I wanted to add my cents to the conversation in this thread.
The number of people unhappy with Gleba compared to those who are happy with Gleba is a purely subjective measurement. Just because one individual thinks Gleba is in a good place while a few individuals provide negative criticism does not make Gleba a source of fun gameplay enjoyment equally for everybody.
I DID see a Steam Factorio forum post from someone not long ago where they ragequit and uninstalled Factorio just because they found out the joy of managing and setting up a factory on Gleba for success.
See:
https://steamcommunity.com/app/427520/d ... 371844258/
Of course, a couple of white defenders didn't even try to engage with the user to find out what was wrong with their Gleba Factory to require the engineer to return "too often" to Gleba to sort/fix their Gleba's factory. The original poster moved to what I presume are other more enjoyable video games for them, so we don't know what annoyed them enough to "uninstall" the Factorio game.
I will add that whenever I plan production on Gleba for almost anything. There are too many interdependent factors (spoilage percentage, time delta between machines for logistics, ensuring that all output is 100% consumed, Shutting down and restarting external controls to multiple production chains, a new style of hostile fauna, etc.) without any lessons or build-up to getting a semi-decent factory on Gleba running.
That is the same problem WUBE had with the pre-0.17 basic oil processing, which produced three fluids. The old basic oil processing recipe was a considerable barrier for players to overcome to get past blue science packs. I didn't have a problem with pre-0.17 basic oil processing, but I understood where players were rightly struggling.
Now, Gleba is the new "pre-0.17 basic oil processing barrier."
When I think about Vulcanis and Fulgora, I find that many engineers, if not all, are familiar with the new mechanics. Thus, they can take pre-existing lessons from Nauvis and touch down on a new world with a reasonable plan to start a new factory style with new mechanics.
Gleba doesn't have that.
Others have already mentioned some problems that I and other engineers have had with Gleba, and I will reiterate them here. WUBE should address these issues before I can enjoy Gleba mechanics.
- Terrains are challenging to discern where I can build/grow or can't.
- Having to take into account spoilage everywhere. Input, output, logistics, etc.
- A lack of smooth transition for production lines going offline and restarting without over-engineering.
- A new style of fauna that requires a new "defense strategy" that isn't immediately obvious upfront. There is no way to test the novel defense strategy beforehand without going to Gleba and experimenting with new defense implementations first-hand.
- I have limited time to enjoy video games. Gleba is a huge time-sinker with room for improvement. Less "I have to return to Gleba to find out why/what went wrong" factor.
pulsereaction wrote: Wed Jan 15, 2025 6:53 pm *snipped*
tl;dr Gleba is not the problem, the lack of proper tutorials and documentation is; one FFF walking through the first hours on a planet would've sufficed.
When I finally had access to and time to play Factorio on the day of its release while traveling, I jumped ahead to Gleba to experiment with and understand its new mechanics. I tested various factory configurations in the editor or theory, and no matter what I did, problems existed that only became apparent after hours of running the initial factory in the editor. It is really telling that I am confident in making a Vulcanis or Fulgora factory but not a Gleba factory, given how much I have kept up with the Space Age DLC news/blogs/content up to the release day, even to the point of watching a Content Creator on YouTube of visiting "Gleba first" while playing Factorio with Space Age DLC enabled myself. When this Content Creator got to Gleba, they struggled to build a factory that would last until the end of the game to put a diplomatic spin on it.
I don't think a "community walkthrough/guide" or a dedicated "FFF blog walkthrough" would have helped. Engineers had access to dozens of "pre-0.17 oil basic processing" by the Factorio Engineers Community, which did not help them much.
WUBE agreed to make the basic oil processing change based on reasonable grounds. I believe the community has provided enough valid constructive criticism to implement a slower build-up to Gleba's mechanics. After all, we DO have access to nearly three months of community-created guides, videos, walkthroughs, and otherwise to help smooth the transition to having a "stable and lasting until end-game" Gleba factory since the release date of Space Age DLC.