Factorio has had a few basic rules that I like very much. One of those rules is that you can pause at any time, nothing ever goes away by itself. Need to fix something in your factory, just remove or rotate a belt and everything stops, you fix what you need fixing, you undo your blocker and everything starts up again as it was. Pollution getting too close to some enemies, stop science production, your base grinds to a halt, everything pauses, you go blow up the enemies, then you start again. You need to build a new production line? Start with the first step, build, connect it, see it working, then build the next step and when that is done, connect the belt and your whole factory produces that next step as well. Gleba breaks this basic principle, you stop your factory at any point, and the whole system comes crashing down and just reconnecting the belt won't do a thing because you need to follow a complicated startup sequence going through 5 steps and 2-3 loops. I don't enjoy that, I like to build and test each step separately before moving on to the next step.Jay_Raynor wrote: Sat Jan 18, 2025 7:18 pm Here's perhaps the big rub of Gleba where objections flow from. What essential foundations do you feel Gleba lacks?
I like to play with trains. Lots of trains, splitting the factory into a lot of sub factories doing mostly one step of any production line. If I need to expand production, I often just build a 2nd separate subfactory instead of expanding the one I already have and let the trains figure it out. If one buffer is empty, it will automatically pull from the other one. My Vulcanus base isn't really big, I haven't even started building green belts or speed modules mk3, but I already have 84 train stations and 33 trains in 20 groups. Gleba doesn't work like that, because using trains that way requires having buffers. You can't have 3 different stations providing nutrients and trains automatically picking stuff up wherever there is enough to fill a train because they will just rot away in the trains, in the boxes waiting for trains to pick them up, on the belts, everywhere. You probably could build a complicated system that monitors the train station and only when a train is waiting starts to produce a train load (going through the whole cold start process) and then stops once the train is full, but that complicates everything a lot.
This completely breaks my usual way of solving issues, dividing the problem up into separate steps and scaling up via the self organizing of trains. With Gleba, I basically had to design a production line in factoriolab, 1:1 copy that into the game hoping I didn't make a single mistake with belts and throughput etc. and only after I'd done that, I could try to plug it in, see where it broke, stopped everything, cleaned up the mess, changed stuff around, plug it back in etc. I absolutely hat having to do that, but just dropping down a factory and see it working before adding the next is something that isn't possible here.
There is other stuff I really don't like about this place, like how visually busy and unclear everything is - On Nauvis, you have land and water, and each of those is very distinct and easily recognizable. Same on Vulcanus (mostly, although the map gets really busy with all those cliffs and sometimes rocks look like cliffs and vice versa) and also on Fulgora. Land, shallow and deep oil are easily recognizable. Gleba really isn't. Land, swamp, water, plant ready soil, places where you can plant after putting down soil1, places where you can plant after putting down some other soil. I'm not color blind as far as I'm aware, but that place really made me feel like I was.
Plus in my opinion they did a really poor job with introducing Gleba and informing players about how different the difficulty between the 3 early planets is. The difficulty progresssion between Vulcanus, Gleba and Fulgora is a complete mess IMO. And I think the early game on Gleba could use a few rounds of improvements to the unlocks, it definitely could use a decent starting area with 2 (small) patches of brain and fruit soil close together so you don't have to handcraft 1000 belts and hundreds of landfill before you can get your first tiny automated production started. Plus possibly give the players more time/room before enemy contact, although apparently they patched a bunch there, so maybe they already did that. Idk., lots of issues for new players that are not that bad when you know what you are doing and what is required (and can drop a whole starter factory from orbit).