A idea to handle gleba problem

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meifray
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Re: A idea to handle gleba problem

Post by meifray »

angramania wrote: Sun Sep 28, 2025 4:18 am
basic factory cost for Electronic Cricuit is 280ore, while Bioflux is 3Egg+462.5ore
LoL. Then Vulcanus is a god of difficulty, because by your brilliant method you need to add cost of 4 foundries. Do not forget to add cost of whole oil setup, necessary to get lubricant for crafting these foundries. GLHF.
Good, so Pumpjack=67.5, Oil Refinery=150, Chemical Plant=52.5

Minimal Foundry Setup is 1 Pumpjack + 1 Oil Refinery + 4 Chemical Plant + 7 Assembler2 aka 805.5 ores, you are correct it do seems more expansive than gleba,
and make no mistake, it do take ages to manually mining for iron just to accumulate enough steel for the first two foundry, and then you get instant 3.75ore/s that is 15 burner mining drills and you can add 2 more foundry just reach about 9ore/s and the whole iron production steup is literary easy and never fails.
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The equivalent setup in gleba is just 4 jellynut processing insert into 4 gambling bacteria and have 1.2ore/s, and we are just ignoring the nutrient and spoilage input, just look wtf is going on there.

and this is new iteration:
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Shadowhawk
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Re: A idea to handle gleba problem

Post by Shadowhawk »

meifray wrote: Thu Aug 14, 2025 6:13 pm I think gleba is really good idea but just not work because you got gate keeped in everyway that limits how you can even produce basic ores, and before you know it stomper will come and kill you and your defense only make them attack whole base instead of just the tower.

At the root of it all, it all came down to one problem: ores, without it we can't build anything, and in gleba we have no other choice but getting it through bacteria, and to getting it from bacteria means you have to get bioflux, that mean you have to build a two farm at first, that is fucking bullshit, in nauvis build anything only really require iron and some of copper, in gleba we have to enjoy build things from low density structure just to get iron ore?

Indeed, bioflux center of gleba recipe, just like green circuit is center of all crafts, but that challenge just came too fast, in nauvis starting iron and copper patch is within mile, it should have a meaningful loop in both farm before you connect two into a first bioflux loop.

In current system both using bioflux to deterministically make fresh bacteria, and we have a spoil fruit recipe to have a 7% chance to get a bacteria,jus imagine burning mining drill only produce such amount of ore when you just put tons of coal you collected manually.

My suggestion is shift it a bit, instead we produce first bacteria using bioflux, nutrition and ore to make a bacteria 100% this time, but the duplication process no longer refresh bacteria, but it is now cheaper, just crushed fruit+bacteria=2bacteria

Please notice, THERE ARE NO FRESHNESS RESET,even the one you made from bioflux is depanded on freshness of bioflux and nutrition you put in, Player need to seek out ways to make bacteria duplicate more in a set time frame, fresh product means you have more time to make it more ores, in its worst, you can always start again by going back to another agricultural tower and make another bioflux and try again without manually seek out the bacteria rocks that will be removed over time by player.

Oh, and maybe a bioflux spoiling recipe, just bioflux+spoilage->bioflux(90%fresh)+spoilage will be cool, so we can wait less.
The only thing that gleba has issues with is stone, The rest is even more infinite then on vulcanus. Really you have fruits that keep regrowing and that give you everything you want ( except the stone, so vulcanus is good for something )

Ores = Biochamber + bioflux. Want more build more or higher quality.
Quality Ores = Biochamber + bioflux. Why bother working with normal ores when uncommon can be the baseline.

The biochamber has insane productivity, just 1 bioflux gives you a net result of 5 ores in 2 seconds. Thats 5 electric mining drills. Its even higher then the big mining drill.
Unless you dont bring anything to gleba at all its just easy mode planet. And if you dont bring anything at all you will have a hard time getting enough electricity to run a toaster.
Tertius
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Re: A idea to handle gleba problem

Post by Tertius »

Shadowhawk wrote: Mon Nov 03, 2025 7:39 am The only thing that gleba has issues with is stone
You need stone just for landfill, to build your factory and enhance your farm.
In the starting area, I always found 4 stone patches with a combined amount of about 800k.
Mined with mining productivity of 100% (research level 10) with a big mining drill (50% resource drain), this results in 800k * 2 * 2 = 3.2 Mio stone. That's 64k landfill. That's 253 square tiles completely covered with landfill.
For every 5 landfill you create 10 * 1.4 = 14 artificial soil (4x productivity module 3).
For every 2 artificial soil you create 1 * 1.4 = 1.4 overgrowth soil (4x productivity module 3).
Combined: for every 5 landfill you create 9.8 overgrowth soil.
You need up to 9 artificial or overgrowth for one fruit place in your farm.
One agricultural tower has up to 48 places.
A farm with 16 agricultural towers is plenty. It needs up to 16 * 48 * 9 = 6912 soil.
You need 2 farms, which is 13824 soil.
If all this is overgrowth, this requires 13824 / 9.8 * 5 landfill = 7053 landfill.
Which leaves more than 50k landfill for factory building.

If you start with less mining productivity and don't have big mining drills, you have a smaller factory and don't need that much soil as well, so the stone demand is also vastly less. Your productivity will raise later and the rest of the patches will last even longer. If you go for quality, you're able to boost productivity and mining efficiency sky high, but that's not really required for your patches to last long enough.

So in my opinion, we have enough stone on Gleba with the starting patches. If need more, there are more patches beyond the starting area.

What you cannot do is of course any science production that requires stone: military science and production science.
Shadowhawk
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Re: A idea to handle gleba problem

Post by Shadowhawk »

meifray wrote: Thu Aug 14, 2025 6:13 pm
My suggestion is shift it a bit, instead we produce first bacteria using bioflux, nutrition and ore to make a bacteria 100% this time, but the duplication process no longer refresh bacteria, but it is now cheaper, just crushed fruit+bacteria=2bacteria
No please just dont. This would really nerf gleba a lot making the planet really annoying.

Now its easy get a few bacteria and have infinite resources. You want to remove that?
Whats next lava patches on vulcanus will be running dry?

There is verry little wrong with gleba as it is. All the problems are just because people do not understand how the planet works.
PsyhoBelka
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Re: A idea to handle gleba problem

Post by PsyhoBelka »

All the problems are just because people do not understand how the planet works.
i cant understand only one - why we didnt get any helper alternatives for Gleba lifecycle from Aquillo, like freezing tech??? it's like opening coca cola bottle and realise that it's not a cola - it's just a water in black painted bottle... it's frustrating...

on Fulgora we get Recycler tech for quality purposes and EMP for boosting circuit productivity;
on Vulkanus we got new drill and foundry, new alternatives for making ores which is also boosting smelting productivity;
on Aquilo we got new power supplies structures which help to support all this megafactory to breathe with MORE power;
but what we get from Gleba? just headache with spoilage for the entire end game. bcs, even after the last planet we still cant do anything with this.

there a lot of mods to dealing with it, but this is obvious - this is a gap in game logic. especially taking in mind that freezing is actually present in game as a concept for Aquillo.

so, why??? why not add one more bridge between game mechanics? why we continuously improving our tools during whole gameplay, but should stuck on this stupidity on Gleba???

devs, pls, listening the community!
Hurkyl
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Re: A idea to handle gleba problem

Post by Hurkyl »

PsyhoBelka wrote: Tue Jun 30, 2026 8:21 pmbut what we get from Gleba?
Four times the throughput for most of your belts.

More than double your effective science per minute without having to make a single modification to your science pack production.

Better productivity modules.

Access to a greater variety of base resources in space, and a vastly more productive thruster fuel recipe.

Epic quality.

Productivity bonus for oil cracking and rocket fuel, should you be low on oil resources.
Erfar
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Re: A idea to handle gleba problem

Post by Erfar »

For me main problem to bootstrapping Gleba is always Power. Yes you can "burn everything" but that is not effective and also require either usage of a lot of fruits (= lot of polution) or seting whole bioflux in one go (lot of resources). IMO gleba should just unlock growing trees as soon as you unlock agritower to allow making wooden power source. Not very effective but also low on spores and thematical to planet
Erfar
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Re: A idea to handle gleba problem

Post by Erfar »

Hurkyl wrote: Tue Jun 30, 2026 9:12 pm
PsyhoBelka wrote: Tue Jun 30, 2026 8:21 pmbut what we get from Gleba?
Four times the throughput for most of your belts.

More than double your effective science per minute without having to make a single modification to your science pack production.

Better productivity modules.

Access to a greater variety of base resources in space, and a vastly more productive thruster fuel recipe.

Epic quality.

Productivity bonus for oil cracking and rocket fuel, should you be low on oil resources.
You listed post gleba and nauvis unlocks.

You get foundries, big miners, EM plant and recycler before you complite planets and than you get extra rewards. On gleba you unlock at best biochamber that not really designed to be usable on other planets
PsyhoBelka
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Re: A idea to handle gleba problem

Post by PsyhoBelka »

Hurkyl wrote: Tue Jun 30, 2026 9:12 pm
PsyhoBelka wrote: Tue Jun 30, 2026 8:21 pmbut what we get from Gleba?
Four times the throughput for most of your belts.

More than double your effective science per minute without having to make a single modification to your science pack production.

Better productivity modules.

Access to a greater variety of base resources in space, and a vastly more productive thruster fuel recipe.

Epic quality.

Productivity bonus for oil cracking and rocket fuel, should you be low on oil resources.
yep, looks like much stuff...
but all of this doesnt worth the spoilage headache... for the ENTIRE gameplay... it's annoying.
all new researches, items, mechanics should make the life easier, not harder...
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