eugenekay wrote: Thu Mar 12, 2026 11:59 pm
Get really drunk and try it again. Your factory won’t work any better, but it is more
fun than doing it sober.
Most Nauvis belt-based factories are based upon the principle of “fill a belt lane with ingredients or products”. This is a bad idea on Gleba; it just creates more Spoilage that has to be burnt.
Only
harvest Fruits when you are low on Intermediates - they don’t start spoiling until picked by the Agricultural Tower. Use the fastest belts (or bots! they can move really fast) to move the fruit to the factory. Just-In-Time manufacturing of Products using direct-insertion between machines seems to give the best results, especially with short-lived items like Pentapod Eggs and Mash. You can use belts for stuff like Bioflox and Nutrients, but make sure they all lead to a (Circuit-based) dump mechanism to send Spoilage towards a burner consumer - Heating Towers will continue to burn fuel even at 1000C. Don’t worry about a mismatch in Production ratios for intermediates - what matters is that the crafting never stops - just dump the extra onto a Burn belt.
Thanks, sounds like solid tips. I was currently using only yellow belts (even on Navous) since I thought they are cheaper and much easier to make, but now I realized they actually just require a bit more gears. I also liked the just-in-time manufacturing idea. I incorperated it already a bit but I'll check what production chains I can set up with it too, previously I was moving jelly/mash onto belts before loading it into bioflux production (see pic related below) but now you made me realize I could just load them directly into the biochamber.
I haven't touched eggs yet, I got scared enough from the "you attract attention" achievement. my evolution factor on Navous got really high (>0.8 now) and me destroying their nests willy-nilly was what brought me to that spot and I was cution from repeating the same mistake on Gleba so I tried to not interact with the wildlife beside the initial eggs for the biochambers. I guess I will have to destroy another nest soon when I start going for science but I am still trying to figure the basic production chains first.
Also, I'm happy to hear circuits are recommended since I was really doubting if doing circuit-based designs are the way to go.
mmmPI wrote: Fri Mar 13, 2026 12:17 am
You can try with actual robots instead of doing the human logistic bot in the first approach you mention, they can run to multiple places faster than just one engineer
You need to make sure the ( logistic) system always has some minumum amount of certain items, like bacteria, nutrients or eggs, the easiest way is to make machines that alwayss produce.
And then you need to also make sure you don't have the excess production turn into spoilage and clog the system, the "easiest" way, is probably to burn every leftover in heat tower, those can still burn anything even if they are already at the maximum temperature.
Using blue chest and "trash unrequested" is a very powerful feature to request nutrient and prevent the chest from clogging with spoilage.
You can also limit many machines according to quantities in the logistic network, like agricultural towers, to try and limit the (necessary) overproduction for the machines that are always running to be throttled when their full production isn't required.
You can import most material from another planet if you want to make it easy for yourself, including nuclear or solar power, for "fool-proof" approach.
You probably would have a better time for fiddling with the science if you have a modular armor with shield and personnal laser defense.
1. My main struggle right now is to figure how to set up the nutrients system, as I understand a good way to make it is with biochamber from bioflux, right?
thing is you need nutrients in order to make nutrients from bioflux, and I struggle to understand where to get these nutrients from. its not that I dont realize few options, but its hard for me to understand which path to go in - every time I decide, I start making a design and mid way regret and change to another design, and I work on that, and then realize it also has flaws, so I go for another one... and so on. its kinda like choice paralysis so Im just looking for a reliable/easy-to-set-up way. I am attempting this build now -

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The white arrows (marked '1' & '2') are where the fruits come from. I create the nutrients by first creating initial starter amount from spoilage (since its the start of the chain and I dont have nutrients there yet) -> feeding into biochamber with bioflux to create a larger amount -> sending it to the rest of the factory, creating flux and sending some of it back.
I thought about skimming a bit and putting it on hold like I do with the bioflux but it means the nutrients for the next cycle will have to wait for the bioflux of the next cycle to arrive. This takes time and nutrients have short spoilage time. and then I need to take into account what happens if the nutrients spoil by the time the bioflux arrives... my head hurts thinking about it xd
2. I cant import resources from Navous rn since my ship got destroyed very short time after planetfall.
I attempt to not relay on bots too much, for few reasons (e.g want to figure out how to do stuff from scratch).
Edit - eugenkay I implemented your idea with the 'just-in-time manufucturing' and tried it out and now its much more smooth and less spaggeti-like. That was a great tip (pic related)

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