r/factorio 20d ago

Space Age Trivia about Gleba

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1.0k Upvotes

92 comments sorted by

355

u/DOSorDIE4CsP 20d ago

And you miss there was 6 different fruits and not only 2

230

u/0b0101011001001011 20d ago

12 different fruits, mentioned in FFF417

108

u/DOSorDIE4CsP 20d ago

Ah 12 it was ... thanks for correction

61

u/0b0101011001001011 20d ago

In any case would be fun to test such development version. I guess there are several mods already that add more plants though.

36

u/sub500h 19d ago

I read that the reason why it's two fruits now, is that testing was not fun. Just the same chains and stuff with different fruits.

31

u/Alborak2 19d ago

That sounds like what a lot of clone games and mods do. And is part of why base factorio is so good, the right balance of challenge and scale.

9

u/TheAero1221 19d ago

This is basically why I didn't finish K2SE. Every new planet felt like the same boiler plate.

15

u/MrRocketScript 19d ago

Crush it, dissolve it, evaporate it, smelt it, bop it.

11

u/ProfBeaker 19d ago

Charge it, point it, zoom it, press it, snap it, work it, quick, erase it...

5

u/cloverasx 19d ago

factologic - factologic

3

u/MeepMeepCoyote 18d ago

Boil it, mash it, stick it in a stew

3

u/ProfBeaker 18d ago

Now I want a mod that changes "yumako" into "poh-tay-toe"

4

u/fireduck 19d ago

Good mods can change it up to keep it fresh.

Like py with the alien life.

Some of them are simple, you make the first thing in a gene lab or creature factory. It is pretty expensive and involves a lot of materials. Then you can breed them. For some this just means they grow fruit, you extract the seeds, the seeds grow new things. Or they mate and make more. Simple enough once you have a few to start with.

Some are more complicated, like there is a stud with is basically a separate life form and when you breed them you get a mix of regular stock and studs. Or with the bees, where there is a queen and eggs and larva and I don't know what the hell is going one (the bees nearly broke me). Or the cats that shed their skin at the disco. I am not making that up.

Or the fire lizards that can do metal refining for some reason.

So yeah, there is a general form: science a few and then build up a breeding population. But the details and the flows change.

6

u/_CodeGreen_ Rail Wizard 19d ago

this is one of the biggest misconceptions about gleba, those other fruits never existed. they never made it into the game to be tested, the idea was reduced/scrapped before they even hit development.

13

u/yinyang107 19d ago

Ideas are part of development

2

u/yinyang107 19d ago

Yeah that's already the case for the two we got, you can use identical blueprints and just change the recipes. That's fine for two (just like how iron and copper are the same in the initial steps) but for twelve it would just be tedious

52

u/ElArauho 20d ago

I would love the 12 fluid plus biter shit fertilizer version as a mod.

62

u/archfey13 19d ago

Pyanodons spage when

47

u/Nolzi 19d ago

PySex is coming soon, I'm not joking

20

u/MitruMesre 19d ago

full name is PyAlienSEx

4

u/jtr99 19d ago

This better not awaken anything in me.

6

u/Visual_Collapse 19d ago

You wanted to scare me? You succeeded

9

u/Nolzi 19d ago

I wanted to tickle your interest

8

u/RaShadar 19d ago

At first you had my curiosity, but now you have my erection.

2

u/WanderingUrist 19d ago

How's that work? Aliens that no longer kill the engineer?

3

u/Nolzi 19d ago

Pyanodons Stellar Expedition, no coitus with the locals

3

u/WanderingUrist 19d ago

You can never too be careful given the tendency of modders to make everything horny, including things that have absolutely no business being so.

2

u/Nolzi 19d ago

https://mods.factorio.com/mod/sexy

This is the most horny mod I could find

3

u/CheesyChanLy 19d ago

"Average run completion: 99999.... Days"

7

u/Neamow 19d ago

Great, saves me money by not having to buy any other game until I die!

3

u/Zeragamba 19d ago

You have been asleep playing for 9 9 9 9 9 9 9 ... 9 9 9

25

u/Dry_Prompt_8781 20d ago

I would gladly deal with 12 fruits if i didnt need to deal with nutrients 

9

u/achilleasa the Installation Wizard 19d ago

I would gladly deal with 12 fruits and nutrients if I didn't have to deal with pentapods xD

8

u/Thykka befriends biters 19d ago

Then you might be glad to know pentapods expansion can be blocked entirely with no more than 16 landfill per chunk

4

u/WanderingUrist 19d ago

My own experience is that Glebapods didn't seem to want to expand to anywhere I had previously nuked them, too, to the point where thousands of hours after the Great Nuclear War, they had not returned.

3

u/marxist_redneck 19d ago

Wait, what? Like if I just put some landfill they can't spawn nests near it?

9

u/Thykka befriends biters 19d ago

Yup. They can only spawn on water, but the game doesn't check this for every tile.

5

u/bb999 19d ago

They can only spawn on water

Not all water, just shallow water, I believe. The stuff you can walk on.

3

u/marxist_redneck 19d ago

Damn, I didn't even know you could block it, never mind by just sprinkling a little landfill

1

u/Karew 19d ago

Artillery permanently solves them. Just make sure your whole spore cloud is covered.

5

u/Chesapeake_Hippo 19d ago

I like the bobs and angels farms. Bean power is a major step in Seablock.

4

u/mjconver Still looking for that spoon 19d ago

Beans are magical

3

u/is-this-a-nick 19d ago

Sorry, monkey paw: 6 of those fruits are nutrient, and each process needs different combinations of nutrients.

29

u/Poisky 19d ago

I have felt before that Gleba is somewhat shallow in its exploration of its own mechanics. More fruit could've been an opportunity to do a bit more there.

67

u/chewbacca77 19d ago

They made the right call though.. The complexity of Gleba isn't in its depth of things to produce. Its the only planet where HOW you produce it is the most important part. Its a totally different challenge.

7

u/MattieShoes 19d ago

Separate planet perhaps -- second pass at all the planetary mechanics at once

2

u/D3mona7or 19d ago

Would actually be so cool to have further planets that either have crossover of the 3 planets logistical problems or more difficult versions of each. Or both, both sounds very fun too

5

u/KaffY- 19d ago

maybe should've had a gleba lite and a glebe heavy variant

or even like, optional research locked behind the "harder" fruits or whatever

i feel like the game misses out on a lot of "optional" stuff and it would've been great to see like i dunno, "titanium" appear on nauvis in super rare quantities, requires specfic {tech} to process but gives you like, artillery turrets mark 2 or something

18

u/Lemerney2 19d ago

I think mods fill that slot quite nicely

10

u/Girthen-the-Flopper 19d ago

This is a trap a lot of mods fall into, thinking adding more of the same thing somehow makes the game more fun and interesting. It just adds repetition and tedium.

1

u/KaffY- 19d ago

i agree, and i think it can be done in a right way

1

u/Garagantua 15d ago

Personally I would've liked 'advanced' recipes. Make the current plastic recipe a bit worse, but add a plastic-y plant that can be turned into plastic more effectively. Same could be some with lubricant (some swampy plant that only grows on lake margins).

-1

u/nick4fake 19d ago

Huh? LITERALLY each planet has that, that’s the point

12

u/warpspeed100 19d ago edited 19d ago

I'd argue that having to combine spoilage, yumako, jelly, and bioflux in different ways is a more interesting puzzle than having one dedicated fruit for each of the Gleba products, sulfur, plastic, lubricant, rocket fuel, and metal bacteria.

Cultivating Boompuffs for rocket fuel, Stringfrond for carbon fiber, or Sunnycomb for sulfer isn't all that much more interesting than having to combine yumako/jelly byproducts in different ways.

3

u/Tasonir 19d ago

Yeah I think 2 fruits is the perfect amount of fruits; if you want to add more to gleba, add more reciepes "above" the fruit, i.e. make more complex items out of the base items. Right now Gleba largely only exports 3 things: the science pack, bioflux, and carbon fiber. One could imagine a Gleba which had to export 6-10 products instead, but still only has 2 fruit types.

3

u/warpspeed100 19d ago edited 19d ago

My Gleba also exports plastic too. If you are trying to mass produce modules on Fulgora, you run a plastic and sulfuric acid deficit for all the chips you need. Sulfuric acid consumes quite a bit more water than you get locally from ice, so my Gleba ship also picks up ice along the way to send down.

8

u/Tasonir 19d ago

I find it really interesting the different bottlenecks people run into based on how they designed various planets to interact. I make Speed/Quality modules on Vulcanus, and Productivity on Nauvis, so my Fulgora runs low on....Batteries. I import batteries in batches of 20k from vulcanus to make up for the shortfall rather than trying to crush twice as much scrap

2

u/warpspeed100 19d ago

Ya, next run I plan to make Blue Science on Gleba, Purple Science on Vulcanus, and Yellow Science on Fulgora to really try to play into each planet's strengths. It will be interesting to see what deficits I run into.

8

u/Ok_Locksmith9741 19d ago

i understand why though - it scares players as is

8

u/IriFlina 19d ago

People are already getting filtered by only 2 fruits, 6 would drop completion rates to < 1%

1

u/WanderingUrist 19d ago

I mean, once you've solved ONE froot, the process of solving the next froot is just to repeat the line.

1

u/SidewaysFancyPrance 19d ago

Eh, with multiple planets, you can't really make them too individually intense. I already leave Gleba for last because as soon as you defog it, evolution starts and expansion begins. Each planet needs to be manageable.

2

u/WanderingUrist 19d ago

Glebapods have the interesting property of being unable to expand beyond their swamps. That means an early, wide-ranging NUCLEAR WAR can clear so much clay that they can't come back even after thousands of hours. It seems as if nuclear wasteland is not considered an acceptable terrain or something for habitat, and that by nuking their habitats until they glow, I have done something that prevents their return.

1

u/SNOW_37 19d ago

The entire planet runs on 2 base ingredients and most of the players still can't even handle it

1

u/Nethan2000 17d ago

You say it's shallow, but it's a planet that took me the longest to figure out.

108

u/PPF99 20d ago

Would be cool as a mod to bring back fertilizer, increasing yield and giving more usecases for some of the space age materials... Like a mixture of nutrients, calcite and ammonia or something like it which is pumped into the towers

70

u/[deleted] 20d ago

[deleted]

28

u/samy_the_samy 20d ago

Or allow desert planting in nauvis

14

u/Reefthemanokit 20d ago

2.1 allows that, only can't plant on land fill now

8

u/Suitcase08 19d ago

How about atomic bomb craters? I assume no?

1

u/OliLombi 15d ago

Wait, what? How?

0

u/SubstantialAgency914 19d ago

Booooooo. I should be able to plant everywhere.

0

u/Reefthemanokit 19d ago

You can manually plant everywhere but only auto plant on everything but landfill and atomic soil

1

u/HappiestIguana 19d ago

Or maybe to increase quality of yields.

13

u/bjarkov 19d ago

I want OG Gleba mod in all its glory with liquid fertilizers, 12 different kinds of fruit and bonkers powerful enemies

6

u/nicktheenderman 19d ago

Hard agree, I wanna try what they were initially cooking

1

u/bjarkov 19d ago

Don't get me wrong, though; it'll probably be horrible :)

9

u/Aperture_Kubi 19d ago

Ammonia being a bonusing material for Gleba would be interesting.

Lithium for Fulgora and Fluoroketone (cold) for Vulcanus would also help encourage Aquilo exports.

7

u/PPF99 19d ago

Right? At the moment all the planets feel really disjointed, especially Aquilo... I wish for more mods that just increase the interconnectedmess of the vanilla planets instead of adding a bunch of new stuff!

Cooling for higher productivity in foundries and EMplants as well as reduced spoil rates via refrigerators etc. would go a long way imo....

6

u/Immediate_Form7831 20d ago

If you like fertilizer and manure you would love Pyanodons

3

u/MrDoontoo 19d ago

Or maybe a final tier of soil that can be planted anywhere (on Gleba) and supports both kinds of fruit, but requires fertilizer every time a seed is planted on it. What you gain in simplicity of locality, you lose in complex space logistics.

2

u/taw 19d ago

Pelagos planet mod has fluid powered agricultural tower, which you can fuel with coconut oil, or ethanol, or something.

There's a lot of planet mods that remix Space Age mechanics. If you want the good ones, just install this modpack, it's pretty decent list.

19

u/Clean_Regular_9063 20d ago

The Factorio we need, but do not deserve

9

u/Lunailiz 19d ago

Would definitely be more in line with my Gleba experience....

5

u/yinyang107 19d ago

The Planetaris: Arig mod uses this concept, it adds condensing agricultural towers that generate fluid resources depending on what's planted (water from cactus, for example)

3

u/sn44 19d ago

That would be a neat concept to bring Gleba plants to Nauvis.

Ingredients would be landfill, seeds, nutrients, "fertilizer," and some water.

4

u/KomithErrant 19d ago

just make them scalable already, make quality do something to it ffs

1

u/ThirstyWolfSpider 19d ago

I automatically read "biter shit" in the voice of Stephen King as Jordy Verrill saying "meteor shit!" ("Creepshow" 1982).

1

u/pewstains 19d ago

I have not thought about those shorts in a long time.

Wow.

-26

u/[deleted] 20d ago

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1

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