A weaker, non-spoilable Nutrient to kickstart Gleba
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A weaker, non-spoilable Nutrient to kickstart Gleba
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.
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.
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.
Re: A weaker, non-spoilable Nutrient to kickstart Gleba
And here I was trying some advanced mechanic to make a feedback loop of biochambers which could feed each other!DarkShadow44 wrote: Tue Nov 05, 2024 1:21 pm since you can always use assemblers to make nutrients from spoilage
Thanks for the huge tip!
Re: A weaker, non-spoilable Nutrient to kickstart Gleba
If you have recyclers just keep few biochablers in reserve and rececle them to get fresh pentapod eggs to recover if your setup breaks.DeadMG wrote: Tue Nov 05, 2024 2:34 pm 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.
Re: A weaker, non-spoilable Nutrient to kickstart Gleba
No. Just no. The equation should go up, not down. Gleba is too easy. Trees should require nutrients to grow.
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Re: A weaker, non-spoilable Nutrient to kickstart Gleba
I removed the spoilage of "nutrients" in my not yet released mod, because it doesn't make sense. The stuff microorganisms are metabolising could last for thousands of years if "properly" stored, they can't get a foodborne disease... - And there's enough spoilage to remove out of production lines.
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Re: A weaker, non-spoilable Nutrient to kickstart Gleba
Are Biochambers using "microorganisms" to do stuff? Biochambers are just a jar with a Wriggler inside; that's why they require an egg. The nutrients are their food. Even if you're making use of gut bacteria in a Wriggler, those bacteria still rely on the Wriggler to be alive. So it's the Wriggler that needs the food, and that food needs to be appropriately nutritious.
Re: A weaker, non-spoilable Nutrient to kickstart Gleba
So what you're saying is biochambers should spoil into wrigglers when not fed with nutrients.Alfonse215 wrote: Mon Dec 23, 2024 8:36 pm Are Biochambers using "microorganisms" to do stuff? Biochambers are just a jar with a Wriggler inside; that's why they require an egg. The nutrients are their food. Even if you're making use of gut bacteria in a Wriggler, those bacteria still rely on the Wriggler to be alive. So it's the Wriggler that needs the food, and that food needs to be appropriately nutritious.
Re: A weaker, non-spoilable Nutrient to kickstart Gleba
Nope - stompersjaylawl wrote: Mon Dec 23, 2024 9:47 pmSo what you're saying is biochambers should spoil into wrigglers when not fed with nutrients.Alfonse215 wrote: Mon Dec 23, 2024 8:36 pm Are Biochambers using "microorganisms" to do stuff? Biochambers are just a jar with a Wriggler inside; that's why they require an egg. The nutrients are their food. Even if you're making use of gut bacteria in a Wriggler, those bacteria still rely on the Wriggler to be alive. So it's the Wriggler that needs the food, and that food needs to be appropriately nutritious.