I'm using only the freshest fruit to make the freshest bioflux, and want to make nutrients from that, but the nutrients in the fuel slot spoil too fast. Does freshness of the nutrient fuel affect the output, like normal ingredients do? It seems like it does because the nutrients come out more spoiled than the ingredients. Basically that means only with it running at maximum capacity will the output be reasonably fresh.MeduSalem wrote: ↑Fri Nov 01, 2024 5:11 pm And as others said in related topics... there is little you can do during building the production chains to avoid spoilage. You will have to set it up; stuff will spoil on the belsts or in chests and once the chain is set up and ready to go, then collect all the spoilage to unclog the system. Either that or you build stuff in the "dry" and only start sending the fruit to the base once you are ready to go. That sure can give you a headache. Especially if you are a player who needs the "visual"s of items on a belt to know what you are doing and where you want to lead that belt.
Any way to deal with that? The fuel slot isn't readable to avoid overfilling it. I guess I could just let it at full tilt so that it cycles through the fuel faster... not ideal.
Re: I would appreciate some help on... Gleba
Yea nice idea... but... that you cannot do it anywhere but Gleba I kinda knew already. xDjdrexler75 wrote: ↑Sat Nov 02, 2024 3:36 pm Yeah, Gleba definitely inspires a lot of "creative" solutions with the spoiling agri packs. I even tried to not ship agri packs, but bioflux, and make the packs on Nauvis since we need no produce for their recipe. Plus, the bioflux spoils half as fast, is more efficient to transport on rockets, and we need some bioflux on Nauvis anyway. There were a few very exciting minutes transporting the first egg, anxiously watching its spoil timer... but then on Nauvis came the disappointment: pressure too low to hatch eggs. What, we can contain nuclear chain reactions but we can't build a pressure cooker for the eggs??
Because I had a similar "enlightning" moment earlier on Fulgora already. First I thought after unlocking electromagnetic plants & EM science packs that one could ship holmium to Nauvis and craft the EM plants & science packs also on Nauvis. I was wrong. xD
After that I eventually started to look closer at some of the new recipes to see that they have a "surface requirement".
That I cannot even say for sure. I mean whether the nutrient to fuel the biochamber also affects the freshness of the final product.jdrexler75 wrote: ↑Sat Nov 02, 2024 3:36 pm So, another question for optimizing freshness. I'm using only the freshest fruit to make the freshest bioflux, and want to make nutrients from that, but the nutrients in the fuel slot spoil too fast. Does freshness of the nutrient fuel affect the output, like normal ingredients do? It seems like it does because the nutrients come out more spoiled than the ingredients. Basically that means only with it running at maximum capacity will the output be reasonably fresh.
Any way to deal with that? The fuel slot isn't readable to avoid overfilling it. I guess I could just let it at full tilt so that it cycles through the fuel faster... not ideal.
I try not to over-produce too much Nutrient in the first place and like all the other stuff in the crafting chain (except science packs) are crafted only at demand now.
So that means that most of the time the nutrients in my machine are relatively fresh as well.
But I guess, since I make more nutrient from spoilage, and it having only half the freshness or whatever, that it might explain why it might reduce the freshness of some final products as they are mixed in. :X
Would kinda suck a little bit if it is like that because then I will definitely stop making nutrients from Spoilage eventually and dump it only into recipes where there is no final freshness or where the freshness does not matter, or just burn the crap instead to maximize the freshness.
Re: I would appreciate some help on... Gleba
Okay so here is my some things i had to learn the hard way while playing on Gleba:
- You need to plan how to handle your production while it both running AND idle. That means you need a way for kick-starting production if for some reason everything there did spoil and came to halt. That often means constructor with spoil-to-nutrient recipe that needs to always have some spoil available to it. Having a spoil overflow is bad, but having an empty spoil chest when your factory stopped is equally bad.
- Belt carousels is often a must, as it halps keeping belt contents fresh by filtering the spoils out. Regular non-looped belts often has a problem with that.
- Circuits are really, REALLY helpful here, because they can prevent producing unnecessary items that otherwise would just spoil. And some more exotic usages like managing filters on inserters to fill one belt with two products (helps with carousels from above since those take twice more space then non-looped belts)
-50% Productivity on biochambers is a must if you want to get surplus seeds to plant more trees. Took me a while to realize im wasting time using constructors.
- You need to plan how to handle your production while it both running AND idle. That means you need a way for kick-starting production if for some reason everything there did spoil and came to halt. That often means constructor with spoil-to-nutrient recipe that needs to always have some spoil available to it. Having a spoil overflow is bad, but having an empty spoil chest when your factory stopped is equally bad.
- Belt carousels is often a must, as it halps keeping belt contents fresh by filtering the spoils out. Regular non-looped belts often has a problem with that.
- Circuits are really, REALLY helpful here, because they can prevent producing unnecessary items that otherwise would just spoil. And some more exotic usages like managing filters on inserters to fill one belt with two products (helps with carousels from above since those take twice more space then non-looped belts)
-50% Productivity on biochambers is a must if you want to get surplus seeds to plant more trees. Took me a while to realize im wasting time using constructors.
Re: I would appreciate some help on... Gleba
how do you get seeds planted in the first place? I have a couple of tree-planter devices on "green" tiles (as opposed to orange), but they say "no spot seedable by inputs."
Re: I would appreciate some help on... Gleba
Are you sure you are using the proper seeds for the proper "biome"? ^^
The Yumako seeds can only be put into the green biomes; the Jellynut seeds only the violet ones.
Was a bit confusing for me first as well, before I figured it out. Because the swamp is such a mess where everything looks the same (at least to me) it even took me a couple minutes to figure out by looking at the minimap that there are different-colored biomes and that each of the 2 plants can only be planted in their particular biome where they also grow naturally.
Re: I would appreciate some help on... Gleba
That's ground color, right? Not squares on the ground that appear when placing it?
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Re: I would appreciate some help on... Gleba
I guess this has become the general gleba support thread now...
When putting my agri science to use back on Nauvis, I wonder whether I should prioritize the more spoiled ones first, or the fresher ones. Since inserters have an option for that I figure it matters somehow?
Fresh packs give more science. But while they're being processed the other packs may spoil completely while in storage.
And if you use up the more spoiled ones first, the fresh packs become spoiled too. And they may spoil completely on the science belts, and if you don't use a sushi belt to easily take the spolage out, the belt clogs. (But at least sushi belts are really easy to do now with the whole-belt-reading.)
My guess is that it doesn't make a difference for the science you get out of it, if the science value is linear with freshness. But if you take the fresh ones first, and the spoiled ones spoil in storage, at least you get more spoilage items out of this process.
When putting my agri science to use back on Nauvis, I wonder whether I should prioritize the more spoiled ones first, or the fresher ones. Since inserters have an option for that I figure it matters somehow?
Fresh packs give more science. But while they're being processed the other packs may spoil completely while in storage.
And if you use up the more spoiled ones first, the fresh packs become spoiled too. And they may spoil completely on the science belts, and if you don't use a sushi belt to easily take the spolage out, the belt clogs. (But at least sushi belts are really easy to do now with the whole-belt-reading.)
My guess is that it doesn't make a difference for the science you get out of it, if the science value is linear with freshness. But if you take the fresh ones first, and the spoiled ones spoil in storage, at least you get more spoilage items out of this process.
It's the color in the map view. You can also check what things are growing nearby, if there are jellystems, you can plant more jellynut seeds, and similarly for yumako. Basically whatever you got there, you can plant there again. Both regions are generally separated a good deal.