Determined not to hate Gleba anymore
Posted: Thu Mar 19, 2026 4:46 am
The plan is to build small modules that solve specific problems. I won't use bots of long-distance belts to transport quickly expiring items like nutrients, mash and jelly, etc. This will make troubleshooting problems easier. I will likely stick with an outer loop of belt surrounding each module so it's easy to the boundaries of each module.
Also I want to make sure all fruit gets processed so I don't run out of seeds, so at the end of the line I well process the fruit and throw them straight into a heating tower. I briefly considered biochambers for this end processing for the productivity boost but decided against it because it too could go wrong and processing with assemblers is better than letting them rot at the end of a belt.
Technically I could import/export spoilage, but since that's so closely bound to nutrients, it just seems easier to keep spoilage contained in each module. Seeds I will dump into an active provider chest. I have buffer chests to collect them until the farms are ready for them.
First blueprint is a simple one. I needed to craft some bioflux to unlock technologies:
Next is rocket fuel because I am going to need more power than solar can provide. Actually it's my third attempt at rocket fuel but I wasn't happy with the first two. I haven't actually started running this in production yet but tests seem promising. This fits well between substations and can be chained together.
Also I want to make sure all fruit gets processed so I don't run out of seeds, so at the end of the line I well process the fruit and throw them straight into a heating tower. I briefly considered biochambers for this end processing for the productivity boost but decided against it because it too could go wrong and processing with assemblers is better than letting them rot at the end of a belt.
Technically I could import/export spoilage, but since that's so closely bound to nutrients, it just seems easier to keep spoilage contained in each module. Seeds I will dump into an active provider chest. I have buffer chests to collect them until the farms are ready for them.
First blueprint is a simple one. I needed to craft some bioflux to unlock technologies:
Next is rocket fuel because I am going to need more power than solar can provide. Actually it's my third attempt at rocket fuel but I wasn't happy with the first two. I haven't actually started running this in production yet but tests seem promising. This fits well between substations and can be chained together.