@@DataEngineerPlays yeah no i am seconding this, this is the best video that got me to wrap my mind around it, i am actually going to tear down my whole nilaus-copy base because it kept stopping since i would be more confident in the way you set it up here. thank you SO MUCH for creating and sharing this vid, your explanations were perfect and not too long at all
Listen dude this was a fantastic video, you earned a sub. I think everyone in the community obviously knows Nilaus. I feel like sometimes content creators like him forget what its like to not be an engineering genius that makes all of these insanely beautiful builds with stupidly conplex logistics systems to make everything work. While i appreciate that type of stuff on my second playthrough, when i want to go full on autism, they dont fully explain the complete basics for us "slower" individuals :D Thanks again buddy
@@Intensi0ns I agree. I'm nowhere smart enough to compete with the likes of trupen or nilaus. What I can do is share what I struggled with and how I solved it. I'll always give the simplest dumbest way to solve a problem in factorio
I agree, and it's not just us being "slower". Nilaus is an incredible engineer and I love Trupen's sense of humor, but compared to this guy, neither of them are very good speakers/teachers. Being able to explain things in a way that is understandable even to someone who's already deep in Factorio brain fog land is a skill that not everyone has for sure.
@@DataEngineerPlays Don't sell yourself short. Trupen's videos are fun and all, but I don't think I've ever seen him explain anything this complicated, and it is one thing to know how to do something complicated, and being able to explain it well is even more impressive. Excellent content. Hope you keep tutorials like this coming.
this singlehandedly removed any and all fears I had about Gleba. Well done. Some of the other bigger Factorio-tubers forget we are mere mortals sometimes
@@DataEngineerPlaysthe benefit would be to make use of the 50% production bonus built in and maybe allow a more compact build that scales output higher but beyond that infinite is infinite. Additionally the foundry has 4 mod slots instead of 2.
thank you so much! i was so close to quitting the game after reaching gleba, it was extremely hard to anything on it, i searched everywhere on youtube, couldnt find anything useful, till i found yours! and it helped me so much. it enabled me to finally have a factory on Gleba, Thank you again!
I think treating yamako on site is a bad idea. The fruit has a spoil time of 1 hour while the mush has a spoil time of only 3 min. Kinda agree with the rest. SInce Farming products are infinite (especially with a few productivity modules for extra seeds) you just need to keep the belts flowing. Also spoiling carries over to the next process so you want to minimize time on belt for science pack products.
@@CL1608 yes I thought about that too. I guess you can just run a belt for the Yamako seed back to the farm. On gleba the farms are so far away and I have not many belts so where I can save a massive belt train I'd like to
@@DataEngineerPlays if youre running massive belt chains then everything is going to spoil on them anyway and your science packs will be created and used with like 20% left on them. Rather spend a few thousand belts to improve the efficiency of the science packs than save on belts. Belts are free, you can mass produce green ones on volcanus and export them. Get tens of thousands an hour easily with nearly 0 resource costs. Or just build mass belts on gleba, youve already got a main bus, make belts your first thing off the smelted plates. Lubricant is easy to come by on gleba too so thats blue belts easy
@@DataEngineerPlays You can also get away with logistics bots. You're not gonna need a massive supply at all times, and they don't spoil so no concerns there.
dude i was stuck for like 12hours trying to create a loopback of nutrient/spoilage and i didn't want to resort to bots moving all things around. this guide really help a lot!
I really do appreciate your pace and general flow of your videos. Gleba has been a little too challenging for me, even with years of Factorio enjoyment. I could not have got this far without your help sir. You've got a sub from me. Keep up the awesome work my friend 🤓
Yes sometimes you need a regular person to explain these complex concepts. I'm sure the factorio pros have come up with crazy complex designs. My design tries to be as simple as possible, kinda like myself haha
I think you are wrong about having the processing near the farms. Fruit takes 1h to spoil seeds don't spoil at all and processed fruit takes like 3-4 minutes. Having all processing in one place makes stuff spoil way less and that leads to science packs with more freshness
There are so many great bits in this video I've picked up, 1. adding those grabbers inbetween a pair of labs to make things like nutrients or metal-bacteria more robust are great, but for expanding after the first pair or two it seems removing them in favour of a more compact system is fine, allowing the more robust system fill in the gaps at the start of the line. 2. I really appreciated the burning spoilage tip, it's so much free power. And you can burn almost anything, which not only gets rid of things but also means you maintain maximal freshness, which is especially important for science. 3. The nutrients from yumako are neat for sure, Even just two so that the factory never dies is great. It's like a backup generator.
Very helpful video. I had a hard time visualizing what the factory would look like for Gleba. I've been staring at my screen trying to start the factory but had a difficult time thinking about all the inputs/outputs I need to handle and edge cases for when things spoil or are not consumed. I think a lot of people blame the spoilage mechanic for ruining Gleba but I don't think spoilage is the problem, it's this giant self-feeding loop that is difficult to figure out, spoilage is just a small part of it.
This is a great design! I did something similar but used the other half of the yumako belt for nutrients instead of having a separate belt above. The one issue I have noticed is that its possible for it to permanently stall if your yumako production is too slow, so I'd recommend building extra soil as soon as possible to maintain a good stream of resources.
Yes burning spoilage I think was the big "AHA" moment for me too! I started off with that stupid trap of trying to recycle spoilage, which means everything needs to be in perfect ratio all the time
In theory, I could convert spoilage into nutrients at a 10:1 ratio and either use the nutrients or just wait for them to spoil again. But this is far less elegant than simply burning them.
@Elma-ky5os it actually breaks the system. When you introduce a second source of nutrients into this build with a different spoil time, you'll get mid belt spoilage which this system can't handle and you'll get MORE cloggage. I've tried The key is everything has to spoil in order so spoilage can be picked up at the end of the belt
Another way is to overuse spoilage to the point it is never able to clog the system and even then in the end i would put the heater in the end and some failsafes in parts of the belts.
This video is awesome. I had a big factory on Gleba but my spoilage was so much the system couldn't keep up... and iron/copper ore production was terrible. Thanks!
This video is very helpful. I am not a megabase fan nor i can spend all my freetime on to this game so i really like your way to keep it simple without "overpreparing" everyhting on a large scale. So i am sort of able to goto Gleba now, but i cannot afford too much to bring with me, but this video showed me i somehow can still make it, thanks for all the explanations, its very helpful and i now think i can do it, too. Well done Video, keep up the good work.
Great video. Helps me visualize what I need to do. I will say, a minor concern with this design comes to mind. When splitting your jelly and mash off as a failsafe for bacteria generation, it might be better to disable a belt upstream rather than turn the machine off. That way you will just have a few spoilage stuck on the belt until the system needs to be rebooted, rather than half your main belts jelly spoiling on a line that isn't used much because its stopped flowing with a stopped belt. Though maybe there is such an abundance of mash and jelly that that isnt an issue, i only just recently landed on gleba.
Yes I've tweaked the design a lot in practice. Regarding the jelly and mash spoilage, I realised this design doesn't process enough jelly to keep the jelly seeds going so I've routed the end of the belt you mentioned directly into a furnace to burn the jelly to keep the jellynut process continuous.
This is very nice. I was convinced that the Gleba processes needed quite a lot of circuit control on belts or inserters to keep from flooding belts with too much spoiling stuff, but your solution here is a very nice, almost completely circuit free solution. Oh and I would say just from experience, I recommend not allowing bots to handle any part of these processes on Gleba, especially anything related to spoilage. Me and my friends used some logistics bots to help get different sub parts of the system working together and we ended up with about 600k spoilage that clogged the storage chests, mainly because we were trying to bring it all back to a recycling area to make it into nutrients instead of just burning it. Keep it simple, burn the stuff. The spoilage to nutrient recipe is really just for kickstarting things.
@@Matok1 true. But you need bots to deliver the stuff to the rocket right? Or... maybe I should use circuit control and direct feed the science into the rockets
Mainly talking about stuff that spoils fast. We had bots handling the mash and jelly and it was spoiling while they were moving it around so they'd stuff it into storage boxes, and had them trying to handle spoilage to bring it in for recycling into nutrients but they couldn't keep up, was a disaster. Using bots for end products like rocket fuel and processors makes sense.
my entire gleba base is 100% logistic bot run. Extra spoilage and extra seeds get burned, that's it. It was powering the base for a while but as soon as I had fusion and a delivery ship making the rounds with fuel, I dropped a fusion plant on Gleba and deleted all the steam. The heating towers are still there to burn the extra but they're literally just that. It's simple. I just checked and I literally don't have a single belt placed on the entire thing.
I traveled to Gleba with a group of imbeciles (my friends) and our space station got wrecked by asteroids because the one responsible for it didn't install lasers and now we are stuck there. This video will save us, thank you sir.
@@DataEngineerPlays Update: We are actually finally making some progress. We already have iron and copper farms working properly. Now we can finally focus on advancing our labs.
'Grey' rocks lol making ore chambers insert and remove bacteria from each other is so smart, I did a looping belt instead. Your solution is far simpler and compact
I spent 2 days on Gleba beating my head against a wall. Routing spoilage to the heating tower and jump-starting with mash just wasn't obvious. I kept running out of nutrients and had an assembler set up to make them because the labs kept shutting down on me. I might not have to drop tactical negotiation tools on my neighbors now.
I tried doing a belt based gleba based, I did everything to get rid of clogs, belt content never stops it rotates around and yet it still breaks. Bots make gleba a lot easier but you still need to think a little forward, you can't just enable everything, as later parts of your factory will hoard nutrients away from the parts that supposed to create them (the bioflux only part) what worked for me is some circuitry that reads a buffer chest that holds 1k nutreints and disables parts of the factory's requester chests if it's below a threshold, so the base can warm up in case it stops. Yesterday I ran out of nuclear fuel cells and everything went offline on gleba, pentapods destroyed the whole thing. Everything restarted nicely after the bots rebuilt it!
Awesome video. All things are highlighted. Great compact and efficient schemes. I have only one concern. On schemes where you doing Yamako there is a chamber that produces nutrients. But if everything will stop for a really long time it will never start again by itself because the Chamber that produces Nutrients needs Nutrient to start doing that. Am I wrong?
The only way this could happen is if you lose power for over 5 minutes and the nutrients in the first yumako mash -> nutrients chamber spoils. But as long as you have continuous power, it shouldn't be an issue. While the belts are backed up the spoilage handling in the system will continue to produce new nutrients and yumako mash while everything else is backed up so the initial nutrients should never be spoiling. That being said, at some point in my playthrough, stompers did destroy my yumako farm, which obviously killed the system requiring a manual restart... but also stompers destroyed my farm so I had to go there anyway to rebuild
yeah, it's not completely foolproof. if everything spoils there's a chance that it wont start itself back up again. When nutrients get consumed, the building gets a pretty quick progress bar that goes down. However, if that doesn't get used up and everything stops, the bar doesn't go away. You can remove all the spoilage from the building and it'll still consider itself "fed" until that bar goes all the way down. One bar is enough to process the fruit once, which would feed the nutrient maker and as long as the nutrient maker also had a bar that wasn't consumed, it'll put out nutrients. However, if either of those two bars is too low when everything spoils, then either the first building won't have enough to produce mash or the second won't have enough to produce nutrients and this will stop. In his accelerated time testing, he just got lucky that it never happened. It's happened to me multiple times in my setup. Just luck really.
Hi, thanks for the video. I think nutrients from mush can stuck if mush is not consumed and you get unlucky and biochamber generates seeds. Seeds will clog and since they don't spoil, nutrients biochamber won't get mush. To fix you need to discard spoilage + seeds.
Yes you will have to handle spoilage of the yumako, its on a 1 hour timer, but at one point in my game it did spoil and clog my system, so I had to put a spoilage inserter at the end of the yumako belt too. As for seeds, I have a wire logic on an inserter that says > 300 in the box, take it onto the spoilage belt and burn
One thing not mentioned in this is the Yumako seeds. I build this based on alot of watching and rewatching this video the Yumako fruit when processed into mush doesnt out put yumako seeds that feeds back into the Tree planter crane thing
Honestly, once you get recyclers and heat towers you can just have a compost bin at the end of your line and call good. Heat towers can eat like 90% of what'll be a problem on Gleba, recyclers can chew through the rest and potentially spit out higher quality ores which is nice.
@@DataEngineerPlays Fulgora. It's how you process scrap from that planet, and also lets you recycle other things. You get roughly 25% of the materials back out of any exchange, liquids excluded. If you stuff quality modules in the recyclers, you can get higher quality stuff out of it. If you recycle something that's on the floor of its crafting line (for instance, iron plates; it can't go past smelters) you just get 25% of the same item, though you can up-quality there too. Feed recyclers into each other and you can annihilate any excess you don't want. Once you get Gleba chugging you will have a TON of excess.
Honestly, quality module'd recyclers are going to be a high volume source of quality crafting materials. Not a bad idea to keep a stockpile of the good stuff if you want to make a higher level reactor or mech suit or whatever and not burn a ton of otherwise useful materials on gambling.
@@DataEngineerPlays Admittedly, Fulgora is a bitch to do without a good setup elsewhere. Vulcanus is easy to turn into a resource farm even without interacting with the locals with mildly lucky spawns.
Very helpful and well done video, thanks! I do have one issue: Why do you produce Yumako mash right at the farming site? It is a cool idea and setup... but... Yumako mash has a spoil time of 72 seconds .... Yumako itsself 24 min! So I find it WAAAY easier to have the fruit on the "bus" to the process site than Yumaku mash. Am I missing something? Is 1 min enough to transport it somewhere and process it without it spoiling?!
@@chuwiler because my yumako farm was very far in my game, I didn't bring many blue underground and didn't want to run 2 belts (return belt for seeds) but I do eventually switch to processing yumako at my base later
Instead of splitting the jelly line with a splitter to make new iron bacteria, use an arm to take jelly so that you can disable the arm on the same condition as the machine.
The cost for _literally_ growing resources on trees Does look like something with rather high upfront cost in setup, but in return it just... Does what it does, ad infinitum, no need for constant expansion to new ore patches
You can do a light version of the setup with yellow belts and such, it doesn't really cost anything to set up. They all use biochambers which are easy to build on gleba. You don't need to run blue belts except maybe from your farms to base, since things will spoil on the belt
@@rumekfuria6037 oh yes that is indeed a nightmare. But better than the system constantly jamming and having to restart with bacteria and nutrients right
19:50 its not gonna keep 1000 degrees for very long if it needs to make more than like 0,3MW of power, the tenperature basically works like an accumulator
Yes I realise my understanding of heat -> power is a bit flawed. a heat tower can only max out at 40MW, however, there's enough burnable material in this system to supply many heat towers so add as many as required
@DataEngineerPlays In essence 40mw from the heat Tower means 40mw power while its burning, but spoilage burns for like 250KJ so you need a constant supply of 160 spoilage per second to upkeep that 40mw, or almost 3 filled green belts, so it can make 40mw, but only from whatever fuel value of what you put in it
@@arjanb7158 I'm figuring that out myself. I'm thinking... have 1 penta pod egg machine running 24/7 to keep the egg alive. It feeds directly into an incernarator. Every penta pod factory can feed into the factory, grab from one another, and out put egg into your factory for processing. But keep the belts as short as possible and keep some guns in range just in case??
i was trying to make one biochamber feed bacteria to itself. but i failed. i hope i will be able to setup your template with two chambers feeding each other. thanks.
Given the low seed production percentage, if you stall the fruit line and the fruit spoil, won't that eventually cause the seeds to run out? Maybe since the mash/jelly spoils much faster the fruit is always being used?
Absolutely if your system stalls for too long and doesnt produce seed you will run out of seed, especially on the jelly side. But yes you answered your own question, the jelly and mash spoil faster so your fruit should never spoil
Because Yumako mash spoils much faster than unprocessed Yumako, wouldn’t it be better to process it at your base instead of on-site at the Yumako biome, to get maximum freshness? Just a thought I had seeing that section.
@@renefleschenberg5937 the only way that can happen is if you lose power for 5 minutes. Otherwise everything will keep flowing. If nutrients on the belts start spoiling, the insertors and filters will remove it from the system and new nutrients will be created
Hey my fella, earned my sub. Is there anyway you can blueprint the things you went over in this video and make a book from them so I can learn more from them while I play?
You really want that blueprint? it's a bit massive and messy it's not really blueprint worthy if you know what I mean. I'm working on a complete system for gleba, its nice and compact, works perfectly to continuously produce rocket parts and agricultural science. You can slap it down, connect the inputs and leave gleba. I will definitely do a blueprint when I release that video. Stay tuned! If you really want the blueprint in this video I can share it just let me know
@@DataEngineerPlays I will be patient and wait for the next one! When you do that one, if you make a large blueprint, you should also make some smaller ones in chunks to go with it. I think that would be cool to have "gleba modular blueprints"
@badlandsrise haha unfortunately this one is definitely not modular... it's not large though! Since you don't have cliff explosives... I've decided to make the tiniest blueprint possible!
They were right, you need a whole sewage system for those spoilage. Now that I see how to handle this. I think I will go to an editor my self and test some stuff before. So here my question, how do I create a sandbox ? I need a mod for this ?
I disagree on the processing on site. Since mash expires quickly compared to Yumako. Also it will attract enemies by harvesting so having it far away makes more sense
Ya I change my mind in the next video for my final build. I think when you first get started it's okay to just have the mash processing near the farm, but eventually you'll want to move it to the main base and just run 2 belts to each farm
@@DataEngineerPlays Probably because the player need easy starting access to spoilage. Also, if you remember FFF #414, there was originally 10 plants to harvest and farm for products. And while it did get cut down to Jellynuts and Yumako, I assume they didn't remove the other trees, and instead just replaced the drops with spoilage. Also, if you want to really justify it, you can have the headcanon that, despite being called Spoilage, it actually stand for all sort of unusable biological matter, and it is compressed to 1 type of item to not be a pain in the ass. That would explain why you get spoilage from trees, as the stuff you can't use fall under "spoilage", why various products all spoils down to the same item, as it is an abstracted amalgam of organic product, and why you can turn it back into nutrients, because it's still usable as low-quality fertilizer. Finally, if you want to be pedantic : Those aren't trees, but rather fungi. Fungi that may sometime be wood-like, but still mushrooms. I highly recommend reading the descriptions, they are... informative.
@R4d6 haha you just have an explanation for everything don't you! I love it! 10 resources on gleba???? F that... glad they cut down to 2, I can barely even manage 2
@@DataEngineerPlays Eh, would have unironically been easier with 10, which is why they reduced it to 2. Yes, there would be 8 more farms, but it was very simple. To quote the FFF : "Initially we had about 10 plants which were harvested directly into items like plastic or sulfur, but it just became very broad but shallow, and tedious as a result. It is worth noting that it wasn't very interesting either, as that's basically how a mining drill works. Instead, we've reduced it to 2 plants to cultivate, and their fruits are processed into a much wider variety of items - also in much higher volumes - which restored the feeling of building a factory in the way we know and love. "
@@PanzerPanic sorry I wasn't very eloquent in this video. I probably could of explained it in 20 minutes haha. I just rambled a lot and didn't realise it went so long
@@PanzerPanic did you set your spoilage timer settings to really relaxed mode or something? I have all my settings on default. I believe these are the default spoilage times
Thanks for the video, it was honestly more helpful than all the more popular videos that pop up when searching.
Thanks I thought it was a bit long, but the explanations really complicated =S
@@DataEngineerPlays yeah no i am seconding this, this is the best video that got me to wrap my mind around it, i am actually going to tear down my whole nilaus-copy base because it kept stopping since i would be more confident in the way you set it up here. thank you SO MUCH for creating and sharing this vid, your explanations were perfect and not too long at all
Listen dude this was a fantastic video, you earned a sub. I think everyone in the community obviously knows Nilaus. I feel like sometimes content creators like him forget what its like to not be an engineering genius that makes all of these insanely beautiful builds with stupidly conplex logistics systems to make everything work. While i appreciate that type of stuff on my second playthrough, when i want to go full on autism, they dont fully explain the complete basics for us "slower" individuals :D Thanks again buddy
@@Intensi0ns I agree. I'm nowhere smart enough to compete with the likes of trupen or nilaus. What I can do is share what I struggled with and how I solved it. I'll always give the simplest dumbest way to solve a problem in factorio
I agree, and it's not just us being "slower". Nilaus is an incredible engineer and I love Trupen's sense of humor, but compared to this guy, neither of them are very good speakers/teachers. Being able to explain things in a way that is understandable even to someone who's already deep in Factorio brain fog land is a skill that not everyone has for sure.
@@shukakun6794 aw thank you! Glad I have a place amongst the giants
@@DataEngineerPlays Don't sell yourself short. Trupen's videos are fun and all, but I don't think I've ever seen him explain anything this complicated, and it is one thing to know how to do something complicated, and being able to explain it well is even more impressive. Excellent content. Hope you keep tutorials like this coming.
the spaghetti must grow
this singlehandedly removed any and all fears I had about Gleba.
Well done.
Some of the other bigger Factorio-tubers forget we are mere mortals sometimes
a better guide than any of the "BIG" factorio channels that over complicate things to look smart.
@@gureguru4694 oh thank you! I haven't seen their builds myself to avoid spoilers. So I was curious to see what they do to solve these spoilage issues
this. i've gone over so many videos trying to figure this out over the last week. this was the first one to actually explain anything
@@DataEngineerPlaysThere is one where a guy is using Vulcanus machines on Gleba to produce iron and copper lol useless
@@mynewhobby6323 why... you have infinite iron and copper on gleba. I was thinking of moving my main base here one day
@@DataEngineerPlaysthe benefit would be to make use of the 50% production bonus built in and maybe allow a more compact build that scales output higher but beyond that infinite is infinite. Additionally the foundry has 4 mod slots instead of 2.
thank you so much! i was so close to quitting the game after reaching gleba, it was extremely hard to anything on it, i searched everywhere on youtube, couldnt find anything useful, till i found yours! and it helped me so much. it enabled me to finally have a factory on Gleba, Thank you again!
I think treating yamako on site is a bad idea. The fruit has a spoil time of 1 hour while the mush has a spoil time of only 3 min.
Kinda agree with the rest. SInce Farming products are infinite (especially with a few productivity modules for extra seeds) you just need to keep the belts flowing.
Also spoiling carries over to the next process so you want to minimize time on belt for science pack products.
@@CL1608 yes I thought about that too. I guess you can just run a belt for the Yamako seed back to the farm. On gleba the farms are so far away and I have not many belts so where I can save a massive belt train I'd like to
@@DataEngineerPlays if youre running massive belt chains then everything is going to spoil on them anyway and your science packs will be created and used with like 20% left on them. Rather spend a few thousand belts to improve the efficiency of the science packs than save on belts. Belts are free, you can mass produce green ones on volcanus and export them. Get tens of thousands an hour easily with nearly 0 resource costs. Or just build mass belts on gleba, youve already got a main bus, make belts your first thing off the smelted plates. Lubricant is easy to come by on gleba too so thats blue belts easy
@@DataEngineerPlays You can also get away with logistics bots. You're not gonna need a massive supply at all times, and they don't spoil so no concerns there.
dude i was stuck for like 12hours trying to create a loopback of nutrient/spoilage and i didn't want to resort to bots moving all things around. this guide really help a lot!
Yep loopback spoilage is a trap... just burn it... remove it from the system, 1 less problem that potentially causes jams
I really do appreciate your pace and general flow of your videos.
Gleba has been a little too challenging for me, even with years of Factorio enjoyment.
I could not have got this far without your help sir. You've got a sub from me. Keep up the awesome work my friend 🤓
Thank you for this. I have been watching a dozen from Nilaus, Xterminator etc but yours was the first that went slow enough for me to understand 😊
Yes sometimes you need a regular person to explain these complex concepts. I'm sure the factorio pros have come up with crazy complex designs. My design tries to be as simple as possible, kinda like myself haha
I think you are wrong about having the processing near the farms. Fruit takes 1h to spoil seeds don't spoil at all and processed fruit takes like 3-4 minutes. Having all processing in one place makes stuff spoil way less and that leads to science packs with more freshness
I was wet and cold on Gleba but this video is the fire that will keep me warm
There are so many great bits in this video I've picked up,
1. adding those grabbers inbetween a pair of labs to make things like nutrients or metal-bacteria more robust are great, but for expanding after the first pair or two it seems removing them in favour of a more compact system is fine, allowing the more robust system fill in the gaps at the start of the line.
2. I really appreciated the burning spoilage tip, it's so much free power. And you can burn almost anything, which not only gets rid of things but also means you maintain maximal freshness, which is especially important for science.
3. The nutrients from yumako are neat for sure, Even just two so that the factory never dies is great. It's like a backup generator.
Very helpful video. I had a hard time visualizing what the factory would look like for Gleba. I've been staring at my screen trying to start the factory but had a difficult time thinking about all the inputs/outputs I need to handle and edge cases for when things spoil or are not consumed. I think a lot of people blame the spoilage mechanic for ruining Gleba but I don't think spoilage is the problem, it's this giant self-feeding loop that is difficult to figure out, spoilage is just a small part of it.
Best Gleba vid I've seen so far, awesome work :)
@@frontendchaos thanks!
Best guide for starting out on Gleba. Thank you for making this, it helped me out a ton
I was enjoying the dlc until gleba, I just couldn’t figured it out, your video was really helpful, thanks 🙏🏻 ❤
this video is so clear and structured. thanks for sharing!
This is a great design! I did something similar but used the other half of the yumako belt for nutrients instead of having a separate belt above. The one issue I have noticed is that its possible for it to permanently stall if your yumako production is too slow, so I'd recommend building extra soil as soon as possible to maintain a good stream of resources.
Yeah in the actual game I ended up using 2x24 tile yumako farms
Amazing guide, dude! It's extremenly helpful.
I'm learning more from you m8 than Nillaus, thank you very much its very comprehensive
what an honor, thank you =)
This is my lifesaver! I completely forgot about the heating tower and struggled to recycle the spoilages.
Yes burning spoilage I think was the big "AHA" moment for me too! I started off with that stupid trap of trying to recycle spoilage, which means everything needs to be in perfect ratio all the time
In theory, I could convert spoilage into nutrients at a 10:1 ratio and either use the nutrients or just wait for them to spoil again. But this is far less elegant than simply burning them.
@Elma-ky5os it actually breaks the system. When you introduce a second source of nutrients into this build with a different spoil time, you'll get mid belt spoilage which this system can't handle and you'll get MORE cloggage. I've tried
The key is everything has to spoil in order so spoilage can be picked up at the end of the belt
Another way is to overuse spoilage to the point it is never able to clog the system and even then in the end i would put the heater in the end and some failsafes in parts of the belts.
this helped me make my final gleba changes and i finally have it working!!!!
This is a great tutorial. Just superb.
This video is awesome. I had a big factory on Gleba but my spoilage was so much the system couldn't keep up... and iron/copper ore production was terrible. Thanks!
OK, finally on Gleba, lets go! Thank you as always, good job sir. 😀
extremly clear, thanks
This is extremely helpful thank you!
This video is very helpful. I am not a megabase fan nor i can spend all my freetime on to this game so i really like your way to keep it simple without "overpreparing" everyhting on a large scale. So i am sort of able to goto Gleba now, but i cannot afford too much to bring with me, but this video showed me i somehow can still make it, thanks for all the explanations, its very helpful and i now think i can do it, too. Well done Video, keep up the good work.
@@usurpinesusanti3149 thank you. Even for megabases you can easily extend this setup to produce in whatever quantity you like.
very well demonstrated 👍👍
Great video. Helps me visualize what I need to do. I will say, a minor concern with this design comes to mind. When splitting your jelly and mash off as a failsafe for bacteria generation, it might be better to disable a belt upstream rather than turn the machine off. That way you will just have a few spoilage stuck on the belt until the system needs to be rebooted, rather than half your main belts jelly spoiling on a line that isn't used much because its stopped flowing with a stopped belt. Though maybe there is such an abundance of mash and jelly that that isnt an issue, i only just recently landed on gleba.
Yes I've tweaked the design a lot in practice. Regarding the jelly and mash spoilage, I realised this design doesn't process enough jelly to keep the jelly seeds going so I've routed the end of the belt you mentioned directly into a furnace to burn the jelly to keep the jellynut process continuous.
This is very nice. I was convinced that the Gleba processes needed quite a lot of circuit control on belts or inserters to keep from flooding belts with too much spoiling stuff, but your solution here is a very nice, almost completely circuit free solution.
Oh and I would say just from experience, I recommend not allowing bots to handle any part of these processes on Gleba, especially anything related to spoilage. Me and my friends used some logistics bots to help get different sub parts of the system working together and we ended up with about 600k spoilage that clogged the storage chests, mainly because we were trying to bring it all back to a recycling area to make it into nutrients instead of just burning it. Keep it simple, burn the stuff. The spoilage to nutrient recipe is really just for kickstarting things.
@@Matok1 true. But you need bots to deliver the stuff to the rocket right? Or... maybe I should use circuit control and direct feed the science into the rockets
Mainly talking about stuff that spoils fast. We had bots handling the mash and jelly and it was spoiling while they were moving it around so they'd stuff it into storage boxes, and had them trying to handle spoilage to bring it in for recycling into nutrients but they couldn't keep up, was a disaster. Using bots for end products like rocket fuel and processors makes sense.
@@Matok1 oh yeah 100% don't be doing that. Just use belts and handle the spoilage with insertors and splitters I think is the way to go
my entire gleba base is 100% logistic bot run. Extra spoilage and extra seeds get burned, that's it. It was powering the base for a while but as soon as I had fusion and a delivery ship making the rounds with fuel, I dropped a fusion plant on Gleba and deleted all the steam. The heating towers are still there to burn the extra but they're literally just that. It's simple. I just checked and I literally don't have a single belt placed on the entire thing.
Excellent video! I hope your channel makes it to the moon! ❤
Really helpful understanding the process, really not many videos out yet
I traveled to Gleba with a group of imbeciles (my friends) and our space station got wrecked by asteroids because the one responsible for it didn't install lasers and now we are stuck there. This video will save us, thank you sir.
@@Shaniver haha love it... good luck to you and your imbeciles
@@DataEngineerPlays Update: We are actually finally making some progress. We already have iron and copper farms working properly. Now we can finally focus on advancing our labs.
'Grey' rocks lol
making ore chambers insert and remove bacteria from each other is so smart, I did a looping belt instead. Your solution is far simpler and compact
@@crystalcastleyoshi ya I tried looping belts and all that stuff. Too complex.. just direct feed one another
Gleba has definitely had the most out of the box thinking. But I'm mass producing the science packs after figuring it out. Ice planet next.
I spent 2 days on Gleba beating my head against a wall. Routing spoilage to the heating tower and jump-starting with mash just wasn't obvious.
I kept running out of nutrients and had an assembler set up to make them because the labs kept shutting down on me.
I might not have to drop tactical negotiation tools on my neighbors now.
I tried doing a belt based gleba based, I did everything to get rid of clogs, belt content never stops it rotates around and yet it still breaks. Bots make gleba a lot easier but you still need to think a little forward, you can't just enable everything, as later parts of your factory will hoard nutrients away from the parts that supposed to create them (the bioflux only part) what worked for me is some circuitry that reads a buffer chest that holds 1k nutreints and disables parts of the factory's requester chests if it's below a threshold, so the base can warm up in case it stops. Yesterday I ran out of nuclear fuel cells and everything went offline on gleba, pentapods destroyed the whole thing. Everything restarted nicely after the bots rebuilt it!
Awesome video. All things are highlighted. Great compact and efficient schemes.
I have only one concern. On schemes where you doing Yamako there is a chamber that produces nutrients. But if everything will stop for a really long time it will never start again by itself because the Chamber that produces Nutrients needs Nutrient to start doing that. Am I wrong?
The only way this could happen is if you lose power for over 5 minutes and the nutrients in the first yumako mash -> nutrients chamber spoils. But as long as you have continuous power, it shouldn't be an issue. While the belts are backed up the spoilage handling in the system will continue to produce new nutrients and yumako mash while everything else is backed up so the initial nutrients should never be spoiling.
That being said, at some point in my playthrough, stompers did destroy my yumako farm, which obviously killed the system requiring a manual restart... but also stompers destroyed my farm so I had to go there anyway to rebuild
@@DataEngineerPlays I see. Thanks for the reply.
yeah, it's not completely foolproof. if everything spoils there's a chance that it wont start itself back up again. When nutrients get consumed, the building gets a pretty quick progress bar that goes down. However, if that doesn't get used up and everything stops, the bar doesn't go away. You can remove all the spoilage from the building and it'll still consider itself "fed" until that bar goes all the way down. One bar is enough to process the fruit once, which would feed the nutrient maker and as long as the nutrient maker also had a bar that wasn't consumed, it'll put out nutrients.
However, if either of those two bars is too low when everything spoils, then either the first building won't have enough to produce mash or the second won't have enough to produce nutrients and this will stop.
In his accelerated time testing, he just got lucky that it never happened. It's happened to me multiple times in my setup. Just luck really.
Amazing video did so much for me tyvm
Hi, thanks for the video. I think nutrients from mush can stuck if mush is not consumed and you get unlucky and biochamber generates seeds. Seeds will clog and since they don't spoil, nutrients biochamber won't get mush. To fix you need to discard spoilage + seeds.
Yes you will have to handle spoilage of the yumako, its on a 1 hour timer, but at one point in my game it did spoil and clog my system, so I had to put a spoilage inserter at the end of the yumako belt too.
As for seeds, I have a wire logic on an inserter that says > 300 in the box, take it onto the spoilage belt and burn
@@DataEngineerPlays yes you are right. There is an inserter in the end 17:10 , seeds are handled. My bad!
One thing not mentioned in this is the Yumako seeds. I build this based on alot of watching and rewatching this video the Yumako fruit when processed into mush doesnt out put yumako seeds that feeds back into the Tree planter crane thing
I'm sure I mentioned you need to put the seeds back in the farm?
Honestly, once you get recyclers and heat towers you can just have a compost bin at the end of your line and call good. Heat towers can eat like 90% of what'll be a problem on Gleba, recyclers can chew through the rest and potentially spit out higher quality ores which is nice.
Is the recycler part of the gleba technology deck? Or is that something you unlock on a different planet
@@DataEngineerPlays Fulgora. It's how you process scrap from that planet, and also lets you recycle other things. You get roughly 25% of the materials back out of any exchange, liquids excluded. If you stuff quality modules in the recyclers, you can get higher quality stuff out of it. If you recycle something that's on the floor of its crafting line (for instance, iron plates; it can't go past smelters) you just get 25% of the same item, though you can up-quality there too. Feed recyclers into each other and you can annihilate any excess you don't want. Once you get Gleba chugging you will have a TON of excess.
Honestly, quality module'd recyclers are going to be a high volume source of quality crafting materials. Not a bad idea to keep a stockpile of the good stuff if you want to make a higher level reactor or mech suit or whatever and not burn a ton of otherwise useful materials on gambling.
@ember3579 very interesting. Maybe I should of visited fulgora first
@@DataEngineerPlays Admittedly, Fulgora is a bitch to do without a good setup elsewhere. Vulcanus is easy to turn into a resource farm even without interacting with the locals with mildly lucky spawns.
this video helped me so much, thanks
You're welcome, good luck with gleba, it's still a nightmare planet 😂
A very good tutorial, I forgot you could burn spoilage so I’ve just been storing it… oops
Very helpful and well done video, thanks! I do have one issue: Why do you produce Yumako mash right at the farming site? It is a cool idea and setup... but... Yumako mash has a spoil time of 72 seconds .... Yumako itsself 24 min! So I find it WAAAY easier to have the fruit on the "bus" to the process site than Yumaku mash. Am I missing something? Is 1 min enough to transport it somewhere and process it without it spoiling?!
@@chuwiler because my yumako farm was very far in my game, I didn't bring many blue underground and didn't want to run 2 belts (return belt for seeds) but I do eventually switch to processing yumako at my base later
Thanks for this video, i was starting to feel like i didn't have enough autism levels to figure this out on my own.
@@MSpotatoes the process is super complex... took me hours of trial and error to figure it out.
@DataEngineerPlays I actually kind of hate this planet so far, lol. Kudos for your efforts.
@@MSpotatoes I'm about to drop a video with a blueprint so you can leave gleba forever =) hang in there!
Instead of splitting the jelly line with a splitter to make new iron bacteria, use an arm to take jelly so that you can disable the arm on the same condition as the machine.
@@Andrew-lr8ww true... true...
The cost for _literally_ growing resources on trees
Does look like something with rather high upfront cost in setup, but in return it just... Does what it does, ad infinitum, no need for constant expansion to new ore patches
You can do a light version of the setup with yellow belts and such, it doesn't really cost anything to set up. They all use biochambers which are easy to build on gleba.
You don't need to run blue belts except maybe from your farms to base, since things will spoil on the belt
@@DataEngineerPlays more so meant "setup" in effort, with the whole spoilage to think about
@@rumekfuria6037 oh yes that is indeed a nightmare. But better than the system constantly jamming and having to restart with bacteria and nutrients right
19:50 its not gonna keep 1000 degrees for very long if it needs to make more than like 0,3MW of power, the tenperature basically works like an accumulator
Yes I realise my understanding of heat -> power is a bit flawed. a heat tower can only max out at 40MW, however, there's enough burnable material in this system to supply many heat towers so add as many as required
@DataEngineerPlays In essence 40mw from the heat Tower means 40mw power while its burning, but spoilage burns for like 250KJ so you need a constant supply of 160 spoilage per second to upkeep that 40mw, or almost 3 filled green belts, so it can make 40mw, but only from whatever fuel value of what you put in it
Thank you. I'm already 180h in and don't have another 180h just to figure out Gleba
No worries! Good luck with gleba
this is really helpful, i have no idea what im doing on this planet.
Great and clear video, thanks! Curious how you deal with the pentapod eggs.
@@arjanb7158 I'm figuring that out myself. I'm thinking... have 1 penta pod egg machine running 24/7 to keep the egg alive. It feeds directly into an incernarator. Every penta pod factory can feed into the factory, grab from one another, and out put egg into your factory for processing. But keep the belts as short as possible and keep some guns in range just in case??
My main problem was getting power poles set up. Landfill works on the ground? 5:21 seems to have landfill placed down.
@@andreashabermas7964 yes landfill works on gleba
i was trying to make one biochamber feed bacteria to itself. but i failed.
i hope i will be able to setup your template with two chambers feeding each other.
thanks.
I am less afraid of Gleba. Maybe I will go there in a few weeks. (I like to over-prepare)
Given the low seed production percentage, if you stall the fruit line and the fruit spoil, won't that eventually cause the seeds to run out? Maybe since the mash/jelly spoils much faster the fruit is always being used?
Absolutely if your system stalls for too long and doesnt produce seed you will run out of seed, especially on the jelly side. But yes you answered your own question, the jelly and mash spoil faster so your fruit should never spoil
Because Yumako mash spoils much faster than unprocessed Yumako, wouldn’t it be better to process it at your base instead of on-site at the Yumako biome, to get maximum freshness? Just a thought I had seeing that section.
@@Marsbased-qc3dy yes it does. Check out my gleba blueprint video. I do end up changing to processing the mash at base
thanks
@DataEngineerPlays Could you possibly share the blueprints for all of this?
@@CorbinSharpe check the tips and tricks playlist. There's a second video to that uses this info, and makes a full build
Maybe I misunderstand something. Won't the system stop if all the nutrient fuel in the biochambers plus the one on belts / inserters spoils?
@@renefleschenberg5937 the only way that can happen is if you lose power for 5 minutes. Otherwise everything will keep flowing. If nutrients on the belts start spoiling, the insertors and filters will remove it from the system and new nutrients will be created
Hey my fella, earned my sub. Is there anyway you can blueprint the things you went over in this video and make a book from them so I can learn more from them while I play?
You really want that blueprint? it's a bit massive and messy it's not really blueprint worthy if you know what I mean.
I'm working on a complete system for gleba, its nice and compact, works perfectly to continuously produce rocket parts and agricultural science. You can slap it down, connect the inputs and leave gleba. I will definitely do a blueprint when I release that video. Stay tuned!
If you really want the blueprint in this video I can share it just let me know
@@DataEngineerPlays I will be patient and wait for the next one! When you do that one, if you make a large blueprint, you should also make some smaller ones in chunks to go with it. I think that would be cool to have "gleba modular blueprints"
@badlandsrise haha unfortunately this one is definitely not modular... it's not large though! Since you don't have cliff explosives... I've decided to make the tiniest blueprint possible!
They were right, you need a whole sewage system for those spoilage.
Now that I see how to handle this. I think I will go to an editor my self and test some stuff before.
So here my question, how do I create a sandbox ? I need a mod for this ?
I disagree on the processing on site. Since mash expires quickly compared to Yumako. Also it will attract enemies by harvesting so having it far away makes more sense
Ya I change my mind in the next video for my final build. I think when you first get started it's okay to just have the mash processing near the farm, but eventually you'll want to move it to the main base and just run 2 belts to each farm
Pineapple doesn't go on pizza, but apparently jelly does.
Just a FYI, the trees aren't dead trees. They are very much alive.
🤣why do they have spoilage..
@@DataEngineerPlays Probably because the player need easy starting access to spoilage. Also, if you remember FFF #414, there was originally 10 plants to harvest and farm for products. And while it did get cut down to Jellynuts and Yumako, I assume they didn't remove the other trees, and instead just replaced the drops with spoilage.
Also, if you want to really justify it, you can have the headcanon that, despite being called Spoilage, it actually stand for all sort of unusable biological matter, and it is compressed to 1 type of item to not be a pain in the ass. That would explain why you get spoilage from trees, as the stuff you can't use fall under "spoilage", why various products all spoils down to the same item, as it is an abstracted amalgam of organic product, and why you can turn it back into nutrients, because it's still usable as low-quality fertilizer.
Finally, if you want to be pedantic : Those aren't trees, but rather fungi. Fungi that may sometime be wood-like, but still mushrooms. I highly recommend reading the descriptions, they are... informative.
@R4d6 haha you just have an explanation for everything don't you! I love it! 10 resources on gleba???? F that... glad they cut down to 2, I can barely even manage 2
@@DataEngineerPlays Eh, would have unironically been easier with 10, which is why they reduced it to 2.
Yes, there would be 8 more farms, but it was very simple. To quote the FFF :
"Initially we had about 10 plants which were harvested directly into items like plastic or sulfur, but it just became very broad but shallow, and tedious as a result. It is worth noting that it wasn't very interesting either, as that's basically how a mining drill works. Instead, we've reduced it to 2 plants to cultivate, and their fruits are processed into a much wider variety of items - also in much higher volumes - which restored the feeling of building a factory in the way we know and love. "
where are links to blueprints?
In the other video with the final gleba build, check the next video in the tips and tricks playlist
I burned all the excess spoilage but didn't think of burning the seeds. Feel a bit stupid
How to play this creative mode with this checkerboard map is it some kind of mod?
@@CJfoks no it's just the map editor. But I use the mods called "creative mod" and "infinity chest" to generate and destroy stuff for testing.
@@DataEngineerPlays ok thanks
Who came up with the name jelly nut and Yoko ono mush LOL
A 40 minute tutorial just to get copeer and iron is actually insane, this planet sucks
@@PanzerPanic sorry I wasn't very eloquent in this video. I probably could of explained it in 20 minutes haha. I just rambled a lot and didn't realise it went so long
@@DataEngineerPlays The rambling made the video more in depth and better imo because you explained more which helped
My copper and iron takes 10 minutes to decompose into ore but yours only seems to take a minute or so
@@PanzerPanic did you set your spoilage timer settings to really relaxed mode or something? I have all my settings on default. I believe these are the default spoilage times
@@DataEngineerPlays Now that i think about it, i changed my spoilage when i first started this game because i thought everything had spoilage
@@PanzerPanic Wow then yeah you'll have some issues with copper and iron then if it takes 10 minutes to spoil... must be a pain!
Deam, i hate gleba
@@horuno2020 me too... me too...
Can you please share blue print for this setup
thanks mate
There's a better blueprint in the next video