Broken_splitter wrote: Thu Feb 13, 2025 8:14 pm
With few productivity modules I got ~2.1% per 10K fruits, even without biochambers
The challenge on Gleba is to unlock the unlockables fast, then use their benefits immediately. Getting a few biochambers fast is essential due to the built-in productivity bonus. Personally, I additionally add productivity modules, so the overall productivity bonus of one biochamber is +84% or 1.84 times the recipe output (prod modules 2). The built-in productivity bonus also applies to end products, so it applies for a biochaber crafting a biochamber as well, so you craft 3 biochambers for 2 input.
Unlocking the tech up to the biochamber is easy, you need to harvest a bit from everything and create a few nutrients manually or with an assembling machine you brought with you. You need spoilage, so don't hesitate to harvest some stuff. DON'T destroy any egg rafts you encounter yet.
Creae nutrients until you unlock the biochamber recipe. Import the ingredients for the biochamber from Nauvis (except the nutrients and pentapod egg). Additionally, create a few heating towers on Nauvis and bring it to Gleba. The recipe should have been unlocked from your "harvest everything" run. And bring a few assembling machines, a stack of heat pipes and a few stacks of steam turbines.
Create a preliminary power supply with imported solar panels and batteries that will last through a few crafts.
Now you have:
- electric power
- assembling machines
- ingredients for 3-10 biochambers except the nutrients and pentapod eggs
- enough spoilage to create enough nutrients for 10 biochambers (5 * 10 = 50 nutrients, requiring 50 * 10 = 500 spoilage for the "nutrients from spoilage" recipe.
- heating towers, heat pipes, steam turbines
Now go to the egg rafts you found. Destroy them and collect the pentapod eggs they drop (easy to miss, use the deconstruction planner to mark them and pick them up). Each small egg raft drops 1-3 pentapod eggs. They spoil in 15 minutes, so don't search too long for more rafts. Return to your base, create as many nutrients as required, build as many biochambers as you have pentapod eggs.
Bonus: immediately build the first biochamber you got and set the biochamber recipe. You will get 3 biochambers for 2 ingredient sets with that.
You need to supply a few more nutrients to make it work, but it is worth it.
Now you converted all pentapod eggs to biochambers. You should have at least 3. If not, go out and kill a few more egg rafts, preferably small ones.
The next thing you do is creating a preliminary yumako factory. Use one biochamber to create yumako mash from yumako. Filter the seeds this results and use them to supply your farm and plant more yumako.
Use the second biochamber to process yumako mash to nutrients, so they feed/supply each other. As fallback, add an assembling machine to create nutrients from spoilage to kickstart empty biochambers.
Burn surplus yumako mash in a heating tower and connect steam turbines. This will be your first real power supply. Kickstart it with a few rocket fuel or nuclear fuel you bring from Nauvis.
Now you should have your first production cycle: farm yumako. create yumako mash in a biochamber and get seeds. Bring the seeds to the agricultural tower to plant yumako. Create nutrients from yumako mash in a biochamber to feed the biochambers. Put surplus yumako into the heating tower to get electricity for the inserters and assembling machines you additionally build.
Next step is creating jelly from jellynut with the 3rd biochamber and kickstart the jellynut farm as well. You get more jelly per jellynut than yumako mash from yumako, so you will see your power production rise.
Now you created the first full farming cycle, start building a bioflux production. And so on.
If you create circles as I outlined, yumako and jellynut will be constantly harvested, mashed, seeds extracted, seeds planted, plants growing and harvested again. And it will be more seeds than you can plant. 2% plus productivity bonus seem small, but if you actually build it, you will see the seeds will accumulate and you will have more than enough of it. As long as you don't let the initial fruits spoil and process every single harvested fruit into its mash/jelly and use biochambers to do the mashing and not assembling machines.
To create infinite biochambers at this stage, use one biochamber to create biochambers and one biochamber to create pentapod eggs. Feed them with the nutrient production from yumako mash or from bioflux, depends on how long you wait and build more of your factory. Now create a feedback loop with the pentapod production biochamber, slightly similar to the kovarex enrichment process. After a few cycles, surplus pentapod eggs will appear which you can build biochambers with. You need the other ingredients of course, import them from Nauvis.
I mentioned "import from Nauvis" often - that's correct, without external kickstart from Nauvis, Gleba is a somewhat tedious start right at the beginning