Gleba!

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theolderbeholder
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Re: Gleba!

Post by theolderbeholder »

That factory is way beyond anything I am able to come up with. Best I can do is something which exports around 100 science per minute (and some Stack insertes), but efectiviely lives of imports from Vulcanus. Which is good enough for me, go away Gleeba and never bother me again.
Could you please post some more detailed screenshots of your design?
Tertius
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Re: Gleba!

Post by Tertius »

I guess I better show a smaller example from my latest map without the large part on the left that just creates legendary modules, beacons and biolabs. I started quality manufacturing but abandoned this because it wasn't fun for me.
This relies on tech from Nauvis and Vulcanus, but not from Fulgora and not from Aquilo. if you visited Fulgora, you had the electromagnetic plant which makes module production more productive and smaller, but essentially it's the same.

Overview:
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Bioflux:
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Bacteria/Ore:
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Molten iron/copper:
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Circuits:
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Science production (1171 SPM):
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Miscellaneous:
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Soil production:
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The big automall is a whole science by itself. I don't show it in detail, as well as the module factory, since it's not Gleba specific. You can build any mall you like, Gleba has all resources available in infinite quantities except stone, so it's a nice place for a mall providing products to your platforms. All except stuff requiring stone, for which you can use Vulcanus. I use the local stone supplies for landfill for overgrowth soil only.
galan
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Re: Gleba!

Post by galan »

Gleba is the best planet. Just like on Vulcanus and Fulgora, I arrived completely empty-handed—to experience the unique challenge of starting from scratch on a completely unknown planet with incomprehensible technological challenges. And yes, it was far more challenging than the other planets.
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But now Gleba is definitely my favorite planet. I just finished the city blocks with trains on it.
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Haisom
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Re: Gleba!

Post by Haisom »

Gleba was simultaneously the best and worst time I've had in a while. It was super frustrating at first, and I had several bases that, for all intents and purposes, failed. After I went through and troubleshot my entire system several times. I have a belt system, believe it or not, that works great. It was one of the most satisfying things I've accomplished in a video game in a while. I've done another playthrough, and I think Gleba is possibly my favorite planet now. It is just so satisfying to watch it all work. I feel like a genius, even if I am not one... lol
kim533
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Re: Gleba!

Post by kim533 »

Bioflux has more to do with it. You receive 40 nutrients for every 5 bioflux or 8 nutrients for every 1 bioflux when using the standard bioflux to nutrient recipe. Each biter egg yields 20 nutrients according to the biter egg to nutrients recipe. If you employ biter eggs as an intermediary rather than bioflux directly, you obtain 20 * 30 = 600 nutrients per bioflux, since each bioflux yields 30 eggs. Seventy-five times more. Even though using a biochamber with four T3 producivity modules gives you 1140 nutrients, the ratio remains the same when compared to bioflux because the bioflux recipe allows you to get the same results.
Kyralessa
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Re: Gleba!

Post by Kyralessa »

Another good option is to ship fish. Even though one fish only yields 20 nutrients, a fish also has a spoil time of just over two hours, vs. 30 minutes for a biter egg. Then you can save the biter eggs for overgrowth soil instead.
Hurkyl
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Re: Gleba!

Post by Hurkyl »

Kyralessa wrote: Wed Feb 18, 2026 8:34 am Another good option is to ship fish. Even though one fish only yields 20 nutrients, a fish also has a spoil time of just over two hours, vs. 30 minutes for a biter egg. Then you can save the biter eggs for overgrowth soil instead.
Fish are nutrient negative. On average, 100 nutrients gives you 1.5 fish, and one fish gives at most 50 nutrients (with four legendary productivity module 3). So, at a minimum, you are losing 25% of your nutrition by repackaging it into fish, and that isn't counting the cost to feed the biochambers.

So AFAICT, the only time it would ever make sense (outside of memes/challenges) to use fish in your nutrient logistics is if you are already using biter eggs to make nutrients, and the reduction in yield is worth the cost for a longer spoil timer and safer spoil result.

Or, I suppose, if you've engineered your Nauvis factory in a way where you would waste bioflux/nutrients but have enough control over the process to turn the waste into fish rather than spoilage.
Kyralessa
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Re: Gleba!

Post by Kyralessa »

Hurkyl wrote: Thu Feb 19, 2026 12:43 am
Kyralessa wrote: Wed Feb 18, 2026 8:34 am Another good option is to ship fish. Even though one fish only yields 20 nutrients, a fish also has a spoil time of just over two hours, vs. 30 minutes for a biter egg. Then you can save the biter eggs for overgrowth soil instead.
Fish are nutrient negative. On average, 100 nutrients gives you 1.5 fish, and one fish gives at most 50 nutrients (with four legendary productivity module 3). So, at a minimum, you are losing 25% of your nutrition by repackaging it into fish, and that isn't counting the cost to feed the biochambers.

So AFAICT, the only time it would ever make sense (outside of memes/challenges) to use fish in your nutrient logistics is if you are already using biter eggs to make nutrients, and the reduction in yield is worth the cost for a longer spoil timer and safer spoil result.

Or, I suppose, if you've engineered your Nauvis factory in a way where you would waste bioflux/nutrients but have enough control over the process to turn the waste into fish rather than spoilage.
  • 10 spoilage -> 1 nutrient: 0.1 nutrient/spoilage
  • 4 yumako mash -> 6 nutrient: 1.5 nutrient/mash
  • 5 bioflux -> 40 nutrient: 8 nutrient/bioflux
  • 1 fish -> 20 nutrient: 20 nutrient/fish
  • 1 biter egg -> 20 nutrient: 20 nutrient/egg
Per unit, fish are one of the two best nutrient sources in the game, and they last longer than biter eggs, and they spoil to spoilage rather than to something that will attack you.

A captive biter spawner produces 1 egg every 2 seconds on average, or 30 eggs per minute. As 1 bioflux feeds a captive biter spawner for 1 minute, this means you're turning 8 nutrients from a bioflux into 600 nutrients from biter eggs, a 1:75 ratio.

With the productivity bonus, fish breeding costs 66 2/3 nutrients to produce 1 fish (plus 1.5 nutrients to power a biochamber for 6 seconds, but we'll ignore that). So yes, technically it's nutrient-negative, but you're trading 3 1/3 biter eggs' worth of nutrients for a nutrient source that lasts four times as long before it spoils, and that doesn't spoil into an attacker. You're still getting a 1:22.5 ratio over bioflux.

Now if you're turning bioflux nutrients into fish directly then sure, it's not such a good deal. So, don't do that.
Hurkyl
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Re: Gleba!

Post by Hurkyl »

Kyralessa wrote: Thu Feb 19, 2026 8:07 ambut you're trading 3 1/3 biter eggs' worth of nutrients for a nutrient source that lasts four times as long before it spoils, and that doesn't spoil into an attacker.

Now if you're turning bioflux nutrients into fish directly then sure, it's not such a good deal. So, don't do that.
Yes, this was the point I was trying to make. Fish aren't an alternative to the biter egg production chain. They only make sense as part of the biter egg production chain for nutrients, e.g. if you find the new packaging worth the reduction in nutrient yield.
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