Tertius wrote: Sun Feb 02, 2025 6:12 pm
XT-248 wrote: Sun Feb 02, 2025 4:30 pm
See my previous post about a sudden burst of spoil out of nowhere.
There's some detail you might miss about nutrients, spoilage and biochambers. Spoiled nutrients can accumulate invisibly during normal operation in a separate spoilage slot in addition to the regular temporary trash output slots. They can accumulate till there is one full stack (200) of them. Only then, if the 201th spoilage is created by a spoiled nutrient, the machine blocks until the spoilage is output.
If a biochamber gets not so fresh nutrients or stalls intermediately for a short amount of time, so nutrients spoil, they accumulate in a separate trash slot. It can happen this slot isn't being emptied immediately but instead the machine continues working as soon as new nutrients get inserted. For example, in one production line I set the output inserters to use spoilage priority and grab "freshest first". This left spoilage resulting from nutrients in place as long as there was regular output, and since the machine was continuously producing output fresher than spoilage, spoilage was never extracted until the slot was full.
Might perhaps be the cause of your failure.
I wanted to grab "freshest first" to get seeds from yumako and jellynut mashing. Without that, I only got the mash and never the seeds until a full stack of seeds accumulated. Since the seeds don't spoil, "freshest first" got me seeds first, then mash, then spoilage. But since there was always new mash in the output slots, any spoilage was never removed.
XT-248 wrote: Sun Feb 02, 2025 4:30 pm
Why is it quite difficult for people to understand that I am anything but a person new to Factorio? And I really don't need help, but thank you anyway.
We are all new to Gleba's spoilage mechanics and its intricate details. We all need to explore new methods to deal with that. All your (and my) thousands of hours played are irrelevant. Get off your high horse.
XT-248 wrote: Sun Feb 02, 2025 4:30 pm
See my example of the Agricultural Science Pack for 10 hours in my previous post.
With a few more strategically placed speed beacons, you could achieve vastly more output with vastly less footprint. You're transporting too much spoiling items over too large distances. You even store nutrients - what a waste. It spoils. Instead, create nutrients on the spot, feed the nutrient biochambers with their own nutrients, and kickstart them with a spoilage-to-nutrient assembling machine which turns off as soon as there are nutrients > 0 in the nutrient biochambers.
I'm not yet ready with my complete Gleba factory, but the science-related modules are this.
The first one produces bioflux, a certain amount of nutrients for various independent modules not shown, and other yumako/jellynut byproducts. It kickstarts from whole fruits (the farms run with electricity only) and spoilage-to-nutrients. It's a 2-level kickstart. First it kickstarts yumako mashing, then yumako mash to nutrients, and this finally enables jellynut mashing and the first bioflux chamber, so the real bioflux-to-nutrient production starts.
02-02-2025, 18-44-02.png
And this is the science production.
It's supposed to be directly plugged behind the bioflux production. It has its own nutrient production, since it uses direct insertion due to the high nutrient throughput not feasible for belts. It just needs a few nutrients from the first step to start its own nutrient production.
A small gimmick is present in the bottom left, it's a keep-alive for a single pentapod egg in case something goes wrong with bioflux supply or stuff stalling. As soon as the nutrient machines get empty, a single egg is put into a chest and refreshed every 10 minutes with nutrients from spoilage and put back once the regular nutrient machines start again. During keepalive, any pentapod eggs are expunged into the spoilage exit belt to keep pentapods appearing from egg spoiling. Only the eggs within the chambers will stay and spoil, but I limit their number. I thought about recipe changing to expel them as well, but didn't find the time yet. And pentapod egg production doesn't really need production modules, the effect is minor.
02-02-2025, 18-49-49.png
If it comes to performance, this is what it created during my development. The spikes are from tests when I removed supply, electricity or deliberately let the factory stall.
I guess 639/min with about 95% fresh science packs is more than the huge production line you showed. 2nd image has ~50 modules and 170 belts, 1st image has 100 modules and ~220 belts. Both together exactly 20 beacons, which is one rocket stack.
02-02-2025, 19-03-13.png
ps. as far as I see, the Gleba general bootstrap is this:
- import an assortment of intermediates
- create 2 biochambers
- create a yumako farm with 1 agricultural tower
- import heating towers
- create seeds and artificial soil to make a proper farm, as well as a huge amount of spoilage (2-3 chests full)
- create a jellynut farm with 1 agricultural tower
- create seeds and artificial soil to make a proper farm
- create a preliminary pentapod egg factory
- create a bunch of biochambers with imported ingredients
- start a bioflux production line
- start 2 bacteria production line to get iron and copper ore
- create iron/copper processing with a few foundries (with that ship from Vulcanus, also import a bunch of green belts)
- create a mall to be independent of imports
- create the rest of the factory from stuff produced locally
- start science production