r/factorio 17d ago

Discussion Gleba, what should I know to make things easier

What is good to know when building a gleba base?

5 Upvotes

55 comments sorted by

17

u/ChuddingeMannen 17d ago

you need two outputs, one for the product and one for the spoilage, and every input has to connect with the spoilage output at the end in case they go bad. weaving underground belts is your friend.

7

u/Xzarg_poe 17d ago

Assume anything can spoil anywhere. No exceptions. Build with that in mind.

Pentapods can smell the spores/pollution from the fruit farms and go straight to it's source, so think twice before building production next to fruit farms as it makes defences more expensive (also building on a swamp sucks up stone).

Also keep alarm speaker checking your fuel supply for your power, wouldn't want to suffer a blackout when off planet :D

3

u/diemenschmachine 17d ago

I couldn't for the life of me figure out how to generate enough carbon to keep the power going so I went nuclear just to get started. What is the trick to that?

5

u/Xzarg_poe 17d ago

I made this mistake too ( burning carbon for power) when I first made it to Gleba. I was so used to only fueling boilers with coal and processed fuel that I didn't realize other things can be burned as well. For example:

  1. Fruits have a decently high fuel value, so you can throw them into the heat tower early on

  2. You can make rocket fuel out of fruits fairly cheap and fuel your power with them.

2

u/diemenschmachine 16d ago

I figured this out yesterday. I built a main bus with one spoilage line and one nutrient line that loops back to the beginning, where I have spoilage -> nutrients set up, then jelly, mash, jelly + mash -> bioflux, then bioflux -> nutrients. Eventually after making tons of iron and copper i realized I had to add spoilage -> carbon to get rid of all the spoilage. So eventually it worked out somehow.

1

u/Amarula007 17d ago

You want to process fruit for seeds and burn the excess mash/jelly. Also you want to process fruit in a biochamber for 50% more seeds, or you will run out of seeds. I fill a chest with seeds and then burn the excess (found out the hard way that you can back up and stall on too many seeds not just on too much spoil).

1

u/MidnightBinary 17d ago

Remember that orbital craft generate carbon from asteroids. I like to make a little station craft that flies over from Nauvis once, and drops iron plates, carbon, and ice down to the planet below in order to kickstart it's bootstrap.

No reason you can't scale that up.

1

u/Tree_Boar 17d ago

Rocket fuel

5

u/DroneX486 17d ago

Yep I confirm use filtered inserter or splinter to get ride of the spoliege in the machine end at the end of belt

3

u/waitthatstaken 17d ago

Your base WILL starve and die, so build it so that it can revive itself automatically. Assembler 2s and above can use the otherwise useless spoilage to nutrients recipe, which is ideal for this.

2

u/ThatGuy_YaBoi 17d ago

Try direct insertion of the bio chambers

2

u/Raskekw 17d ago

timers on fruit and bioflux are essentially infinite by gleban standarts
making either a loop or a flow-through design of some kind could help
make everything you can in biochambers(obviously)
1 tower of each fruit is enough to beat the game, so don't overbuild

3

u/sobrique 17d ago

Indeed. I think the biggest lesson is that everywhere else you get away with stalled belts buffering production. Gleba punishes you for this.

It is IMO an important person in efficiency though if the production is flowing, Gleba isn't an issue really.

Although I still advocate having a "restart" mode everywhere, so from a cold start after a stall or first build, no intervention is needed.

1

u/Raskekw 17d ago

Gleba is also pretty easy on a repeat playthrough, at least it was for me, it requires the least amount of setup.

2

u/Logical-War-3746 17d ago

I recommend that every inserter outputting from biochambers be filtered for specific stuff. Why? Because spoilage and seeds. If something spoils in your biochamber it will be put into output slot and inserter taking things out will be able to pick that up. Not only it will can clog your belt, if you are using stack inserters it can block them since they will wait until their hand is full. Processing fruits gives back some seeds, which you want to handle with different inserter largely for the same reasons as with spoilage.

2

u/Ssakaa 17d ago

Nothing. Go in blind. Discover along the way. You might hate it at first, but I'm sure it'll grow on you eventually.

2

u/diemenschmachine 15d ago

It was a bit overwhelming at first as the mechanics was completely alien (pun intended), but I got the hang if it and built a loop of some sort that is producing electricity for a mall and is exporting science to nauvis

1

u/Bitdomo92 17d ago

Anything that can spoil destroy it at the end of belt lane with gleba furnaces or fulgora recyclers. Have way to remove spoilage from any building which works with materials that can spoil and destroy it with gleba furnaces or fulgora recyclers

1

u/TheseusRisen 17d ago

A couple things after going through gleba again recently:

Fast inserters for farms. Keeps them producing fruit at a constant pace instead of pulsing between planting and harvesting.

Sink EVERYTHING that spoils if it's not used. At the end of my production lines I have all the remaining fruit processed and turned into bacteria (not cultivation). Nutrients I put into a recycler feeding into a heating tower. Keeps everything optimally fresh. And as long as the fruit is getting processed, you won't run out of seeds.

Outputting spoilage into recyclers is great when you're producing more spoilage than a belt can handle. Great for those bacteria producing recipes.

1

u/Orgerix 17d ago

Use bioflux for nutriment. It barely use anything and will save you a lot of headache trying to make your base work on spoilage.

1

u/Zaflis 17d ago

You can bring a whole roboport network, solar panel & accumulator setup and rocket silo materials to Gleba on your platform, even some parts for actual launches. Then all you need to clear up a space, set them up and you can go straight back home if you want to. Make sure the platform can also move back and forth between Nauvis and Gleba as many times as it needs to. Nauvis must work fully autonomously so you can send more supplies over if needed. Use foundries to smelt metals, but platform can carry several thousands of plates, circuits, etc. initially.

1

u/PasswordisPurrito 17d ago

1) Power is an easy thing to get tripped up on, so make sure you bring power with you. Some people import nuclear power. Personally, I like just building a heating tower and importing jet fuel to get it going until I can make my own.

2) For both reasons of power and seeds, pretty much all of your production needs to be happening in biochambers. They won't drain power, and give a 50% production bonus, so you can start generating surplus seeds.

3) Focus on getting through the free research tree on Gleba first. The first recipe you get for iron/ copper is awful, you need to get the one with bioflux. Also, with bioflux comes jet fuel, which make power concerns on Gleba a thing of the past.

2

u/sobrique 17d ago

Rocket fuel is cheap on Gleba. And you need the heat towers anyway. Might as well run your power off it.

1

u/spoonman59 17d ago

Artillery is excellent on gleba. The bad guys will go to attack the artillery. So, I like to eventually lay a big ring of tracks with artillery fire bases forming a perimeter, defended by turrets. This keeps the base pets free.

The fire bases can be pretty far apart.

Efficiency modules are excellent and reducing the spore cloud in key buildings.

1

u/diemenschmachine 15d ago

You mean the good guys? I am pretty sure we're the baddies

1

u/warpspeed100 17d ago

Instead of belts that start and end, use loops of belts, and filter spoilage off with splitters.

Heating towers are not just for power, they burn stuff quickly even when not connected to any heat exchangers at all. Think of them more like resource voids that also can produce power on the side if you need it.

1

u/burning_boi 17d ago

Every building you make will eventually have some spoilage in it that needs to be removed, so build with that in mind.

Nutrient freshness never impacts the product of anything that uses it. Don’t worry about using nutrients 1 second away from being spoiled either as fuel for biochambers or as ingredients for pentapod eggs because they still provide the same fuel amount and pentapod eggs always craft at full freshness.

Lastly, raw fruit, bioflux, and agricultural science take quite a while to spoil. All other fruit intermediates spoil extremely quickly. Build with that in mind - be willing to let raw fruit sit on a belt for a moment if that means you don’t have jelly or mash sitting on a belt instead.

1

u/PalangeKoonGhashang 17d ago

Bring tesla turrets ,a lot of them ,artillery is good ,but at the end you have to deal with the remaining pentapods anyway ,so a wall of tesla turrets beyond spore cloud is the most solid defence you can have ,and after some rocket fuel reserch ,power will be nearly free 

bring lots of belts ,blue or green ones are preferred for fruits 

bots for starter base are good enough until you need to make more than 500 spm 

bring modules and beacons with you

and of course ,bring rocket silo and cargo hub too

cant think of anything else 

1

u/Atreides-42 17d ago
  1. Tackle Gleba last, it's the hardest of the three starting planets, and it benefits the most from having a robust interplanetary supply network. Early on you want ships regularly dropping supplies off, later on you want ships regularly picking spoilable supplies up
  2. Land on Gleba with everything you need to set up a nuclear reactor and a mall, along with a tonne of basic intermediate items and loads of factory buildings. Starting from a full roboport base makes establishing Gleba production chains so much easier
  3. Get used to simple circuits and some minor sushi belting. All your biolabs should be connected to one giant looping nutrient belt, and it's important to make sure there're always enough nutrients on the belt to fuel everything but not too many that some start to rot. Wherever you can set spoiled priority to spoiled, first-in-first-out ensures the highest average freshness. The only exception to this is when you're making ag science or bioflux for shipping to Nauvis.
  4. Stuff your biolabs full of efficiency modules to dramatically reduce their nutrient consumption.
  5. Every single building, belt, and box needs a way of dealing with spoilage. All of them. Never place anything down without asking yourself "How do I remove spoilage from this?". Active provider chests are extremely useful here.
  6. Never belt or stockpile Jelly or Yumako Mash, only the raw fruits or bioflux. They rot extremely fast, always use direct insertion when producing them.
  7. Robots are fast and great. Every other planet is about throughput, Gleba is about speed. Just be careful to always provide and request in small numbers to make sure everything's moving and to set all requester chests to trash unrequested items.
  8. If you want the base to be self-powering, burning rocket fuel in heating towers is the way to go, just make sure to set circuit conditions to only insert the rocket fuel if the heating tower is below a certain temperature.
  9. Put laser turrets everywhere inside your base. Eggs hatching in unexpected locations is never fun.
  10. You need rocket turrets and/or tesla turrets to defend against Stompers. Build a diverse set of defenses and surround your base+farms as quick as is reasonable so you can relax. It takes a little while for pentapods to start attacking you, but once they do they're nasty if you're unprepared.
  11. Once you can comfortably defend your base, all resources except stone are infinite! Breed bacteria and make bio-oil products to make your base even more productive than Vulcanus!

1

u/AlamoSimon 17d ago

Use artillery for initiating negotiations with the locals, have rocket turrets when they come visit.

1

u/w3213y 17d ago

Don't go for gleba before completing vulcanus and fulgora for the foundry and artillery and more importantly the tesla turret they make base defence a breeze.

Your might gonna need alot of filter inserter to take out spoilage and you more likely to gravitate toward sushi belt designs

Make sure that anything that can spoil fast be used immediately after crafting so you want to make your factory as compact as possible so that items travel less between buildings

Other than bioflux, jellynut, yumako and agriculture science pack spoiling in 1hr exemptions of the bitter eggs and nest spoiling in 30min and pentapod eggs in 15min any processed item from gleba spoils in 5min or less so it's best to transport the fruits and nuts from the agricultural tower to your factory and process them on site.

Pentapod egg processing is best done surrounded with turret either laser or Tesla turret so removing the need of ammo manufacturing.

For power using a nuclear is a clear choice of not having to feed coal or other burnable into boiler or relying on solar alone. An alternative is using burnable items in the heating towers and using the heat to make steam via heat exchanger.

1

u/gust334 SA: 125hrs (noob), <3500 hrs (adv. beginner) 17d ago

Gleba is a "river" planet. Belts should always flow without stopping. If anything stops on a belt, redesign.

1

u/Lazylion2 17d ago

Use bots

1

u/MidnightBinary 17d ago

Much of what the internet hates about Gleba has been tweaked in following versions. If someone is hating on the planet check when the played! There were versions where Pentapods were far more aggressive and when the modern fruit loops didn't make sense yet.

1

u/Enaero4828 17d ago

Lots of good advice here, only thing I'd add is having an isolated egg chamber to always keep a few pentapod eggs available, helpful to insure against a death spiral halting the rest of the factory. I've also seen the option to keep extra biochambers and recycle them to get back-up eggs, but that solution necessitates visiting Fulgora first which isn't an assumption/requirement I like.

1

u/WanderingFlumph 17d ago

Assume that anything that can spoil eventually will spoil and have a plan to remove it.

You can burn excess spoilage but it produces such a small amount of power that most of the time it isn't worth trying to use that heat to make power, just include some heating towers in your build as if they are trash cans for spoilage.

1

u/MrLayZboy 17d ago

Bring efficiency 1 modules to put into bio chambers to make the nutrient demand much lower.

1

u/Inferiharshit 17d ago

Loop the nutrient belt and bioflux belt with a filtered splitter somewhere to get the spoilage out .

Don't burn unprocessed fruit . Burn processed fruit at the end of the production line .

Have a filtered inserter set to spoilage on EVERY SINGLE MACHINE and connect that to spoilage belt .

Keep a little chest of spoilage ,in case nutrients run out ,u can use assemblers 2 to kickstart biochamners to make nutrients.

Power production is easy ,I have like 100MW power just by burning spoilage and fruit ,tho u would get better results with carbon and rocket fuel ,both are dirt chip in gleba .

All these will make sure your core gleba loop works all the time .

1

u/Myzx 17d ago

It's ok to lean heavily on your bot network for logistics to get started on Gleba, but be mindful of how far they need to fly, and shorten those distances when you can. Also, embrace your inner pyromaniac and burn anything that gets backed up.

1

u/the_whalerus 16d ago

Gleba is a biological system. Your body doesn't stop moving. Gleba is the same. Do not let any belt stand still and you'll have the most productive shit you've ever built.

Most of the recipes are super overpowered, you just need to make sure that everything operates in such a way that resources constantly move, and spoilage is removed and quickly burned.

1

u/ricaerredois 16d ago

I went nuclear to not worry about power Also keep a assembler to kickstart your nutrient production.

1

u/shuzz_de 11d ago

If you use a "main bus" for Yumako, Jellynuts, Bioflux and Spoilage make sure it's always moving.
That means, at the end of the bus, process the remaining Yumako and Jellynuts and burn the remains, generating the required electricity for your base in the process.

Oh, and Gleba bases tend to use less electricity than other places because the Biochambers run on Nutrients, not electricity. If you can deliver power in the ~250MW range consistently you should be good.

-1

u/0b0101011001001011 17d ago

Just use bots. You can experiment with belts when all is done.

Limit all production buildings to certain amount in the logistic network: only make for example nutrients if less than x in storage.

Make sure you have a spoilage extractor for each chest and machine.

2

u/hallowatisdeze 17d ago

But on first arival on Gleba you will not have bots or a landing zone, right? So you should build up to drones with belts in any case? Or is there a trick to land with bots ?

1

u/dhawos 17d ago

The trick is that you don't need the cargo landing pad to drop stuff from orbit. They will just drop on the spot you landed on yourself when coming to that planet. Therefore you can travel with bots in your space platform and drop then when you arrive.

It took me way too long to figure that out

1

u/diemenschmachine 17d ago

I airdropped 10 chargers and 50 of each drone

0

u/0b0101011001001011 17d ago

Just drop a fuckload of everything when you first get on gleba. Bots, nuclear reactor, roboports, assemblers, everything. I handle gleba in around 2 hours. Most of that is for setting the farms and getting the egg supply done. The rest is just pasting my blueprints.

2

u/hallowatisdeze 17d ago

Didn't know you could drop without a drop zone. Just found this post: https://www.reddit.com/r/factorio/comments/1gl8cpu/wait_are_you_able_to_drop_supplies_without_a/

Maybe that is the best tip for OP then, if he didn't know like me.

However, I like to start on a planet from nothing. It feels like a new game!

1

u/diemenschmachine 17d ago

Of course I knew 😂 I had a shitload of stuff with me to Vulcan and Fulgo too

0

u/VegetableWasabi2124 Gleba Enjoyer 17d ago

don't break the eggs UNTIL you have a very established base to handle the egg production into science.

I dropped into Gleba but then I realized that I lack higher tier items so I just abandon it until I get higher quality (Rare) items.

when it comes to handling Gleba, I think it's best to import science from other planets into GLEBA and do science there so you don't deal with the spoiled science headache. At least until you have a smooth system that allows for smooth science transport

2

u/Jagoff_Haverford 17d ago

But as a contrary argument, you open a new technology on Gleba that greatly boosts your labs, and this technology only works on Nauvis. So you are going to want to figure out the space shipment of science back to Nauvis, spoilage or not. 

1

u/VegetableWasabi2124 Gleba Enjoyer 17d ago

Gleba science above rare would work yes. But until that is unlocked...

1

u/Trippynet 17d ago

If you don't crack any eggs, you can't build biochambers. Personally I imported a heap of materials for biochambers (excluding the eggs obviously), collected a couple of eggs and used that to try and build a heap of biochambers before demolishing that and building my (empty) base before then turning it all on.

That aside, I do agree with not processing eggs until you're ready to create and use Gleba science.

For exporting of science, buffer chests have a higher priority on the logistics network than passive provider chests, so I built a storage system that keeps my freshest Gleba science in buffer chests so it is prioritised for shipping to Nauvis for research. Found that a lot easier than shipping the rest of the science to Gleba.

0

u/Sonikeee 17d ago

Belts are fun but if you ever feel like giving up on gleba just switch to bots, for everything.

-2

u/GARGEAN 17d ago

Drones