CORRECTION: Water does absorb pollution! It's now bundled under the "Tiles" item in the pollution tab, which led me to think that only the soil was absorbing pollution (As the Tiles item has the landfill icon) My point still kinda stands though? Since the _marshlands_ don't absorb pollution... Idk I still think a tweak to pollution values would be fun Also subscribe maybe... :D
Thanks for your frank and honest opinions about Gleba! Your intuition about why only harvested trees generate spores is right on (FFF-425 talks about this). Also your point about wanting something more unique than just another complex crafting chain is spot on; basically a recreation of an earlier design meeting.
@@yodo9000 The reason to use landfill on Gleba is that pentapod egg rafts can only spread to shallow water. Landfilling an area makes it so no pentapod nests can spread there.
@@daricora oh definitely - on one hand you have Nilaus who foolproofs just about everything to degrees not thought to be humanly possible, and on the other you have DocJade… who is just DocJade. (DoshDosh goes somewhere in the middle but doesn’t really fit on the axis with his heavy focus on modded Factorio)
@@beagle_uah I think Dosh is actually a fusion of the two: He creates huge machines and logic systems that while theoretically efficient end up introducing several more ways for things to go wrong. That technical aspect makes him shoot off on a third axis that makes him hard to place compared to the other two. He's also not afraid to take an idea an run with it, even if there's better options out there (Evidence: Beans).
@@beagle_uah dosh is the "this part of the factory is irrelevant" that them go "I'm having a shortage of this item that I thought was irrelevant" to "now this is fool proff...but that don't see relevant" and repeat. Mabey his first space age run was like that, but we mabey never know (in the mega factory he says he beat as a beta tester)
I use recyclers to get rid of excess nutrients: it turns it into spoilage. which means you can build contraptions where nutrients feed a machine that need spoilage with nutrients!
Gleba is the Git Gud planet. As soon as I had a Gleba base set up that stopped working after 12 hours rather than 2 minutes, I went back to Vulcanus and tore the whole thing down and starting again. Fulgura v3 (do not ask about v1) is up next.
@@AndrewConnolly-c9k I landed on fulgora first and didn't have the infrastructure setup to do proper resupplies so my fulgora V1 was a bot mall where I was the only bot haha
@@brody9752 Aquilo is my big "oh shit" moment. All other planets I have time to slowly build things back up. Even the worst case space platform just needs time to build up enough ammo in orbit. Aquilo doesn't have that luxury. I was eating rockets while parked faster than I can build to replenish
@@darthbob88 Just make more science than you have eggs for, and have enough storage for it so that it could last for an hour. If everything is done properly, no eggs will spoil.
@@nicvampire1951 I'm thinking more of before that; while I'm trying to set up science production, I'll want to make eggs, and burning them would be an effective way to prevent spoiling until they get consumed.
I liked Gleba, but spoilable science pack was a design mistake. An elegant solution would be to either set its spoilage time to 1 million years or even produce partially consumed science pack with no spoilage. This would result in a science that has as much value as the freshness of its ingredients but that can be stored. The second option is preferable since that way each unit of agriculture science has the same value but obviously harder to implement.
@@PeterZaitcev I hated it at first but it forced me to think more about my interplanetary automation. Then I liked it. I wonder if it's not to push ship automation thinking before aquilo?
2:14 oh no. OH NO. I can already tell you made this planet so much harder than it needed to be. This is like doing Vulcanus without the big mining drill, or Fulgora without the recycler.
This is really common since the tooltip doesn't mention power production and most people think "waste disposal" and not "heat generator for steam turbines"
Either Jade has gone completely mad, or he's taken his narrative writing to a whole new level. Turning past Jade into an adversary of the narrator was hilarious, & talking to the title cards was genius.
Fully agree about gleba being the best planet, it’s definitely more annoying to actually get set up compared to the other planets but once you have it figured out it’s really satisfying. If you have the expansion but are intimidated by gleba, I have one key piece of advice for you: don’t worry about wasting anything. Everything on gleba is infinite (except stone but you only need a bit of that for landfill and soil), just build more than you need of everything, use it for whatever you need to make, and then burn all of the excess to power your base. For nutrients since you can’t burn it by default, just turn it all into penta pod eggs and burn all of those, then you don’t have to worry about them spoiling very often, and when you need them you can branch them off to use them later. For bioflux I recommend just putting it on a loop in the center of your base and just have a filter on that loop that splits off spoilage, but if you only produce the amount of bioflux that you are using for everything else then it’ll basically never spoil. Everything else can be burned (or for the case of iron/copper you can just void it with recyclers) it may feel wasteful (although it will be powering your base from the heating towers so not exactly) but just remember, it all comes from the fruit which you produce and endless amount of. Then the rest is just a matter of defending your base, which I recommend setting up artillery, it takes a big load off your base defenses to keep the areas around your factory clear of nests
I think this is going to help immensely. I've started to set up a research setup, but the whole thing clogs with spoilage. Just keeping the belts moving with destination tower definitely sounds like the solution to that.
Also, just sprinkle filter inserters that only pick up spoilage and active provider chests for them to insert into, and then have some requester chests that turn on and burn up spoilage when there's too much in your logistics network. Only make jelly and mash when you're immediately going to use it; the fruits stay good for much longer. My base uses what's basically a main bus except it's two belt loops for jellynut, yumako, bioflux, and nutrients. Whenever a section needs something, I priority split a line off -- leaving only one belt in the loop -- run that through the factory section and then back into the loop to become two again. Also, you can set up spoilage to nutrients in a normal assembler, use that to kick start a mash to nutrients (especially since yumako to mash can also be done in assemblers) and then use that to start your bioflux to nutrients.
@@Kenionatus I haven't got factorio (yet... am definitely planning to get it soon) I find it very neat from a game design perspective that Gleba encourages sushi belt designs like that - I really like how the planets nudge you into different directions with the factory design. Vulcanus makes expansion a lot more of a consideration Fulgora focuses on dealing with byproducts Gleba has spoilage and has you dealing with your belts being clogged and minimizing travel time Aquilo has heating and encourages minimizing space
Overlooking heating towers is rough. They produce tons of power and also deal with overflow of just about anything, too much jelly/mash/seed/egg/spoilage all go in the tower, nutrients just need to sit in a timeout box for 5 min then they can also go in the tower.
I haven't been using heating towers on Gleba, mostly because you can turn spoilage into nutrients and everything turns into spoilage. Amusingly I do use them on Nauvis for wood?
The problem with nutrients into spoilage is that it's very lossy and the vast majority of your nutrients should come from the bioflux recipe. Once the nutrients spoil you only recover 10% by converting them back into nutrients so it's just simpler to burn it off.
@@emdeo Nutrients from spoilage is a massive trap. It's really inefficient, slow, the Nutrients start off half-spoiled, and you end up needing the spoilage for other things (carbon and sulfur). The Bioflux to Nutrients recipe is so much better. 40 fresh Nutrients from five bioflux in just two seconds. A single biochamber can power a reasonably large base as long as you can pull the Nutrients out fast enough. The only reason you should be using Spoilage to Nutrients is for kick-starting the main bioflux/nutrient generator after everything stalls. You can have a full chest of spoilage and an assembler on it's own solar powered network ready to go.
@@phirenzone other use for nutrients from spoilage: quality nutrients for making quality biochambers - if you keep around the spoilage from quality stuff spoiling, you can make quality nutrients on demand for making high-quality biochambers, helping counter the short spoil time of nutrients causing issues in upcycling setups - slightly more useful than simply burning the stuff
Gleba is genuinely my favorite planet. It's a super fun challenge to figure out how to set up a train base BTW - the logistical change from "stockpile everything" to "continuously refresh everything" is pretty cool and makes for some really unique designs. Gleba is secretly the best planet for setting up quality builds: once you get epic iron and copper bacteria, you can keep recycling them into infinite epic iron and copper feedstocks. The fruit from the trees also recycles into itself, so quality moduled recyclers can ensure you're only outputting epic quality fruit to the rest of the factory. Since you can make everything else with only these 4 inputs, everything can become high quality. BTW, I strongly recommend you get some artillery set up on Gleba ASAP so that you can massively increase tree production.
You can make a train base without stockpiling items at each train stop? Gleba seems like the _worst_ planet to do a train base! I had an absolute disaster when trying to put nutrients on a train from biter eggs to fish breeding on Nauvis.
@angeldude101 yeah! So here's a basic premise: let's say you have a belt of bioflux feeding a machine, and that belt just goes around in a loop where you add fresh bioflux at some point in the loop and take spoilage off the belt loop at another point. This is already a decent setup for Gleba, but let's add another layer: since products inherit the freshness level of the ingredients, it makes sense to try to always feed the freshest ingredients to important machines, like science production, and let the least fresh ingredients be used in a recipe that doesn't care about spoiled levels, like rocket fuel or plastic production. So instead of pulling the bioflux directly off of the belt, first put it into a chest. Only enable the inserter when there's less than like 500 or so biofux in the chest. Then have another inserter taking bioflux out of the chest and putting it back on the belt. This inserter is only enabled when there's more than like 400 or so Flux in the chest. This inserter is also toggled to remove the most spoiled first, that way you're keeping the chest topped up with a rotating reserve of the freshest ingredients, constantly pulling out the most spoiled stuff. The inserter between the chest and machine is toggled to take the least spoiled ingredients first, so you're again ensuring you're feeding the machine the freshest stuff. Reverse this for recipes that don't care about freshness: keep the most spoiled stuff in the chest and feed the machine with the most spoiled ingredients. Extrapolate this out to a train station: rather than dumping everything from a car out at the station, you're instead removing the freshest items from a car and inserting the most spoiled items, or do the reverse for stations feeding machines where you can afford to use more spoiled ingredients. There are a few ways to do this: 1) have the train sit at the station for a predetermined amount of time and allow items to be continuously rotated in and out of the car onto and off of the local belt loop. 2) have 2 cars, one for fresh ingredients, a second for more spoiled ingredients, with a separate chest area to rotate ingredients in and out of those respective buffers, or 3) use some clever chest and inserter setups to simultaneously insert fresh ingredients into a chest and remove spoiled ingredients back into the car. I like the strategy of reusing station names to create a modular and easily expandable train network. So trains have 3 stops: source of ingredients where you can assume they're always getting fresh stuff, sink for fresher ingredients (like science production), and sink for more spoiled stuff (like plastic production or incinerators). Train just loops between those stops. Make sure you use circuits to set the train limits at each station, either based off of time or by how much the buffer has been depleted - that way a station isn't always turned on and it gives trains a chance to visit other stations with the same name that are further away. Setting station priority really helps too.
@@KapitanWalnutI like your suggestions! I think I’m starting to understand what you mean by clever chest / inserter setups. One simple approach could be to ship items (bioflux / raw fruit) when the requester’s buffer is empty and the requester is “ready” to produce more. But if you could arrange more uptime by buffering an appropriate amount of ingredients at the requester, you’d want to try to get the most or least fresh items dropped off when the train visits, which might mean loading some items back onto the train. I thought my linear bioflux supply belt with science & logistics first, and recyclers at the end was pretty sensible but these comments have given me some nutritious food for thought…
I’m gonna say belts are still superior than trains with some decent belt automation for longer distances. The only issue is overproduction, but either have excess fruits just be burned, or my solution was to read a circuit condition from the whole belt back to the base and to disable the agri tower if there are too many fruits on the belt to avoid backing up the belt
100% agree about Gleba and spoilage being a great game mechanic. Making you design a base that focuses on over consumption rather than over production is genius. Also it makes your base into a living entity, it eats, processes, and removes waste. Alright, now back to Aquilo. I waited to finish this video because I didn't want to spoil it. Good luck on slushy fun planet.
@@alexzander700 After a few hours of struggling with belts of spoilage I gave up and did everything, and I do mean everything, on Gelba with bots. Suddenly, eggs were the most trival thing ever. The sicence production has one requester chest each which all request a single egg. I overproduce the eggs and have a filtered storage chest which gets emptied directly into a heating tower. Suddenly Gleba is an absolute cake walk. 😅
Commenting to say I really appreciate and agree with your take on Gleba. Legitimately infinite production once it's stable. Very interesting new production mechanics, just like the other planets. Much appreciated!
Love your ship design for ‘The Guide’…. The hitch hiker logo has been the background of all my computers/phones for about 15 years now…good to see other people out there get it!!
After 130 hours and still stuck on Nauvis I started to get a lil unmotivated, but your "cost optimized" bases still moving you foward and your outro talk got me some steam to get playing again, funny since it was your videos that got me playing the dlc on the first place, thank you! and also great video!
I’ve only been to vulcanus and fulgora so far and nearly completed those planets, but I recommend just getting nauvis to a point where it can be fully managed remotely if needed. Put roboports in your outposts with robo supply trains, make sure you have a good supply of crude oil and ore, and then enough robot coverage and assembler and modules being made to improve your base when bottlenecks occur. Nauvis will never be perfect with its finite resources, but I think having it fully manageable remotely is the play
Yep. Strafers can only really lock onto one turret and try to circle it. As they circle it, they don’t really care what else is nearby, so they will usually just walk straight into any other nearby defenses. The main thing they counter is a block of turrets all in one spot (as I’m sure we can see).
Yeah, Gleba was fun. After building an experimental starter base, I spent a few days building an absolute beast based around a main bus that twists around each factory instead of splitting off, with nothing buffering in any part of the factory and a giant incineration plant at the end, only to realise that won't work because the inputs tend to not be synchronized, so I only get a few crafts from each batch of fruit... Thankfully that got me enough science to get rocket turrets and use those to build a nice compact base. I actually rendered out a map with mapshot if you're interested. I feel like Gleba ends up lacking a niche - it can produce truly infinite resources, it can easily make rocket fuel and plastic, both annoying to make with oil... But Fulgora has an excess of solid fuel from scrap and literal oceans of heavy oil, and a lot of red and blue circuits, which are what you need plastic for. I do wonder if this was intentional because of how different Gleba can be, but it feels like the only things you want to make there are the items you *have* to make there.
The big issue is the secondary sink. Like Vulcanus has turbo belts, foundries, big miners, as well as useful resource production. Fulgora can basically make any high tech item for free because it gets 90% of the ingredients in scraps. Then gleba? It had infinite copper and iron but vulcanus already has that in molten form which is actually easier to deal with. Maybe add some more plants but the problem is still what can you make without just adding new items. Another issue with gleba is it’s effectively a 1 trick pony. I mean it’s just account for spoilage and if you look at the production chain itself it’s very small and simple so can’t really take full use of spoilage. And even looking at the production chain it’s mostly just it requires the item to be reinserted to make more. Like what if you lean into iron bacteria’s connection to jelly and coppers to yumako and required the bacteria’s in fertilizer required to make the nuts and seeds plantable but this means now spoiled iron and copper needs to be redirected to wherever. What if you needed to combine some new algae with plastic and pentapod eggs to create some biomass plate used in building recipes and the science while bioflux can take on the role of a useful intermediate in many recipes or even a way to prolong things from spoiling. Also make the pentapod egg duplication more complicated so that spoilage is a much bigger risk to manage Also I think Fulgora needs a nerf because it can effectively produce an entire rocket for free.
I’m glad that you still had positive remarks for Gleba despite how much of a struggle it sounded like from the community posts. I saw a mod that actually makes you use the cryo plant - the unique production building from Aquilo - for freezing spoilable items, and depending on how it’s implemented (either by working slowly, only on specific things like raw fruit, and/or making you have to eventually unfreeze items with a flat freshness penalty) it seems like it could be a nice addition without defeating the idea of Gleba entirely.
I haven't been to Gleba yet, but the only thing I want to be able to freeze is the Science. It's what seems like the biggest hurdle for me, being able to send science from Gleba to Navues fast enough to avoid major spoilage (to the point that I'm considering moving all my labs to Gleba when I get there). I think I can deal with all the other spoilage, the science is the only one I'm frustrated with.
@@ARC-ui8ox Why would you make more when you're using 0% of what you're already making much of the time? I legitimately think that I'm burning more spoiled agricultural science than I am actually using agricultural science to research.
@@angeldude101 I just make more because the gleba factory constantly runs at this point. I never have to touch it and it will never run out of resources. so what if a thousand science packs rot every hour? there will always be new ones to replace them, and with the constant flow of science I can afford to only put the freshest ones into the rockets to ship back home for research
@@cooltv2776 I'd be more willing to take having the base run full time if it wasn't one of the two planets that specifically punishes that behavior with pollution. Also do agricultural science packs have a fuel value? If not, then you pretty much have to be able to buffer an hour's worth of production in order to have space for fresh packs. That said, it is possible to read requests from a rocket silo, and using that it's possible to prevent producing more science until the platform to take it is directly overhead.
Thank you for helping me internally justify the fact I'm 160+ hours into a playthrough and doing everything in my power to procrastinate away from gleba as much as possible. Immaculate video as always. 2:16 Rare obsidian sighting?
That Malcom in the Middle scene is one of the most accurate representations of having ADHD I've ever seen. And probably why I thrive in Factorio so well.
18:48 nutrient spoils inside of inserter hand is so funny to me, I've had that happen a couple times on my base and I don't see any way of preventing it. It's like Gleba's way of getting the last laugh, telling us that no design can be smart enough to beat it. Loving the video so far!
The tesla turrets from Fulgora are by far the best defense for Gleba imo. The beam stuns the enemies for a brief moment and bounces between the stompers legs, dealing damage multiple time for each beam. Enough turrets and everything dies before they can reach your farms.
@@alaeriia01 I actually turn the spoilage into carbon first because I think it increases the amount of energy you get out of them that way, but that could be wrong.
Free advice for anyone going gleba. Make your set ups circular with priority input splitters sending spoilage and excess eggs to a burner tower. I've managed to exhaust agriculture science with the set up only dying about five times. Once from spoilage (permanently fixed) twice from excess seeds (can be fixed remotely) and twice from lack of nutrients (fixed enough)
I built my first space platform and thought oh cool, a jungle planet! I had no idea going to gleba first would be like playing on hard mode. I’ve been playing gleba for weeks now. Over a hundred hours just gleba. I dream about nutrients and spoilage. I’m finally on the verge of having a working rocket. Soon I’ll be able to go home.
Literally me. I finally mastered the planet, then before leaving, I mistakenly had all of my seeds flow through a provider chest before being put into trains for farming and I set up a requester chest to incinerate all seeds in my logistic storage without realizing what I was doing. I had a problem with too many seeds before and I thought this would fix it. I just ended up killing every seed and my base suddenly ran out of power and starved to death like 10 minutes after leaving and I had to super slowly jump start the whole supply chain with 0 seeds. Takes a lot longer than you would think
@@aggressivefox454 I think I've avoided that particular nightmare scenario, I have a system that prioritizes seeds first for production, then overproduction to improve freshness, then incineration to cap the supply.
I've only watched 20 minutes of this video and I can already tell Gleba is going to break my brain trying to make my own science production, having to worry about Suddenly, Enemies and rates of material consumption is a whole different way of thinking compared to my usual "Just slam out resource production and spaghetti to victory". I'm going to learn circuit networks whether I like it or not at this rate-
Do not forget that the heating tower exist and use it to burn anything you are not immediately using that would back up a belt, or excess spoilage. This way you can deal with Gleba with no circuit network and spaghetti. On Gleba, think of your factory like a living organizm: nutrient must flow all the time, and everything must keep flowing so any waste or excess is to be burned.
It was around this point in my own playthrough that making a huge spaceport on Vulcanus started to show its utility in being able to make ships in only minutes. Nauvis didn't run out of resources because I had made all the basic science come from there instead, which is a breeze to setup. Sent it all on a regular schedule back to Nauvis once the biolabs were available too.
Oh, that was fun! It is reassuring to see that your first Gleba run was just as much of a goat rodeo as mine was. I missed that "heating tower" was a thing until my buddy and I reached Aquilo and he said something. And we _completely_ missed that pentapod eggs spoiled into pentapods. "What do you mean you suddenly were attacked by a bunch of pentapods?? Did they come out of the water or something?". Only when I wondered "where the heck did those eggs go?" that the aha! moment hit. Pure comedy.
It's amazing how differently everyone plays. I cleared an enormous area on Nauvis and found choke points between lakes to keep the biters out (quite lucky actually) so I have a huge amount of land. There is not too much copper there comparatively, but I have yet to finish the big patch I was working on..... and being on mining productivity 50 helps. Still, a really nice video. Most Factorio videos are just tens of hours of play throughs. This is edited and cut down. Much appreciated.
50:30 I'm failing at making yellow and purple science at mid scale, seeing all the things that went wrong for you, who is actually good at this game, scares me
Really enjoyed this one- the journey and discovery is absolutely more interesting to me than "here is a perfect solution for you to copy" videos. Thanks for this one. (Subscribed)
1:13: I doubt it. Brains don't have any pain receptors. 44:44: Wait, 30,000 kilometers between planets? That's only two and a half times the diameter of the Earth. What kind of planets are these?
@Sapeidra I think the world generation is limited to a million tiles in every direction. Even if each tile was a dozen meters (39½ feet) (1 bus) across, you could fill an entire surface and fall short of 30,000 kilometers. Assuming you had an arbitrarily powerful PC.
@@matthewr1207Yeah it’s either “distances are way too small” or “we travel way too fast”. Either one is going to be unrealistic if space logistics are going to actually be fun or viable
I like and agree with your closing comments on Gleba. I think it's a good example of what's possible with factorio, and how you can add more to Factorio than just more production chains. I also like how Gleba introduces a new form of enemy other than just "biters but with X". I'm excited to see how Space Age effects the modding community because it puts so much on the possibilities table. I'm also hoping for mods that let you start out on other planets, since it feels entirely possible to do and would make a good challenge. (Definitely not speaking from experience of being severely underprepared when first landing on Vulcanus. Nope! I wouldn't have done that ever!)
34:19 is the realest thing in this entire video. I’d say 80% of the time, I start doing something, forgot what I was doing and start something else and as a result I have more unfinished projects than finished ones 😂
I agree that Gleba's the best planet! You stated it perfectly; it's the planet that changes the way you think and play Factorio that no mod has been able to replicate. Should I loop my bus, or burn everything at the end? How should I organize science packs and spaceships so they won't spoil too much? How do I route spoilage? Everything's different and I love that.
Glad you liked Gleba as well. I am surprised how much trouble you had with the natives though, i barely get any attacks, maybe because i went hard on offense and even stationed a spidertron there to go kill nests every once in a while
No heat towers on gleba and no foundries on nauvis with calcite shipments (and just general making nauvis more self sufficient) is making this run EXTREMELY funny to watch. This is way more amusing than watching someone play "optimally".
Also making green chips from all the copper wire that scrap gives you on fulgora is a lesson that also took me FAR too long to learn. The green chip shortage on Fulgora is very relatable.
Those ways the science production could break are all entirely expected honestly, except for that one. I'm surprised you've even so much as anticipated that issue!
as for afterthoughts on Gleba, I totally agree! AFAIK the devs said in one of the FFFs that only trees polluting is a design choice for the exact reason you stated, to differentiate from Nauvis combat
I adored Gleba. Went there first, and didn't regret it. The fact that the factory is always at full tilt reminded me of Satisfactory a bit, especially with heating towers acting as item sinks that could be added to nearly any belt. Nothing ever backs up in the biologics area, it just gets used, so it was lovely to watch the thing at full tilt at all times after building primary arteries for nutrients, spoilage, and such. Kind of spoiled me for returning to normal game mechanics for a bit. For all the spore clouds get large, they were also very predictable once they were set up, not growing nor shrinking. With how slowly base expansions happen on Gleba, I've rarely had to deal with attacks, and probably won't face a serious threat until I actually move up from second 3k-4k-ish sci/hour to a larger processing plant. I've seen a lot of complaints about spoilage, but after running through it a bit, it honestly felt to me like spoilage was it's own solution: A way that get rid of items, (like binning bioflux overproduction so it can ferment into spoilage and burn) or to get an extra goodie for those recipes that ask for it. As long as production continues to flow, it spoilage is easily solved, and the beauty of Gleba is that once things hit a stable state, they run basically forever. No mines get exhausted, enemies rarely encroach, and the biggest problem I've ever faced was outbuilding my power supply when adding tesla turrets to the mix. A good loop can even restart the whole system cold if something does break.
CORRECTION: Water does absorb pollution! It's now bundled under the "Tiles" item in the pollution tab, which led me to think that only the soil was absorbing pollution (As the Tiles item has the landfill icon)
My point still kinda stands though? Since the _marshlands_ don't absorb pollution...
Idk I still think a tweak to pollution values would be fun
Also subscribe maybe... :D
@@DocJade all the more reason to landfill everything - absorb more pollution! And since egg rafts need water, landfill helps to expand your territory
Please add stacker blueprints in Rail Blueprint book
Thanks for your frank and honest opinions about Gleba! Your intuition about why only harvested trees generate spores is right on (FFF-425 talks about this). Also your point about wanting something more unique than just another complex crafting chain is spot on; basically a recreation of an earlier design meeting.
@kapitanwalnut I'm not sure if artificial soils absorb pollution. Normal landfill doesn't absorb pollution on Nauvis, unless you nuke it.
@@yodo9000 The reason to use landfill on Gleba is that pentapod egg rafts can only spread to shallow water. Landfilling an area makes it so no pentapod nests can spread there.
guy with 3 barely functional factories in 3 different planets: hmmm i should use resources to discover a fourth planet, that will fix everything
Barely functioning? You mean cost optimized!
@@Slimefellaa it's like the polar opposite of how Nilaus plays. Very entertaining though
@@daricora oh definitely - on one hand you have Nilaus who foolproofs just about everything to degrees not thought to be humanly possible, and on the other you have DocJade… who is just DocJade. (DoshDosh goes somewhere in the middle but doesn’t really fit on the axis with his heavy focus on modded Factorio)
@@beagle_uah I think Dosh is actually a fusion of the two: He creates huge machines and logic systems that while theoretically efficient end up introducing several more ways for things to go wrong. That technical aspect makes him shoot off on a third axis that makes him hard to place compared to the other two. He's also not afraid to take an idea an run with it, even if there's better options out there (Evidence: Beans).
@@beagle_uah dosh is the "this part of the factory is irrelevant" that them go "I'm having a shortage of this item that I thought was irrelevant" to "now this is fool proff...but that don't see relevant" and repeat.
Mabey his first space age run was like that, but we mabey never know (in the mega factory he says he beat as a beta tester)
18:33 Using recyclers to destroy spoilage instead of heating towers is the most docjade solution imaginable
I use recyclers to get rid of excess nutrients: it turns it into spoilage. which means you can build contraptions where nutrients feed a machine that need spoilage with nutrients!
I never even though of that, so I had a loop of bio chambers dedicated turning spoilage into nutrients and back into spoilage
@@kevlap017 fun fact: one nutrient turns into 2.5 spoilage because of the spoilage to nutrients recipe
Say what you will about Gleba, the trees that grenade you are incredibly funny.
This isn’t the gleba video. This is the “mid game crisis” episode. I too am experiencing this, I landed on gleba, made a rocket and left
I’m basically done with Aquilo and and being crushed under the technical debt of the other three inner planets lol
Gleba is the Git Gud planet. As soon as I had a Gleba base set up that stopped working after 12 hours rather than 2 minutes, I went back to Vulcanus and tore the whole thing down and starting again. Fulgura v3 (do not ask about v1) is up next.
@@AndrewConnolly-c9k I landed on fulgora first and didn't have the infrastructure setup to do proper resupplies so my fulgora V1 was a bot mall where I was the only bot haha
@@m1k3y48 Same. I just decided to restart after aquilo now that i know how everything works.
@@brody9752 Aquilo is my big "oh shit" moment.
All other planets I have time to slowly build things back up. Even the worst case space platform just needs time to build up enough ammo in orbit.
Aquilo doesn't have that luxury. I was eating rockets while parked faster than I can build to replenish
Forgetting that the heating tower existed really put Gleba on hard mode. It's a pretty convenient way to also burn off extra spoilage
I assume you can also use it for burning pentapod eggs, since that's the thing I'm most concerned about spoiling?
@@darthbob88 Yes, you can burn pentapod eggs in heating towers
like rocket fuel is just free power with the heating tower bonuses
@@darthbob88 Just make more science than you have eggs for, and have enough storage for it so that it could last for an hour. If everything is done properly, no eggs will spoil.
@@nicvampire1951 I'm thinking more of before that; while I'm trying to set up science production, I'll want to make eggs, and burning them would be an effective way to prevent spoiling until they get consumed.
Actual video title: "I got understandably confused, played a gleba meme run on accident, and the only thing I got is spoilage."
Agri acience having spoilage is an glebastic kick in the yumakus fr
@@fearless_250 don’t you mean a glebastic kick in the jellynuts
@@fearless_250 she gleba on my yuma till I kus
@@thettbdglebastick umakokick in the jellynuts
I liked Gleba, but spoilable science pack was a design mistake. An elegant solution would be to either set its spoilage time to 1 million years or even produce partially consumed science pack with no spoilage. This would result in a science that has as much value as the freshness of its ingredients but that can be stored. The second option is preferable since that way each unit of agriculture science has the same value but obviously harder to implement.
@@PeterZaitcev I hated it at first but it forced me to think more about my interplanetary automation. Then I liked it. I wonder if it's not to push ship automation thinking before aquilo?
2:14 oh no. OH NO. I can already tell you made this planet so much harder than it needed to be. This is like doing Vulcanus without the big mining drill, or Fulgora without the recycler.
Same vibe as his Space Exploration series
My heart absolutely sank when he said that holy shit
How CAN you even do Fulgora without recycler? I thought thats needed to process scrap?
@@ShakerGER Well you can do it by hand, but I can't imagine having to do it for all items
This is really common since the tooltip doesn't mention power production and most people think "waste disposal" and not "heat generator for steam turbines"
Appreciation comment for the horrendous amount of work that went into this masterpiece of story telling.
Now that's a person I wouldn't expect to see on gaming TH-cam, though I suppose a talented German machinist enjoying Factorio isn't too surprising.
@bexpi7100 psst. incognito 🥸
Either Jade has gone completely mad, or he's taken his narrative writing to a whole new level. Turning past Jade into an adversary of the narrator was hilarious, & talking to the title cards was genius.
Yeah his writing is incredible
I'm seeing more and more factorio youtubers with split personality. Must be a defense mechanism to protect the psyche from automation nightmares.
Fully agree about gleba being the best planet, it’s definitely more annoying to actually get set up compared to the other planets but once you have it figured out it’s really satisfying. If you have the expansion but are intimidated by gleba, I have one key piece of advice for you: don’t worry about wasting anything. Everything on gleba is infinite (except stone but you only need a bit of that for landfill and soil), just build more than you need of everything, use it for whatever you need to make, and then burn all of the excess to power your base. For nutrients since you can’t burn it by default, just turn it all into penta pod eggs and burn all of those, then you don’t have to worry about them spoiling very often, and when you need them you can branch them off to use them later. For bioflux I recommend just putting it on a loop in the center of your base and just have a filter on that loop that splits off spoilage, but if you only produce the amount of bioflux that you are using for everything else then it’ll basically never spoil. Everything else can be burned (or for the case of iron/copper you can just void it with recyclers) it may feel wasteful (although it will be powering your base from the heating towers so not exactly) but just remember, it all comes from the fruit which you produce and endless amount of. Then the rest is just a matter of defending your base, which I recommend setting up artillery, it takes a big load off your base defenses to keep the areas around your factory clear of nests
I think this is going to help immensely. I've started to set up a research setup, but the whole thing clogs with spoilage. Just keeping the belts moving with destination tower definitely sounds like the solution to that.
Also, just sprinkle filter inserters that only pick up spoilage and active provider chests for them to insert into, and then have some requester chests that turn on and burn up spoilage when there's too much in your logistics network.
Only make jelly and mash when you're immediately going to use it; the fruits stay good for much longer.
My base uses what's basically a main bus except it's two belt loops for jellynut, yumako, bioflux, and nutrients. Whenever a section needs something, I priority split a line off -- leaving only one belt in the loop -- run that through the factory section and then back into the loop to become two again.
Also, you can set up spoilage to nutrients in a normal assembler, use that to kick start a mash to nutrients (especially since yumako to mash can also be done in assemblers) and then use that to start your bioflux to nutrients.
@@Kenionatus I haven't got factorio (yet... am definitely planning to get it soon) I find it very neat from a game design perspective that Gleba encourages sushi belt designs like that - I really like how the planets nudge you into different directions with the factory design.
Vulcanus makes expansion a lot more of a consideration
Fulgora focuses on dealing with byproducts
Gleba has spoilage and has you dealing with your belts being clogged and minimizing travel time
Aquilo has heating and encourages minimizing space
Overlooking heating towers is rough. They produce tons of power and also deal with overflow of just about anything, too much jelly/mash/seed/egg/spoilage all go in the tower, nutrients just need to sit in a timeout box for 5 min then they can also go in the tower.
I haven't been using heating towers on Gleba, mostly because you can turn spoilage into nutrients and everything turns into spoilage.
Amusingly I do use them on Nauvis for wood?
I prefer to use the eternal flow of spoilage method. It never stops flowing. It never stops to burn.
The problem with nutrients into spoilage is that it's very lossy and the vast majority of your nutrients should come from the bioflux recipe.
Once the nutrients spoil you only recover 10% by converting them back into nutrients so it's just simpler to burn it off.
@@emdeo Nutrients from spoilage is a massive trap.
It's really inefficient, slow, the Nutrients start off half-spoiled, and you end up needing the spoilage for other things (carbon and sulfur).
The Bioflux to Nutrients recipe is so much better. 40 fresh Nutrients from five bioflux in just two seconds. A single biochamber can power a reasonably large base as long as you can pull the Nutrients out fast enough.
The only reason you should be using Spoilage to Nutrients is for kick-starting the main bioflux/nutrient generator after everything stalls. You can have a full chest of spoilage and an assembler on it's own solar powered network ready to go.
@@phirenzone other use for nutrients from spoilage: quality nutrients for making quality biochambers - if you keep around the spoilage from quality stuff spoiling, you can make quality nutrients on demand for making high-quality biochambers, helping counter the short spoil time of nutrients causing issues in upcycling setups - slightly more useful than simply burning the stuff
44:38 GET OUT OF MY HEAD GET OUT OF MY HEAD
That hawk tuah was really sneaky.
Fuck i was just abt to make this comment the brainrot has ahold of me lads i dont think im long for this world
I'm both impressed and appalled by how horrific this playthrough is going. Not just Gleba, but literally everything and everywhere else
Ive finally found someone who plays factorio like me and i dont know if i love it or hate it lmao
Jade is a master of playing Factorio in a minimalist fashion ... Just enough to get everything done
Whereas me: "Reinforce reinforce reinforce reinforce, buffers everywhere but warning lights when those buffers start depleting."
Gleba is genuinely my favorite planet. It's a super fun challenge to figure out how to set up a train base BTW - the logistical change from "stockpile everything" to "continuously refresh everything" is pretty cool and makes for some really unique designs. Gleba is secretly the best planet for setting up quality builds: once you get epic iron and copper bacteria, you can keep recycling them into infinite epic iron and copper feedstocks. The fruit from the trees also recycles into itself, so quality moduled recyclers can ensure you're only outputting epic quality fruit to the rest of the factory. Since you can make everything else with only these 4 inputs, everything can become high quality. BTW, I strongly recommend you get some artillery set up on Gleba ASAP so that you can massively increase tree production.
You can make a train base without stockpiling items at each train stop? Gleba seems like the _worst_ planet to do a train base! I had an absolute disaster when trying to put nutrients on a train from biter eggs to fish breeding on Nauvis.
@angeldude101 yeah! So here's a basic premise: let's say you have a belt of bioflux feeding a machine, and that belt just goes around in a loop where you add fresh bioflux at some point in the loop and take spoilage off the belt loop at another point. This is already a decent setup for Gleba, but let's add another layer: since products inherit the freshness level of the ingredients, it makes sense to try to always feed the freshest ingredients to important machines, like science production, and let the least fresh ingredients be used in a recipe that doesn't care about spoiled levels, like rocket fuel or plastic production. So instead of pulling the bioflux directly off of the belt, first put it into a chest. Only enable the inserter when there's less than like 500 or so biofux in the chest. Then have another inserter taking bioflux out of the chest and putting it back on the belt. This inserter is only enabled when there's more than like 400 or so Flux in the chest. This inserter is also toggled to remove the most spoiled first, that way you're keeping the chest topped up with a rotating reserve of the freshest ingredients, constantly pulling out the most spoiled stuff. The inserter between the chest and machine is toggled to take the least spoiled ingredients first, so you're again ensuring you're feeding the machine the freshest stuff.
Reverse this for recipes that don't care about freshness: keep the most spoiled stuff in the chest and feed the machine with the most spoiled ingredients.
Extrapolate this out to a train station: rather than dumping everything from a car out at the station, you're instead removing the freshest items from a car and inserting the most spoiled items, or do the reverse for stations feeding machines where you can afford to use more spoiled ingredients. There are a few ways to do this: 1) have the train sit at the station for a predetermined amount of time and allow items to be continuously rotated in and out of the car onto and off of the local belt loop. 2) have 2 cars, one for fresh ingredients, a second for more spoiled ingredients, with a separate chest area to rotate ingredients in and out of those respective buffers, or 3) use some clever chest and inserter setups to simultaneously insert fresh ingredients into a chest and remove spoiled ingredients back into the car.
I like the strategy of reusing station names to create a modular and easily expandable train network. So trains have 3 stops: source of ingredients where you can assume they're always getting fresh stuff, sink for fresher ingredients (like science production), and sink for more spoiled stuff (like plastic production or incinerators). Train just loops between those stops. Make sure you use circuits to set the train limits at each station, either based off of time or by how much the buffer has been depleted - that way a station isn't always turned on and it gives trains a chance to visit other stations with the same name that are further away. Setting station priority really helps too.
@@KapitanWalnutI like your suggestions! I think I’m starting to understand what you mean by clever chest / inserter setups. One simple approach could be to ship items (bioflux / raw fruit) when the requester’s buffer is empty and the requester is “ready” to produce more. But if you could arrange more uptime by buffering an appropriate amount of ingredients at the requester, you’d want to try to get the most or least fresh items dropped off when the train visits, which might mean loading some items back onto the train. I thought my linear bioflux supply belt with science & logistics first, and recyclers at the end was pretty sensible but these comments have given me some nutritious food for thought…
I’m gonna say belts are still superior than trains with some decent belt automation for longer distances. The only issue is overproduction, but either have excess fruits just be burned, or my solution was to read a circuit condition from the whole belt back to the base and to disable the agri tower if there are too many fruits on the belt to avoid backing up the belt
100% agree about Gleba and spoilage being a great game mechanic. Making you design a base that focuses on over consumption rather than over production is genius. Also it makes your base into a living entity, it eats, processes, and removes waste. Alright, now back to Aquilo. I waited to finish this video because I didn't want to spoil it. Good luck on slushy fun planet.
him not knowing that you can just burn eggs and forgetting about heat towers is sad 😢 poor guy
YOU CAN BURN EGGS?!?
I've just been shooting them in a chest like a normal person, but burning eggs would make things so much easier!
@@alexzander700 After a few hours of struggling with belts of spoilage I gave up and did everything, and I do mean everything, on Gelba with bots. Suddenly, eggs were the most trival thing ever. The sicence production has one requester chest each which all request a single egg. I overproduce the eggs and have a filtered storage chest which gets emptied directly into a heating tower. Suddenly Gleba is an absolute cake walk. 😅
Commenting to say I really appreciate and agree with your take on Gleba. Legitimately infinite production once it's stable. Very interesting new production mechanics, just like the other planets. Much appreciated!
Love your ship design for ‘The Guide’…. The hitch hiker logo has been the background of all my computers/phones for about 15 years now…good to see other people out there get it!!
After 130 hours and still stuck on Nauvis I started to get a lil unmotivated, but your "cost optimized" bases still moving you foward and your outro talk got me some steam to get playing again, funny since it was your videos that got me playing the dlc on the first place, thank you! and also great video!
I’ve only been to vulcanus and fulgora so far and nearly completed those planets, but I recommend just getting nauvis to a point where it can be fully managed remotely if needed. Put roboports in your outposts with robo supply trains, make sure you have a good supply of crude oil and ore, and then enough robot coverage and assembler and modules being made to improve your base when bottlenecks occur. Nauvis will never be perfect with its finite resources, but I think having it fully manageable remotely is the play
Gleba
gleba
@@skoovee gleba
Too be fair, Gleba wasn't only thing causing problems during the video
gleba
11:20 the trick is to put some of the turrets sparcely, so it needs to circle at larger distance
Yep. Strafers can only really lock onto one turret and try to circle it. As they circle it, they don’t really care what else is nearby, so they will usually just walk straight into any other nearby defenses. The main thing they counter is a block of turrets all in one spot (as I’m sure we can see).
Good to know!
I love the reference at 15:24 The good old weather update.
9:24 dude how awesome is that spaceship design
I am so unreasonably excited for this one
"Turret empathy supressor failure"
"Lake dried up"
"Pentapods learned the word parlay"
This made my day xD
not realizing how much more efficient the bioflux to nutrients recipe is is heartbreaking
'twas on purpose! The spoil level of the nutrients doesn't affect the output item, so might as well make a ton of it for FREE!
this is GENUINELY my favorite planet, and the intro to the video describes it SO WELL
Yeah, Gleba was fun. After building an experimental starter base, I spent a few days building an absolute beast based around a main bus that twists around each factory instead of splitting off, with nothing buffering in any part of the factory and a giant incineration plant at the end, only to realise that won't work because the inputs tend to not be synchronized, so I only get a few crafts from each batch of fruit... Thankfully that got me enough science to get rocket turrets and use those to build a nice compact base. I actually rendered out a map with mapshot if you're interested.
I feel like Gleba ends up lacking a niche - it can produce truly infinite resources, it can easily make rocket fuel and plastic, both annoying to make with oil... But Fulgora has an excess of solid fuel from scrap and literal oceans of heavy oil, and a lot of red and blue circuits, which are what you need plastic for. I do wonder if this was intentional because of how different Gleba can be, but it feels like the only things you want to make there are the items you *have* to make there.
The big issue is the secondary sink. Like Vulcanus has turbo belts, foundries, big miners, as well as useful resource production.
Fulgora can basically make any high tech item for free because it gets 90% of the ingredients in scraps.
Then gleba? It had infinite copper and iron but vulcanus already has that in molten form which is actually easier to deal with. Maybe add some more plants but the problem is still what can you make without just adding new items. Another issue with gleba is it’s effectively a 1 trick pony. I mean it’s just account for spoilage and if you look at the production chain itself it’s very small and simple so can’t really take full use of spoilage. And even looking at the production chain it’s mostly just it requires the item to be reinserted to make more. Like what if you lean into iron bacteria’s connection to jelly and coppers to yumako and required the bacteria’s in fertilizer required to make the nuts and seeds plantable but this means now spoiled iron and copper needs to be redirected to wherever. What if you needed to combine some new algae with plastic and pentapod eggs to create some biomass plate used in building recipes and the science while bioflux can take on the role of a useful intermediate in many recipes or even a way to prolong things from spoiling. Also make the pentapod egg duplication more complicated so that spoilage is a much bigger risk to manage
Also I think Fulgora needs a nerf because it can effectively produce an entire rocket for free.
I’m glad that you still had positive remarks for Gleba despite how much of a struggle it sounded like from the community posts.
I saw a mod that actually makes you use the cryo plant - the unique production building from Aquilo - for freezing spoilable items, and depending on how it’s implemented (either by working slowly, only on specific things like raw fruit, and/or making you have to eventually unfreeze items with a flat freshness penalty) it seems like it could be a nice addition without defeating the idea of Gleba entirely.
I haven't been to Gleba yet, but the only thing I want to be able to freeze is the Science. It's what seems like the biggest hurdle for me, being able to send science from Gleba to Navues fast enough to avoid major spoilage (to the point that I'm considering moving all my labs to Gleba when I get there). I think I can deal with all the other spoilage, the science is the only one I'm frustrated with.
It really doesn't matter once you realise how cheap the agricultural science packs are. Just make more.
@@ARC-ui8ox Why would you make more when you're using 0% of what you're already making much of the time? I legitimately think that I'm burning more spoiled agricultural science than I am actually using agricultural science to research.
@@angeldude101 I just make more because the gleba factory constantly runs at this point. I never have to touch it and it will never run out of resources. so what if a thousand science packs rot every hour? there will always be new ones to replace them, and with the constant flow of science I can afford to only put the freshest ones into the rockets to ship back home for research
@@cooltv2776 I'd be more willing to take having the base run full time if it wasn't one of the two planets that specifically punishes that behavior with pollution. Also do agricultural science packs have a fuel value? If not, then you pretty much have to be able to buffer an hour's worth of production in order to have space for fresh packs. That said, it is possible to read requests from a rocket silo, and using that it's possible to prevent producing more science until the platform to take it is directly overhead.
i dont think ive ever been so amazed yet so utterly dumbfounded by a factorio gameplay video and I genuinely cant wait for aquillo
Thank you for helping me internally justify the fact I'm 160+ hours into a playthrough and doing everything in my power to procrastinate away from gleba as much as possible.
Immaculate video as always.
2:16 Rare obsidian sighting?
The hype buildup for this video rivals the release of Space Age itself
That Malcom in the Middle scene is one of the most accurate representations of having ADHD I've ever seen. And probably why I thrive in Factorio so well.
18:48 nutrient spoils inside of inserter hand is so funny to me, I've had that happen a couple times on my base and I don't see any way of preventing it.
It's like Gleba's way of getting the last laugh, telling us that no design can be smart enough to beat it.
Loving the video so far!
"I am not dealing with this right now, so I'll make like a leaf and tree."
The tesla turrets from Fulgora are by far the best defense for Gleba imo. The beam stuns the enemies for a brief moment and bounces between the stompers legs, dealing damage multiple time for each beam. Enough turrets and everything dies before they can reach your farms.
They sure are great! Except they eat power which I struggle to generate on Gleba. The fact that they can stun stompers is really nice though.
@@victorhelm6515 Gleba power can't be that difficult. Just build a giant nuclear reactor and port in fuel from Nauvis.
@@alaeriia01 that's certainly possible, i just didn't want to rely on nuclear but i think that burning jellynut will be a good power source
@victorhelm6515 oh, absolutely. Burning spoilage is also good
@@alaeriia01 I actually turn the spoilage into carbon first because I think it increases the amount of energy you get out of them that way, but that could be wrong.
Watching this saga unfold has been a story for the ages, congrats on a job well done
Free advice for anyone going gleba.
Make your set ups circular with priority input splitters sending spoilage and excess eggs to a burner tower. I've managed to exhaust agriculture science with the set up only dying about five times. Once from spoilage (permanently fixed) twice from excess seeds (can be fixed remotely) and twice from lack of nutrients (fixed enough)
"Since I'm squarly a cube fan"
Excelent writing XD
I built my first space platform and thought oh cool, a jungle planet! I had no idea going to gleba first would be like playing on hard mode. I’ve been playing gleba for weeks now. Over a hundred hours just gleba. I dream about nutrients and spoilage. I’m finally on the verge of having a working rocket. Soon I’ll be able to go home.
Literally me. I finally mastered the planet, then before leaving, I mistakenly had all of my seeds flow through a provider chest before being put into trains for farming and I set up a requester chest to incinerate all seeds in my logistic storage without realizing what I was doing. I had a problem with too many seeds before and I thought this would fix it. I just ended up killing every seed and my base suddenly ran out of power and starved to death like 10 minutes after leaving and I had to super slowly jump start the whole supply chain with 0 seeds. Takes a lot longer than you would think
@@aggressivefox454 I think I've avoided that particular nightmare scenario, I have a system that prioritizes seeds first for production, then overproduction to improve freshness, then incineration to cap the supply.
"I've lost complete narrative control" might be the funniest line I've heard in a video in a long time, love your vids
I've only watched 20 minutes of this video and I can already tell Gleba is going to break my brain trying to make my own science production, having to worry about Suddenly, Enemies and rates of material consumption is a whole different way of thinking compared to my usual "Just slam out resource production and spaghetti to victory". I'm going to learn circuit networks whether I like it or not at this rate-
Do not forget that the heating tower exist and use it to burn anything you are not immediately using that would back up a belt, or excess spoilage. This way you can deal with Gleba with no circuit network and spaghetti. On Gleba, think of your factory like a living organizm: nutrient must flow all the time, and everything must keep flowing so any waste or excess is to be burned.
@@t3st1221 That's actually a great way of looking at it, thank you for the advice!
It was around this point in my own playthrough that making a huge spaceport on Vulcanus started to show its utility in being able to make ships in only minutes. Nauvis didn't run out of resources because I had made all the basic science come from there instead, which is a breeze to setup. Sent it all on a regular schedule back to Nauvis once the biolabs were available too.
gleba's design does infact make it so that you can't build a giant perimeter around your factory, as the pentapods can just walk over everything
I _LOVE_ the "screaming at my past self" arc in this video. 100% relatable.
Watching this now. Been looking forward to it! Thanks for all the work man. Thoroughly enjoy your editing style
Finally the most glebtastic video about the glebbiest planet of gleba has been glebbed
I loved it when he said "It's glebbin time" and glebbed all over those pentapods.
after 2 years of waiting, finally, we have the video
Oh, that was fun! It is reassuring to see that your first Gleba run was just as much of a goat rodeo as mine was. I missed that "heating tower" was a thing until my buddy and I reached Aquilo and he said something. And we _completely_ missed that pentapod eggs spoiled into pentapods. "What do you mean you suddenly were attacked by a bunch of pentapods?? Did they come out of the water or something?". Only when I wondered "where the heck did those eggs go?" that the aha! moment hit. Pure comedy.
It's amazing how differently everyone plays. I cleared an enormous area on Nauvis and found choke points between lakes to keep the biters out (quite lucky actually) so I have a huge amount of land. There is not too much copper there comparatively, but I have yet to finish the big patch I was working on..... and being on mining productivity 50 helps.
Still, a really nice video. Most Factorio videos are just tens of hours of play throughs. This is edited and cut down. Much appreciated.
Great video! Your humor is top tier as usual, and the comments at the end were awesome
Worth the wait from the last episode, the script was hilarious and the rant at the end was great too!
50:30 I'm failing at making yellow and purple science at mid scale, seeing all the things that went wrong for you, who is actually good at this game, scares me
Can't believe you managed to make a "hawk tuah" joke, impressive: 44:37
12:40 ok that really caught me off guard lmao
Really enjoyed this one- the journey and discovery is absolutely more interesting to me than "here is a perfect solution for you to copy" videos. Thanks for this one. (Subscribed)
This pace of videos is perfect for me - I can actually watch them as I just finished exploring the first 3 planets myself :)
1:13: I doubt it. Brains don't have any pain receptors.
44:44: Wait, 30,000 kilometers between planets? That's only two and a half times the diameter of the Earth. What kind of planets are these?
Recently thought about the distances as well. Think about a factory on nauvis bigger than the distance to the other planets 😂
@Sapeidra I think the world generation is limited to a million tiles in every direction. Even if each tile was a dozen meters (39½ feet) (1 bus) across, you could fill an entire surface and fall short of 30,000 kilometers. Assuming you had an arbitrarily powerful PC.
@@timothymclean my sources say that is correct
The thing is that if you travel at the speed of light. It would take hours to travel if they were real distances. That's why the distances are smaller
@@matthewr1207Yeah it’s either “distances are way too small” or “we travel way too fast”. Either one is going to be unrealistic if space logistics are going to actually be fun or viable
It is impressive how far you have gotten with this disaster of a setup. 10/10 video, would gleb again
Shortcuts on the other bases finally caught up to you, too relatable 🤣
Another great watch! Hyped to see Aquilo
Yeah, colonizing this place seems like you should ship in _extremely_ good defenses.
Nice big nuclear reactor and some laser turrets.
Lasers are not great for the pentapods, since they all got resistance to them but I understand your way of thinking.
Well worth the wait, really fun video that we had a blast watching
44:37 "...fly like a hawk too. Ah, ..." had me in stitches
The flip flopping between first person and third person really tells a story all on its own.
Stimulating the algorithm for the sheer amount of effort and pain that went into making this; well done and oh my god I’m so sorry.
Am I the only one that paused to read the reasons for failure? xD Pure comedic gold. Well done sir!!
FINALLY, AFTER ALL THOSE MEMES ON CHANNEL POSTS, IT CAME OUT!!
7:05 Your exasperated giggling is fucking INFECTIOUS. Made me crack up about how done with the planets crap you were hahahha
Thoroughly enjoyed the episode. Loads of info my own let's play and some perfect comedy 😂 Can't wait for the next one
Watching your playthrough makes me feel pretty proud of my base.
For real though, entertaining and interesting as always!
Lovely video! I was looking gor a well edited gleba video that wasn't just a hate train, but an honest attempt. I enjoyed every minute of the video ^^
Do I play factorio? No. Did I watch all 52 minutes of this video? Of course I did.
great video! Cool to see how different ppl are trying to wrap their brain around the spoilage problem
That Hawk too ah had me in stitches
The wait was worth it
finally, it feels like its been forever since the last episode
The narrative aspect of this was beautiful.
32:42 you know watching all this felt pretty familiar :) Looking forward to next one.
If you are avoiding this to not spoil gleba logistics problems
Don’t worry he solved none of them :)
I like and agree with your closing comments on Gleba. I think it's a good example of what's possible with factorio, and how you can add more to Factorio than just more production chains. I also like how Gleba introduces a new form of enemy other than just "biters but with X". I'm excited to see how Space Age effects the modding community because it puts so much on the possibilities table.
I'm also hoping for mods that let you start out on other planets, since it feels entirely possible to do and would make a good challenge. (Definitely not speaking from experience of being severely underprepared when first landing on Vulcanus. Nope! I wouldn't have done that ever!)
There's already a mod for that! IIRC its called "Any Planet Start" and its made/maintained by _Codegreen
@@DocJade Sweet! I'll have to try it once i finish my first playthrough!
I thought DocJade's video on Gleba was an urban legend :-)
34:19 is the realest thing in this entire video. I’d say 80% of the time, I start doing something, forgot what I was doing and start something else and as a result I have more unfinished projects than finished ones 😂
I agree that Gleba's the best planet! You stated it perfectly; it's the planet that changes the way you think and play Factorio that no mod has been able to replicate. Should I loop my bus, or burn everything at the end? How should I organize science packs and spaceships so they won't spoil too much? How do I route spoilage? Everything's different and I love that.
Glad you liked Gleba as well. I am surprised how much trouble you had with the natives though, i barely get any attacks, maybe because i went hard on offense and even stationed a spidertron there to go kill nests every once in a while
I hate you for actually making a hawk tuah joke that is funny
Good video!
This playthrough continues to be a complete disaster. Keep up the good work!
No heat towers on gleba and no foundries on nauvis with calcite shipments (and just general making nauvis more self sufficient) is making this run EXTREMELY funny to watch.
This is way more amusing than watching someone play "optimally".
Also making green chips from all the copper wire that scrap gives you on fulgora is a lesson that also took me FAR too long to learn. The green chip shortage on Fulgora is very relatable.
AN HOUR? THANK THE GODS
this made me feel a lot better about my gleba experience
12:31 "down goes the towers" 💀
Those ways the science production could break are all entirely expected honestly, except for that one. I'm surprised you've even so much as anticipated that issue!
I did not know that gun turrets were aperture science personality constructs, but you learn something new every day!
This save is the definition of minimum viable product^^
HONEY WAKE UP DOCJAES GLEBA VIDEO DROPPED
as for afterthoughts on Gleba, I totally agree! AFAIK the devs said in one of the FFFs that only trees polluting is a design choice for the exact reason you stated, to differentiate from Nauvis combat
I adored Gleba. Went there first, and didn't regret it. The fact that the factory is always at full tilt reminded me of Satisfactory a bit, especially with heating towers acting as item sinks that could be added to nearly any belt. Nothing ever backs up in the biologics area, it just gets used, so it was lovely to watch the thing at full tilt at all times after building primary arteries for nutrients, spoilage, and such. Kind of spoiled me for returning to normal game mechanics for a bit.
For all the spore clouds get large, they were also very predictable once they were set up, not growing nor shrinking. With how slowly base expansions happen on Gleba, I've rarely had to deal with attacks, and probably won't face a serious threat until I actually move up from second 3k-4k-ish sci/hour to a larger processing plant.
I've seen a lot of complaints about spoilage, but after running through it a bit, it honestly felt to me like spoilage was it's own solution: A way that get rid of items, (like binning bioflux overproduction so it can ferment into spoilage and burn) or to get an extra goodie for those recipes that ask for it. As long as production continues to flow, it spoilage is easily solved, and the beauty of Gleba is that once things hit a stable state, they run basically forever. No mines get exhausted, enemies rarely encroach, and the biggest problem I've ever faced was outbuilding my power supply when adding tesla turrets to the mix. A good loop can even restart the whole system cold if something does break.
Praise Gleba the video got out! (Glad it got out and will wait as long as it takes for videos)
"Chapter 12: the yap fest" love the sass of title card jade