1WheelDude wrote: Sun Dec 01, 2024 10:41 pm
[...]
Look how small a successful self sustaining gleba base can be
12-01-2024, 16-45-08.png
This is very far from small. Players that still have trouble understanding how Gleba works shouldn't be using more than one machine for recipe (goes for
any Factorio chain of recipes, but even more so for Gleba).
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Visione wrote: Mon Dec 02, 2024 1:14 am
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1. Don't burn spoilage in the heating tower, but use it all in the spoilage -> nutrient recipe (assemmbler only) This way your base does not rely on nutrients from bioflux, which can cause a base failure if there is not enough nutrients to keep the bioflux nutrient cycle going. And use productivity modules.
Using this for backup (with a stockpile) : great !
Using this for most of your spoilage : I guess it might be simpler, but this is very ineffective...
2. Build enough Agri towers in the beginning. I only had like 2-3 Agri towers going on for both march and jelly, which was not enough. As you can't make soil yet, you have the rely on the natural spawned soil, as that's limited too, due to terrain generation, it's easy to not farm enough jelly and mash.
the solution is to go in baby steps on gleba untill you understand all the relationships of product economies.
Yes, but once you're using more than one agri-tower for each
(heck, in my experience, you might have to be careful not to let it plant too many trees...),
you're not in the baby steps mode any more
(and will probably have to deal much more with the complication that are the wild pentapods).
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fredthedeadhead wrote: Mon Dec 02, 2024 9:46 am
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1. Add 'spoilage' patches to the Gleba surface (maybe a forest died and rotted). These can be mined manually, or by mining machines.
A bunch of Gleba's 'trees' already give spoilage when harvested.
fredthedeadhead wrote: Mon Dec 02, 2024 10:09 am
Here's yet another crappy Gleba experience:
- I find there's some bugs encroaching on my border.
- I go and kill them.
- Neat, I have some pentapod eggs. I should make some biochambers while I have the chance.
- Bummer, I don't have enough iron plates to make any.
- My base doesn't have enough power to run the furnaces.
- Okay, so I should go and gather some burnables.
- This takes some time while, because I have to go far away to manually mine trees, because I harvested the closest ones, because I KEEP running out of power, because my tree farm doesn't work, because I don't have enough seeds.
- I run out of time, so the pentapod eggs spoil, so the effort was completely wasted.
Oh well.
Sure, and you won't make the same mistake twice. Just like you won't make the mistake twice of making a huge unprotected mining outpost on Nauvis.
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Visione wrote: Mon Dec 02, 2024 1:54 pm
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I would recommend that maybe it's better to not use the heating tower early on, its a bit of a trap. Yes, it has 250% efficiency, but it actually also consumes the input even
if you draw no power. At low power draw, the heating tower is incredible inefficient! So early on, with a small base/lower power drawn, normal boilers and steam engines will be more efficient, and prevents you from burning everything into oblivion. (Unless you are really trying to get rid of something ofcourse.)
[...]
As you say in that last phrase, if you use boilers instead of heating towers, this is also a potential trap : you might end up with spoilage backing up all the way into your production.
Besides, depending how you set up your base, you might end up consuming more power than spoilage gives you, so this won't be an issue.
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fredthedeadhead wrote: Mon Dec 02, 2024 10:24 pm
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Thanks to everyone for taking the time to explain the solution. It's a shame it appears there is only one
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[...]
When I have to resort to asking for help (which is not what I want to do in a puzzle game, I want to solve the puzzle myself), I get contradictory advice (which is it: biochambers are required, or assembly machines? The furnace is great, or it's not?)
[...]
Do you not realize how these two are related ?
(If there
is one rule, it's «do not let fruits spoil», but even with this you get some leeway if you end up with ~+50% (or more) productivity.)
The game doesn't provide enough primary resources to be able to experiment.
I think you've already said that before, so I guess we'll just have to disagree about that.
fredthedeadhead wrote: Tue Dec 03, 2024 11:27 am
[...] Gleba fails because it dumps too many concepts at once, requires a lot of sitting around and waiting, adds unnecessary time pressure, punishes mistakes, and does not provide an incremental way of learning, improving, and adapting. You have to get the factory right first time (either by somehow knowing external equipment is required), or be reset to zero.
You could say all of these about Nauvis too, and in fact new players
have said these about pre-SA Factorio.
(Though the «too many new concepts at once» issue has drastically improved now (0.17 stable +) that new players don't have to figure out at the same time fluids and multiple recipe outputs.)
And, yes, Gleba goes harder on these, but it's also not a starting planet.
(See also : some other players complaining that Vulcanus / Fulgora are too easy.)
Nemoricus wrote: Tue Dec 03, 2024 2:04 pm
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requires a lot of sitting around and waiting
This one I'll also agree with. If you just harvest a few trees and try to build up from those, it'll take quite a while to build up more. And the start of Gleba is a "You need seeds to make seeds" situation, since seeds are used to plant the trees *and* expand the soil that you can grow them in.
I ended up harvesting every tree I could find in the nearby area to speed up the process.
[...]
And you've just shown how you actually don't have to, by giving another option.
There's a lot of things to do in Factorio, and even more so when exploring a brand new planet for the first time.
(And in the worst case scenario you could still spend some waiting time remotely improving Nauvis and/or whatever other planet you've already unlocked.)