Re: Gleba has killed the game for me.
Posted: Fri Nov 08, 2024 4:54 pm
I like gleba gameplay. But exporting science was problematic for me. My space platforms are not optimized yet.
You can handle waste on a very easy way using bots, if you use requester chests, there is an option to enable them to "trash" any item that is not on the request list, so bots will automatically go to remove spoilage from there. If you use active (purple) chests to drop your end products, bots will take care of them. (You can even use the requester chests as buffer chests on the middle of the lines by setting a request for hundreds of the wanted items and they will automatically reject any spoilage that enters there)credomane wrote: Fri Nov 08, 2024 5:46 pm As much as I dislike spoilage I can't help but look at the data prototypes and come up with stupid ideas. haha.
You can totally setup multi-stage spoilage. Haven't tested it though.
Got the idea after seeing https://mods.factorio.com/mod/everything-spoilage on the mod portal and taking a look at the code for it.
Have a MK3 Assembler spoils into a MK2 then a MK1 then a plate. Granted this isn't for vanilla but it would be a new level of dislike to have to manage multiples of spoilage/"fermenting" in modded play. Totally see pyanodon's or Arch666Angel taking advantage of this, if it works.
There is nothing hardcore in spoilage. In the current version It's an age old mechanic in the simplest form, without any external influences, timer on an item. In ONI, which I enjoy playing a lot, there are also adjacency considerations, temperature and gas/liquid the item is immersed in. Imagine, that there are also freezers, and other things for dealing with spoilage.
I love how much I hate this.credomane wrote: Fri Nov 08, 2024 5:46 pmHave a MK3 Assembler spoils into a MK2 then a MK1 then a plate. Granted this isn't for vanilla but it would be a new level of dislike to have to manage multiples of spoilage/"fermenting" in modded play. Totally see pyanodon's or Arch666Angel taking advantage of this, if it works.
Totally valid not to enjoy every new mechanic in the expansion--they added a ton! I haven't been terribly entranced with Vulcanus--I killed the one worm for a tungsten patch, then set up the minimum to get the science done and make drills, foundries, and green belts, and have been leaving it alone since.aka13 wrote: Fri Nov 08, 2024 6:24 pmI guess I take it so emotionally, because I was hoping for a different endgame for space age, and I have been waiting for it for too long, since the times when rocket launches were added.
I bet you could abuse the update interval on the selector combinator's random input function to make eggs on a 14 minute timer, making only as many nutrients as needed from spoilage in an assembler. I bet it takes very few solar panels and accumulators to run that assembler.JackTheSpades wrote: Fri Nov 08, 2024 7:51 pmbecause of the pentapod eggs you can't ever really turn the factory off. The eggs need to be recycled with Nutrients which themselves spoil so you need to have a constant stream of fresh resources coming in to keep your eggs alive. This in turn drives spores and evolution which drives attacks.
I am juggling Purple / Yellow / Fulgoran science on Vulcanus, and set up programmable speakers warning me when they get too low - then I just move that research to the back of the queue and let the next one take over.MeduSalem wrote: Thu Oct 31, 2024 3:25 pm [...]
Anyway, what I am currently more annoyed with is because I am somewhat production limited still I constantly have to do some "tech-juggle" where I switch back and forth between research that requires agri packs and one that doesn't to keep the research going all the time.
I wish there was a better way to automate that. :X
JackTheSpades wrote: Thu Oct 31, 2024 7:10 pm My biggest problem is that I don't want to experiment.
On any other planet I can build something, try it out and if it doesn't work I tear it down again.
On Gleba, I can do that and then be left with a bunch of spoil and wasted time/spores that allows the enemies to evolve.
I understand that throughput is the name of the game here but it feels like you can't slowly build your way up to it since stuff will just spoil or worse... hatch.
BoardroomHero wrote: Wed Nov 06, 2024 2:57 am My problem with Gleba is the combination of the new mechanics with an evolving, aggressive enemy.
The combination means that you are actively punished for trial and error testing. This makes every choice made on Gleba stressful in a way it isn't on any other planets. Even though enemies evolve elsewhere, at least if you're making pollution you're going to have something to show for it. If something went wrong on Gleba, you just have a ton of spoilage and substantially stronger enemies. The ability to literally go backwards is uniquely frustrating—it gives the same sense of "pressure" that you get in a roguelike.
I can't get anything set up because I have to get everything working before I even test it, and with so many new mechanics that's challenging.
You totally can take it slow : don't plant more Yumako / Jellystem trees that you can handle.credomane wrote: Wed Nov 06, 2024 10:18 pm [...]
Everywhere else in factorio you can/do build incrementally; not Gleba it is all at once or you get spoilage hell. Everywhere else your factorio can idle for various reasons (over production, shortages, rebuilding, biter induced destruction) without major repercussions, if any at all. Do that on Gleba and it is straight to spoilage hell for you! Do anything wrong on gleba and it is straight to spoilage hell. Every time you find yourself in spoilage hell you have no idea what went wrong or where or even when because it is all ruined.
Gleba doesn't teach you anything. It punishes you for every little mistake. Of all the thousands of hours and different mods I'd played over the year none of them have punished you for a mistake. Some mods might be punishingly hard (pyanodon's mods for example) but I don't ever remember being thrown back to square one because of a mistake.
Warptorio might be the only exception to getting thrown back to square one but that often comes from your own personal greed and staying longer than you can defend.
The clue is (too much) spoilage on your belts. Wube specifically said they made it that way so that players can figure out what went wrong.credomane wrote: Fri Nov 08, 2024 12:28 am [...]
On every other planet there is a very clear and obvious "wrong" indicator on what, when, where, why, and how no matter how little you know. You might not even care, or even need too, that something is wrong or slow on other planets as everything is mostly still functioning just slowly. Gleba? Not so. Everything rots when something goes wrong and you are left clueless and fumbling in the dark every time it happens. There is no chasing up and down the production lines to figure out what's wrong on Gleba. It is either working or busted all to hell. There is no middle ground until you "know" Gleba. Then you gain some intuition as to where the problem probably is and you investigate from there.
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Not everyone has to finish a game. (Typically, most players give up in its first quarter.) In fact the only time I bothered to launch a rocket before SA was during a pYanodon's game where it's required to get yellow science. Otherwise I was pretty happy with nuclear missiles / artillery to call it a game.Dixi wrote: Fri Nov 08, 2024 3:40 pm Someone mentioned mods.... Yes, of course, there are already a lot of mods, that solve spoiling troubles. But for now, a lot of players trying to finish the game, at least once, without mods, ether for achievements or just to complete non modded Space Age.
If it's about that, then it's a microscopic amount of spores and evolution.JackTheSpades wrote: Fri Nov 08, 2024 7:51 pm [...]
because of the pentapod eggs you can't ever really turn the factory off. The eggs need to be recycled with Nutrients which themselves spoil so you need to have a constant stream of fresh resources coming in to keep your eggs alive. This in turn drives spores and evolution which drives attacks.
Crafting and recycling Biochambers is definitely possible but feels like a massive overhead. I wouldn't want to eliminate spoilage entirely but there should absolutely be a way to store eggs.
Everything doesn't, a lot of these recipes can also be made in regular assemblers. You're deliberately playing on hard mode if you do (except, arguably, for seeds, but productivity modules are another option).JackTheSpades wrote: Fri Nov 08, 2024 7:51 pm Mainly because everything requires a Biochamber which requires Nutrients. The logistic challenge of removing spoilage from all assemblers and belts is actually rather interesting but even so having to hook up the same Nutrients to EVERY. SINGLE. BIOCHAMBER. feels a bit dull.
Is shipping the higher tier sciences to Gleba that bad ?JackTheSpades wrote: Fri Nov 08, 2024 7:51 pm [*]Spoiling Science.
This is, bar none, my biggest problem.
It's a complete paradigm shift to how I and many others play Factorio. I am personally the type who plays slow and steady. I don't much care to build massive factories on each planet. If I get a trickle of science that is good enough for me and I'll just rotate through what I research... Not with Gleba though. It is extremely punishing if you don't have good interplanetary shipping setup and you need large scale production if you want to make the most of your space ships going back and forth. (Or go even larger and build your entire research on Gleba)
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I did something similar with the programmable speakers as well. Definitely one of the most annoying things about Space Age.BlueTemplar wrote: Fri Nov 08, 2024 8:50 pmI am juggling Purple / Yellow / Fulgoran science on Vulcanus, and set up programmable speakers warning me when they get too low - then I just move that research to the back of the queue and let the next one take over.MeduSalem wrote: Thu Oct 31, 2024 3:25 pm [...]
Anyway, what I am currently more annoyed with is because I am somewhat production limited still I constantly have to do some "tech-juggle" where I switch back and forth between research that requires agri packs and one that doesn't to keep the research going all the time.
I wish there was a better way to automate that. :X
ok yeah, evolution will happen, but it happens with time already too.Daid wrote: Fri Nov 08, 2024 9:20 amharvesting more fruit causes spores, which causes attacks and evolution. So even if your factory does not produce anything and just cycles spoilage, it will cause more and more attacks, enemy expansion and stronger enemies. So you do need to deal with expanding beyond a certain scale in time, or you might run into a death spiral.MisterDoctor wrote: Fri Nov 08, 2024 9:03 am 1) Yumako and Jellynut are infinite, so you can have as much as you want spoil and it never matters; you aren't losing ground (as long as you keep and use your seeds).
Maybe you cannot empathize in this case, but perhaps you can sympathize? Isn't this like a Dark Souls veteran claiming the game is not hardcore, since the vanilla difficulty for them is almost trivial after hundreds of hours? A player new to Dark Souls, particularly one who has not looked up guides online, is still likely to find it a very hardcore experience.aka13 wrote: Fri Nov 08, 2024 6:24 pmThere is nothing hardcore in spoilage. In the current version It's an age old mechanic in the simplest form, without any external influences, timer on an item. In ONI, which I enjoy playing a lot, there are also adjacency considerations, temperature and gas/liquid the item is immersed in. Imagine, that there are also freezers, and other things for dealing with spoilage.
When I go into ONI, ...
On the spoiler part, I've had enemies stomp trough my base to get to a a farm on the other side. So while they target your farms, they can come from all sides.MisterDoctor wrote: Fri Nov 08, 2024 9:36 pmok yeah, evolution will happen, but it happens with time already too.Daid wrote: Fri Nov 08, 2024 9:20 amharvesting more fruit causes spores, which causes attacks and evolution. So even if your factory does not produce anything and just cycles spoilage, it will cause more and more attacks, enemy expansion and stronger enemies. So you do need to deal with expanding beyond a certain scale in time, or you might run into a death spiral.MisterDoctor wrote: Fri Nov 08, 2024 9:03 am 1) Yumako and Jellynut are infinite, so you can have as much as you want spoil and it never matters; you aren't losing ground (as long as you keep and use your seeds).thing is that the enemies are not as bad as they seem since they attack your farms and not your base. just don't build anything valuable at your farms and at worst all you will have to replace is a couple harvesters and some belts. for me since walls are not effective I don't think, I used radar and covered my entire spore cloud in radar coverage so that I could keep it clean from enemy nests and then I had almost no attacks. on top of that, lots of gun turrets with yellow ammo are good enough to defend from most things including medium stompers. the only point where I got stuck was that I could not take out more than one medium stomper on foot with just a rocket launcher and once there were lots of medium stompers I had to race for the spidertron. but once you get spidertron and enough rockets you are mostly home free.
If you can't find a way to automate Gleba it doesn't mean developers have done "execution is horrible". Many players automated it successfully and in different ways.Danjen wrote: Sat Nov 09, 2024 3:19 am I like the idea of Gleba, the concept and design is fun. The execution is horrible. I understand the mechanics and just cannot get things flowing right without excessive loops which just creates tons of spoiled nutrients because my machines are full.
The only time I made any progress was handfeeding my machines and babysitting the science. Evolution is at 60% due to time spent and I still dont have any fruit automated
It is quite fun as starting planet via Any Planet Start mod. Maybe you should try it someday. Ability to import could prevent you from accepting Gleba's ways.Dixi wrote: Sat Nov 09, 2024 7:50 am I still hate Gleba, but managed to create agricultural pot production there.
I used less production approach, with more imported things, including nuclear reactor, and all rocket parts import, with a cheat of slow spoiling time. This works ... almost, to make an automated pot production. But whole impression is that Gleba is more troubles then fun.
J-H wrote: Sat Nov 09, 2024 3:35 am At this point I don't have enough spoilage to fuel biochambers and my pentapod egg production died as a result.
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I would be curious to see which kind of layout could possibly have caused this... sounds like a bug (or maybe overproduction ?)J-H wrote: Sat Nov 09, 2024 3:35 am [...]
On the spoiler part, I've had enemies stomp trough my base to get to a a farm on the other side. So while they target your farms, they can come from all sides.
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