Jay_Raynor wrote: Sun Jan 19, 2025 1:55 amI've been busy defending Gleba as a concept so I wanted to address your specific listed points:
Okay, so far, a good start.
Jay_Raynor wrote: Sun Jan 19, 2025 1:55 am
Terrains are challenging to discern where I can build/grow or can't.
Terrain: I wholeheartedly agree without reservation. I like neither the confusing color of the terrain or how much swamp exists given the low amount of stone for landfill. I pave my base to make it at least easy to discern.
You may find the aesthetic of paving the entire world pleasing. Other engineers, including me, may feel differently and not want to pave everything.
Even if that was an option for fixing the visual issue on Gleba, Gleba does not have a decent source of stone to pave the Gleba surface in the ecumenopolis style.
Jay_Raynor wrote: Sun Jan 19, 2025 1:55 am
Having to take into account spoilage everywhere. Input, output, logistics, etc.
Spoilage: I actually enjoyed this part of Gleba once I realized the only end product really affected by spoilage is agri science. Clearing spoilage requires a new design philosophy for belts and trains but barely anything for bots. Also, yes, you can burn spoilage for power, but it's easier to make steady power with rocket fuel and recycle spoilage into oblivion that you're not turning into carbon.
You are thinking narrowly about the item's actual spoilage amount.
IE: Hypothetically, I am temporarily shutting down Gleba because I am not using any agricultural science packs while researching something that doesn't require agricultural science packs. The partial shutdown will often unpredictably affect other parts of the Gleba factory. I have to take into account if there is a spoilage buildup as part of each production line. Too close to being spoiled or detecting spoilage? Purge the logistics.
Then, I go to different worlds, such as Nauvis, Vulcanis, Fulgora, or Aquilo, and I don't have to take into account spoilage (unless it is an import, such as Agricultural Science packs from Gleba). So, I can't transfer the lessons I learned at Gleba to other worlds or vice versa.
Back to this conversation, my opinion is such that if I am playing a video game and encounter poorly explained or obscurification mechanics in-game, where I have to seek out a third-party guide, people, otherwise to understand and deal with it better. There is a better way to deal with the mechanics introduction in-game, as there is room for improvement.
Jay_Raynor wrote: Sun Jan 19, 2025 1:55 am
A lack of smooth transition for production lines going offline and restarting without over-engineering.
Transition: I had more problems with Fulgora backing up than figuring out Gleba and both essentially have the same thesis: process/eliminate most everything by default to only to save what you need. The hardest thing to learn on both planets is that you can't use everything. You will have waste. Not just imperfect production but actual waste. Accept that (a real part of real manufacturing) and it becomes easier. The bit about seeds is pretty important, though.
This partially ties to the previous point about the "introduction" of Gleba's mechanics as a whole to the players.
Going back to the basic oil processing giving three-fluid outputs example from earlier Factorio versions, one of the most significant barriers for players is that they didn't just have to learn a
single new mechanics, they had to learn a whole group of them. Fluid handling, dealing with under-filling or over-filling fluids, petroleum-based production chains, etc. So, WUBE changed basic oil processing to a single fluid and moved some of the mechanics to later in the game to make the overall petroleum production experience better.
Once again, WUBE could have done a better job introducing different mechanics piecemeal rather than introducing them all simultaneously to players as soon as they land on Gleba. These mechanics include but are not limited to, the spoilage mechanics themselves, the logistics of detecting and purging unwanted spoilage, partial shutdown, and how to do it without wrecking future productions once they start up. Players also need to find farmable tiles and defend against enemies that require a new way of thinking about the defense perimeter.
That is a LOT upfront for players to deal with all at once in one large "introduction," regardless of how you think about Gleba mechanics being 'fine.'
Jay_Raynor wrote: Sun Jan 19, 2025 1:55 am
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.
Fauna: If you think you need to learn the new strategy, do what new players do and play peaceful mode. You can toggle it separately of Nauvis. Biter defense strategy may not have been readily apparent to new vanilla players, after all.
I don't think you can enable/disable peaceful on Nauvis or Gleba without also affecting the other worlds. IE: Disabling enemy affects both Nauvis and Gleba simultaneously.
Even if that was available as an option in a new world, I want to do it without turning the enemy off for the speedrun achievement. I have all of the pre-2.0 ones already done. I just need the new ones from 2.0 and 2.0 + Space Age.
At least one achievement doesn't require Space Age and becomes ineligible if I modify either enemy setting: Keeping your hands clean (do not kill any nests until artillery is available, then kill the first nest with artillery).
Here are some examples of Factorio with Space Age achievements that no longer count if modified enemy to be off or peaceful: It stinks and they do like it (attract pentapod through spore, the Gleba's version of pollution), Get off my lawn (disturb a demolisher by building in their territory), Work around the clock (finish the game within 100 hours), and Express delivery (same as the previous one but at 40 hours).
These five achievements required the Gleba factory to deal with hostile natives.
Jay_Raynor wrote: Sun Jan 19, 2025 1:55 am
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.
Limited time: This is MOST of us and unbelievable that this is a complaint. Space platforms take a lot of time to master, are you going to complain about them, too? Space Age requires multiple different production dynamics. If you don't want to spend the time learning a particular one, mod it out or go back to vanilla.
Excuse me? What are you talking about?
How long it takes to master Space Platform features/mechanics is irrelevant to how long it would take someone to 'master' Gleba mechanics, as they are very different: the former is an interplanetary logistic platform, and the latter is a place to build a factory.
The former bears some resemblance to the train's logic, except that the train is even more customizable than the railroad version. The latter has zero resemblance or could have used some other features in order to facilitate learning how to do a factory as a part of the build-up to accomplish it.
Even if I were to take your statement sincerely and as-it-is, it does not match my in-game experience.
It took me a couple of experiments and a few hours to build an interplanetary Space Platform logistic that works flawlessly in the editor mode, and sent it on a dry run with reasonable results (shooting rock, ammo, etc.). I haven't been able to do the same for Gleba in the editor with unlimited resources without it falling across various simulations: to see how a Gleba factory would deal with edge cases, then back to the drawing board, tweaks to fix a new edge case, repeat and rinse.
I have limited free time as I have a life outside of playing Factorio (with or without Space Age): families, children, jobs, hobbies, groceries/cooking, chores, maintenance, weather, travel, holidays, etc. I usually have a couple of hours of free time on the weekend, say 8 hours across two weekend days. It has been twelve weeks since the Space Age release, nearly a hundred hours of free time.
I haven't had enough time to plan a speedrun without ditching my life; I would have to spend considerable time planning out a successful 25-hour session, loosely based on my previous successful No-Spoon speedrun, across multiple weeks and pull the speedrun record off flawlessly from beginning to end in a single or two sessions. I might be reasonably good with playing Factorio: Space Age, but I am not THAT good enough to pull off a no-life weekend to do a flawless speedrun in one go. Don't forget, I would also have to do practical speedruns, which add considerable time.
I haven't had enough free time to dedicate to the speedrun endeavor. Much less finding and fixing all edge cases while perfecting the Gleba Factory blueprint for
the speedrun attempt. What I hear from you is that I should accept that it takes hundreds of hours to 'master' Space Platforms and a similar amount, if not more than on 'mastering' Gleba, all while doing a speedrun (without planning or perfecting it) in the weeks since the Space Age release.
I want to extend my congratulations to you for having a gamer bachelor lifestyle, but not for the reason you expected me to.
Edited while writing this post: I decided to spend more of my time having fun and less on conversing. So don't expect a quick response from me anytime soon.