Re: Agricultual Science Pack
Posted: Mon Mar 24, 2025 3:03 pm
No.
No.
Although I should add that setting a really high spoil time might actually make Gleba harder, because you do need some spoilage. I'd recommend going for 2x4 times longer spoilage rather than an extreme amount. Otherwise you would probably need to go to fulgora first to get the recycler, and then recycle nutrients into spoilage.
Holy cow, this is the first time I've heard that spoilage rate (and also asteroid spawning rate) can be changed in the new game settings.adam_bise wrote: Mon Mar 24, 2025 2:14 am ooor u can set ag science to 99 hour spoil time by changing the spoil rate in map settings file
Using the GUI settings I think sets ag science to like 9 hours, but if you use the map-settings command you can get it all the way to 99 hoursKyralessa wrote: Mon Mar 24, 2025 4:53 pmHoly cow, this is the first time I've heard that spoilage rate (and also asteroid spawning rate) can be changed in the new game settings.adam_bise wrote: Mon Mar 24, 2025 2:14 am ooor u can set ag science to 99 hour spoil time by changing the spoil rate in map settings file
Of course, there are implications: Your agricultural science packs might spoil slowly, but the iron and copper bacteria will also spoil extremely slowly also.
Code: Select all
"difficulty_settings":
{
"technology_price_multiplier": 1,
"spoil_time_modifier" : 99999999999
},
If this hasn't been answered already, just compare what would happen if you increased gleba science, rocket bases and rocket production 10fold:quineotio wrote: Sat Mar 22, 2025 12:55 pmYes I know, I do this. The problem still exists though for a few reasons:meganothing wrote: Sat Mar 22, 2025 12:25 pm You might not have realized, but you can safely let the science packs from gleba spoil when you don't need them.
1. Gleba science production is not high enough to equal the science I've already built on Nauvis - which is almost always the case, especially in the beginning, and even after it's probably a good idea to have higher production of other science packs so that Gleba science doesn't spoil on the belt. You want Gleba science to be used as quickly as possible, which means having a higher production of other science and excess lab capacity.
2. Gleba science comes on a rocket, which means is gets delivered in batches, and therefore consumption is spikey.
So it would be nice to be able to automate research somehow, or otherwise remove the spoiling aspect so I could build a buffer. I think the cryoplant would be good for this - it's an underutilized building at the moment, and you'd already need to have solved the initial Gleba challenge before you get it.
As it is, I hook up an alarm to the lab section that tells me when agricultural packs are there, which helps me to switch techs manually, but it's fiddly.
Why not increase it 1000 fold? 1,000,000 fold? Why don't you devote every waking minute of your life, for the rest of your life, to increasing the size of the factory? Can't you see that the solution to all your problems is so easy?meganothing wrote: Tue Mar 25, 2025 6:31 pm If this hasn't been answered already, just compare what would happen if you increased gleba science, rocket bases and rocket production 10fold:
I should have mentioned that it was a thought experiment to show that over production of gleba does not matter.quineotio wrote: Wed Mar 26, 2025 1:26 amWhy not increase it 1000 fold? 1,000,000 fold? Why don't you devote every waking minute of your life, for the rest of your life, to increasing the size of the factory? Can't you see that the solution to all your problems is so easy?meganothing wrote: Tue Mar 25, 2025 6:31 pm If this hasn't been answered already, just compare what would happen if you increased gleba science, rocket bases and rocket production 10fold:
Perhaps not, but the post you were responding to doesn't cite gleba overproduction as being a problem.meganothing wrote: Thu Mar 27, 2025 1:06 am I should have mentioned that it was a thought experiment to show that over production of gleba does not matter.
I quote from your post: "it's probably a good idea to have higher production of other science packs so that Gleba science doesn't spoil on the belt". So you say it is not a good idea (or a worse idea) to have a higher production of gleba science as other science packs aka gleba overproduction should be avoided. Right? Or what am I missing here?quineotio wrote: Thu Mar 27, 2025 1:45 amPerhaps not, but the post you were responding to doesn't cite gleba overproduction as being a problem.meganothing wrote: Thu Mar 27, 2025 1:06 am I should have mentioned that it was a thought experiment to show that over production of gleba does not matter.
I gave two examples of reasons why it would be nice to be able to automate the science queue. Your response was to expand 10 fold.meganothing wrote: Thu Mar 27, 2025 2:37 am Or to rephrase the question: What exactly is the downside of gleba science spoiling on a belt if you don't need it at the moment anyway? Because I think I showed there is practically no downside.
Thanks. I found one poster who actually mentioned why he didn't like gleba overproduction: Because to remove spoilage from science labs he would have to insert more space between every two rows of science labs which would be less aesthetically pleasing !NineNine wrote: Thu Mar 27, 2025 1:07 pm There's an existing discussion about this exact same thing here: viewtopic.php?t=116005
I too, have those horrible spoilage removers between my biolabs, and I tell ya', it's a real aesthetic tragedy. I think Wube should just recall Space Age. Completely unplayable.meganothing wrote: Fri Mar 28, 2025 12:49 amThanks. I found one poster who actually mentioned why he didn't like gleba overproduction: Because to remove spoilage from science labs he would have to insert more space between every two rows of science labs which would be less aesthetically pleasing !NineNine wrote: Thu Mar 27, 2025 1:07 pm There's an existing discussion about this exact same thing here: viewtopic.php?t=116005![]()