#Better Gleba Experience - Factorio Mods

1 messages ยท Page 1 of 1 (latest)

novel raft
#

but the point of using biochamber is fact that you have to use nutrients to power it up which means that you don't need that much electricity for automation right after landing.

Main thing that slow you down in early game is the fact that automating basic resources require bacteria, not the fact that you have to use nutrients

#

Slow early game can be partially improved by building small first base nest to yummako farm so you don't need that much iron for belts because fruit is suprisingly good source of nutrients. That still does not provide a lot but waste and additional friuts can be used to provide heat with heating tower.

#

which gives small ammount of power, and nutrients, and now you only need to setup second farm

mental hatch
#

nutrients slow you down by a lot, because you need to include additional nutrients belt for everything which complicates every single design

novel raft
#

At least that's how it looks like
I know that you don't rly like this planet

mental hatch
#

rebuilding your whole base to make it more efficient (thanks to new machines) is kind of the gameplay loop of space age, isn't it?

novel raft
mental hatch
novel raft
#

Even if it is slower you can just scale it up and never care about nutrients

#

which is not great for planet

mental hatch
#

using basic biochamber is space inefficient, so if you want to be very efficient it's still better to use a normal one

novel raft
#

nutrients slow you down by a lot, because you need to include additional nutrients belt for everything which complicates every single design
or you can just scale it up and never care about mechanic because it is to complex to incorporate compared to just building more

#

it should be powered somehow

#

even if not with nutrients

#

you know what I mean?

mental hatch
#

I know, with power source set to "void" is a bit too op

#

I guess i can just make it power by electricity, but then I would need to do some tests what is a good power consumption for it to not make fuelling it even harder

novel raft
#

did not launched mod yet
does it has prod bonus?

mental hatch
#

it's a proof of concept which I made in 1h

#

it's just a deep copy of normal biochamber with power set to void

novel raft
#

oh okay
prod bonus also should be lower than with better one to be extra sure people will choose nutrinet powering if chasing better productivity in factory

#

15%?

#

20?

mental hatch
#

what kind of prod do you need to have enough seeds for landfill?

#

because making the bonus too small will make early farms expansion very hard

#

but on the other hand you won't need to consume fruits for nutrients, so smaller farms will be fine

novel raft
#

you know what

#

there could be another idea

#

because you can process seeds with assembler and it have negative ratio

#

maybe recipe that doubles seed but cut in half fruits?

#

alternative recipe*

#

with positive seed flow from assembler you can safely setup early processing and make sure farm don't die randomly

#

maybe something like that?

novel raft
#

50 fruits per tree gives 0.02
so you get single seed if you always have luck

but you don't

#

so any ammount of prod should make it positive loop

#

as far as i know this ratio was made to make people want use biochambers in the first place so it could be a trap if you add alternative recipe

mental hatch
#

I think 25% prod on basic biochamber would be big enough to make people use it outside of gleba and be low enough to make them consider using normal one at some point

novel raft
#

yea that could work

mental hatch
#

also normal biochamber has 4 module slots right?

#

I will make it 2

novel raft
#

yea

#

good idea

mental hatch
#

like I said it's proof of concept right now

novel raft
#

sure
balance on gleba is tough
because hardest thing is that it is different than rest of the game

I am not sure I found better way to make early game easier/more enjoyable than just playing it more XD

#

till the point i started to like it

mental hatch
#

most of my experience with gleba is on limited technology (either start on gleba or rush gleba as first planet)
and dealing with this planet on yellow belts + without cliff explosives is extremely hard

novel raft
#

If you don't rly like it then why go on it first?

mental hatch
#

when I talked about gleba with kovarex he always goes there with shit ton of technology and resources from other planets

#

and gleba on green belts is a different gameplay than gleba on yellow ones

novel raft
#

It is
but it is the same as for going into fulgora wiith stack inserters

#

(which is rly nice)

mental hatch
novel raft
#

I also go gleba first but because I like it

novel raft
#

or some sort of space mall that makes them

mental hatch
#

you sounds like you are running away from building a mall on gleba ๐Ÿ˜›

novel raft
#

automating iron before I have farms is kinda my pain point

#

because I need iron to automate iron

#

other than that it's few cosy days with blueprints

#

anyway
2 module electric version with less productivity but not powered by nutrient sound much better than just slower version with void ๐Ÿ˜…

dire goblet
#

Good mod @mental hatch! I have a good amount of experience with playing Gleba early, and it's solid. This change might make Hard Gleba more playable for people

#

linked it from the page

mental hatch
young gate
#

Am I understanding this right in that you can just make a build with 4x the footprint to avoid interacting with nutrients? If so, perhaps the tier 0 biochamber should also not have any bonus productivity so there is more incentive to upgrade once you're past the "early game" of gleba.

novel raft
#

because of seeds ratio

#

but I am also concerned about not using nutrients in biochamber

young gate
#

I'm just thinking that footprint isn't such a huge concern for many players, so building a bit bigger would be totally feasible longterm

novel raft
#

yea

rancid topaz
#

If it produced pollution/spores it would not be usable at a large scale

rain flint
#

Reading all that, probably I wouldn't change from void chambers to nutrient ones, until UPS starts to drop ๐Ÿ˜‰
Having it create spores as @rancid topaz suggests would be a nice counterweight

novel raft
novel raft
mental hatch
#

After getting some feedback I nerfed the basic biochamber quite a lot to make it less viable option mid/late game

  • Modules slots: 4 -> 0
  • Productivity bonus: 50% -> 25%
  • Crafting speed: 2x -> 0.5x
  • Power usage: nutrients -> electricity (50kW)
  • Beacons: affected by beacons -> not affected
  • Pollution: reduce pollution (-1) -> produce pollution (1)
#

to give you some comparison in mid game setup:
Biochamber on the left produces 18.5 mash/s
Basic Biochamber on the right produces 1.25 mash/s
which means basic Biochamber is 15 times slower

rain flint
mental hatch
#

there can be only one type of pollution on surface, so pollution = spores right?

novel raft
#

So spores on gleba
And
Pollution pollution on nauvis

novel raft
mental hatch
mental hatch
#

ok so now it makes spores and pollution, but I wonder if spores = 1 wouldn't be too much

novel raft
#

Im someone will try to spam them instead of switching to nutrients he will be hitting himself with pentapods

Sounds good

rain flint
#

Yeah, it probably should make less spores than pollution, since it is a stronger pollutant.
1 Tower generates 40 spores in 10 minutes + 47*15 ~ 705 spore for harvesting the trees.
so around 11 spores/m for 240/m fruit.

Could go deeper into calculations, but just try a number between 0.5-1 by gut feeling

novel raft
#

I would stick with one