You can have different lanes of spoiledge for outbound and inbound. All spoiledge from factories goes to outbound lane and loops back as inbound lane. This way no spoiledge will be wasted in recyclers
I wonder if theres a way for modders to use cyroplants and coolant to keep heat pipes cold, to chill nearby storage and prevent spoilage. It would give players who can't stand spoilage an alternative way of engaging with the mechanic without completely trivializing it.
Or maybe recipies for the cyrpo plant that, e.g. turn bioflux into frozen bioflux, that spoils back into bioflux. But you'd have to maintain spoilage levels to prevent the freezer from magically "refreshening" the items.
You might consider a dedicated spoilage production area, where you convert bioflux to nutrients and either let it spoil in boxes or force it to happen with recyclers. That could be set up as a backup method, only allowed to feed the bus when carbon fiber or sulfur is low. Alternatively, you could make a spaceship that mines carbon (as well as iron, copper, and calcite, if you want) to feed the carbon fiber production on Gleba.
At the end of my main bus I turn all excess bioflux into nutrients and put that on a long belt that loops back to the start of my spoilage line (so it spoils by the time it gets there). Also loop all excess spoilables back to the beginning of the spoilage line. That way you always have infinite spoilage coming in for the things that need it. Then at the end of the spoilage line I use a similar upcycler setup as you to handle that excess.
You delete a lot of jelly and yumako at the end of the bus. Just put some in boxes and wait for it to spoil. All the spoilage you need for your sulfur and carbon needs. Everything that doesnt fit in a box you can destroy as you do now. I use it to have a steady supply of backup nutrients as well produced by a regular crafter, ideal for the starter nutrients of new plants. I suppose you have your original base for that. But you sound like you intend to remove it. So might as well set that backup up at the end. Its interesting how the game changes, from "oh noes! It spoiled!!" to "I need more stuff to spoil!"
And here I am, after 200h of Space Age and barely managing to get some rotting science back home. I didn't want any spoilers so it's my first episode of this series and, well. You and I are playing different games, bro ;)
What makes sense for me for the strategy for which type of inserter to use is input = green, output = white. Changing your legendary greens on spoilage out to regular white will increase the capacity of the spoilage belt. Changing the regular white going into the machines to legendary greens is almost the same throughput and you have plenty of them.
After 100+ hours in my first playthrough i still have only a small outpost that produces nothing. Just solar panels, lasers and a rocket. Im sure once i get some blueprints together ill be building things up for real.
In your first or 2nd build you used an underground to route the nutrients further north to add a spoilage catcher. If you routed the output of that northern most machine down 1 and then to each outer edge, you'd have room for a long handed inserter to pull spoilage from below the last machine and wouldn't need the extra underground hop where ALL nutrients will eventually spoil. And long handed should not be a limiter because you are feeding that Nutrient line with a long handed anyway.
For the bioflux rockets, you could switch off the belt feeding it once the rocket chests are full so that you don't keep wasting an entire stacked belt of bioflux during periods of low demand. I'd also consider a spoilage belt for the rockets to collect the spoilt bioflux, rather than using bots as the quantity may be high.
When you get water inbound, you forget you probably paved over a nearby water lake within 10 or so tiles, which would be better than the long water line you use for rocket fuel for example! (This message sponsered by the Gleba environmentalist anti concrete commitee)
5 годин тому+1
You can produce spoilage in huge ammounts from recycling nutrients so your builds are not dependant on spoilage from other builds. Be bussier your base the less things will spoil so you can rhink about producing what you need
Towards the end I realized you might NOT want to limit your spoilage... But if you do, was thinking you could use a simple green wire between 2 feeder belts of raw ingredients right where they split off the main bus to create a throttle latch. Lower Belt = Read All Contents Upper Belt = Enable when ALL < X (so it counts not only the ingredient but spoilage on the line too) Then you just tune X for each build so it does a "Just in Time" delivery of all ingredients. As the line consumes ingredients, more will be allowed in up top. Only change I see you might need is 1 or 2 end of line spoilage catchers which are Filter Splitters MIGHT need to change to Inserter-based? Haven't played with Read All enough to know if a splitter stops the "All" monitoring.
The spoilage inserter for nutrients should be and could be on the same tile as the last nutrient inserter, or it will just be resigned to spoil. It's a small thing that I feel you wouldn't do in the past, hope you're doing well!
1 legendary biochamber producing yumako mash 1 normal biochamber producing jelly 2 legendary biochambers producing bioflux with 4 legendary productivity modules in each this should give perfect ratio throughput is 83.125 yumako mash/s and 66.5 jelly/s per bioflux biochamber.
Maybe put the spoilage from the rocket silos on the belts back too the bus. And i do nut fully understand why the spoilage belt is not looping back on its self? And only when its full getting upcycler?
What happens if stuff spoils inside filtered stack inserters that input yumako or jellynut into the machines? Can spoilage be placed in the machines and then be taken out by the dedicated inserter for removing spoilage?
You definitely need some spoilage production... Why only produce spoilage when the factory is running poorly? Bioflux to nutrients to spoilage is a very efficient way to do it. Much better than waiting for bioflux to become a single spoilage.
I also do this at the end of my bioflux belt to keep the bioflux fresh. The bioflux first passes through the science build so only the freshest bioflux is used for science. As for the eggs I burn the excess.
It would have to get close enough first. Artillery strategically placed prevents any nests from being within spore detection range, therefore no stompy boys spawn in the first place. A good enough Not-A-Wall™also helps if any get close enough as well.
YAY FINALLY
Not the farming sim I was expecting to play, but the farming sim I'm excited to play.
You can have different lanes of spoiledge for outbound and inbound. All spoiledge from factories goes to outbound lane and loops back as inbound lane. This way no spoiledge will be wasted in recyclers
Thumbnail says "Infinite Holmium", btw. Not sure that's true for this gleba overhaul video.
I wonder if theres a way for modders to use cyroplants and coolant to keep heat pipes cold, to chill nearby storage and prevent spoilage. It would give players who can't stand spoilage an alternative way of engaging with the mechanic without completely trivializing it.
Or maybe recipies for the cyrpo plant that, e.g. turn bioflux into frozen bioflux, that spoils back into bioflux. But you'd have to maintain spoilage levels to prevent the freezer from magically "refreshening" the items.
@@dallium01 There is a mod that uses the cryo plant to do exactly that lol. I believe it has a recipe for every spoilable item
You might consider a dedicated spoilage production area, where you convert bioflux to nutrients and either let it spoil in boxes or force it to happen with recyclers. That could be set up as a backup method, only allowed to feed the bus when carbon fiber or sulfur is low. Alternatively, you could make a spaceship that mines carbon (as well as iron, copper, and calcite, if you want) to feed the carbon fiber production on Gleba.
1:28 Protecting Nature, 1 concrete at a time.
This joke actually made me laugh out loud. This is exactly how we want to protect nature
At the end of my main bus I turn all excess bioflux into nutrients and put that on a long belt that loops back to the start of my spoilage line (so it spoils by the time it gets there). Also loop all excess spoilables back to the beginning of the spoilage line.
That way you always have infinite spoilage coming in for the things that need it. Then at the end of the spoilage line I use a similar upcycler setup as you to handle that excess.
You delete a lot of jelly and yumako at the end of the bus. Just put some in boxes and wait for it to spoil. All the spoilage you need for your sulfur and carbon needs. Everything that doesnt fit in a box you can destroy as you do now.
I use it to have a steady supply of backup nutrients as well produced by a regular crafter, ideal for the starter nutrients of new plants. I suppose you have your original base for that. But you sound like you intend to remove it. So might as well set that backup up at the end.
Its interesting how the game changes, from "oh noes! It spoiled!!" to "I need more stuff to spoil!"
And here I am, after 200h of Space Age and barely managing to get some rotting science back home. I didn't want any spoilers so it's my first episode of this series and, well. You and I are playing different games, bro ;)
Gleba overhaul taking 3 episodes in crazy
What makes sense for me for the strategy for which type of inserter to use is input = green, output = white. Changing your legendary greens on spoilage out to regular white will increase the capacity of the spoilage belt. Changing the regular white going into the machines to legendary greens is almost the same throughput and you have plenty of them.
After 100+ hours in my first playthrough i still have only a small outpost that produces nothing. Just solar panels, lasers and a rocket. Im sure once i get some blueprints together ill be building things up for real.
Nothing lasts longer than a temporary solution:)
@@theblackbaron4119 It's called 'Tempoyearly' solution
You could reduce complexity by using regular factories instead of bio factories. It would cost more power but at this point that doesn't matter mutch.
You lose a lot of productivity that way, and it's also less fun
In your first or 2nd build you used an underground to route the nutrients further north to add a spoilage catcher.
If you routed the output of that northern most machine down 1 and then to each outer edge, you'd have room for a long handed inserter to pull spoilage from below the last machine and wouldn't need the extra underground hop where ALL nutrients will eventually spoil.
And long handed should not be a limiter because you are feeding that Nutrient line with a long handed anyway.
For the bioflux rockets, you could switch off the belt feeding it once the rocket chests are full so that you don't keep wasting an entire stacked belt of bioflux during periods of low demand. I'd also consider a spoilage belt for the rockets to collect the spoilt bioflux, rather than using bots as the quantity may be high.
When you get water inbound, you forget you probably paved over a nearby water lake within 10 or so tiles, which would be better than the long water line you use for rocket fuel for example! (This message sponsered by the Gleba environmentalist anti concrete commitee)
You can produce spoilage in huge ammounts from recycling nutrients so your builds are not dependant on spoilage from other builds. Be bussier your base the less things will spoil so you can rhink about producing what you need
Pavement makes me feel like we're not on Gleba. Pavement makes me happy.
Infinité holmium ? How ?
1:11 lol I feel bad for the maintenance crew for these inserters xD
Towards the end I realized you might NOT want to limit your spoilage...
But if you do, was thinking you could use a simple green wire between 2 feeder belts of raw ingredients right where they split off the main bus to create a throttle latch.
Lower Belt = Read All Contents
Upper Belt = Enable when ALL < X (so it counts not only the ingredient but spoilage on the line too)
Then you just tune X for each build so it does a "Just in Time" delivery of all ingredients.
As the line consumes ingredients, more will be allowed in up top.
Only change I see you might need is 1 or 2 end of line spoilage catchers which are Filter Splitters MIGHT need to change to Inserter-based? Haven't played with Read All enough to know if a splitter stops the "All" monitoring.
Always weird to me that you have to balance spoilage, can't have too little, and can't have too much. Great series, thanks!
46:18 No Yumako provided to the Carbon fiber build
Finally I can address my holmium shortage on gleba
There is an option in rate calculator to see how many inserters it will require, click per second and then select inserters
your carbon fiber biochambers have bioflux filtered inserters, but the recipe doesnt use bioflux
The spoilage inserter for nutrients should be and could be on the same tile as the last nutrient inserter, or it will just be resigned to spoil. It's a small thing that I feel you wouldn't do in the past, hope you're doing well!
I like the idea of protective concrete because I am an environmentalist. But I like it to be refined concrete because I am also an industrialist.
HOW DARE UA-cam HIDE THIS FROM ME FOR 47 MINUTES.
1 legendary biochamber producing yumako mash
1 normal biochamber producing jelly
2 legendary biochambers producing bioflux
with 4 legendary productivity modules in each this should give perfect ratio
throughput is 83.125 yumako mash/s and 66.5 jelly/s per bioflux biochamber.
Really small optimization: Use Stacked inserters for spoilage filters.
AYOOOO GLEBING TIME
Would be good to route the spoilage from your seed mashers into these builds instead of deleting
Maybe put the spoilage from the rocket silos on the belts back too the bus. And i do nut fully understand why the spoilage belt is not looping back on its self? And only when its full getting upcycler?
What happens if stuff spoils inside filtered stack inserters that input yumako or jellynut into the machines? Can spoilage be placed in the machines and then be taken out by the dedicated inserter for removing spoilage?
I hate and love Gleba. Factory is looking good!
sulfur nutrients can spoil and aren't taken care of.
You definitely need some spoilage production... Why only produce spoilage when the factory is running poorly? Bioflux to nutrients to spoilage is a very efficient way to do it. Much better than waiting for bioflux to become a single spoilage.
I also do this at the end of my bioflux belt to keep the bioflux fresh. The bioflux first passes through the science build so only the freshest bioflux is used for science. As for the eggs I burn the excess.
So, this is what Nestlè does
If Nestle landed on Gleba it wouldn't be a swamp anymore. It would be a dessert and all the pentapods would die from dehydration
Where's the holmium?
That's a ton of speed and prod modules you're using on gleba there.
Would be a shame if something stomped on it
It would have to get close enough first.
Artillery strategically placed prevents any nests from being within spore detection range, therefore no stompy boys spawn in the first place.
A good enough Not-A-Wall™also helps if any get close enough as well.
theres free ore on gleba toooooo
its not just vulcanus, and you overproduce bioflux
Finally
Am I the only one trying to make the less spoilage possible ? Because I feel like you just don’t care like cooker go burn spoil
Hey Nilaus, just wanted to let you know that you look cute today!
How about using timer that turn on and off belts to get good ratio for bioflux
I know this stuff is unlimited, but the spoilage component gives me anxiety
noway???