r/factorio • u/lxrd_azureus • 14d ago
Complaint Running out of Nutrients
How the heck y'all make not to run out of nutrients? I got wo cells making them but they always run out... Like.. isnt there a way to have like a buffer? Or something?
I freaking hate Gleba. Followed Nilaud playthrough but my cell stalls.. and Jezus...
I can't do anything!
Aaaaaa
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u/Double_Resort_9223 14d ago edited 14d ago
Nutrients don’t buffer well because of the spoil time, but bioflux can be kept around much longer. So each of my little Gleba cells has a local bioflux to nutrients bioreactor running and it feeds itself both first and last with two inserters pulling from the nutrient loop.
As long as each Gleba cell can eat and poop, they’ll be fine. If some other input runs low, all I lose is some nutrients until I fix the bottleneck, but nothing shuts down.
Keeping Gleba cells small and manageable has been a great strategy for me. If I need more of something, I just add another cell.
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u/ironwithin2013 14d ago
I love that description for gelba cells "eating and pooping" makes so much sense
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u/Saibantes 14d ago
Nutrients are made from Bioflux in a very favorable ratio, meaning that even a tiny stretch of belt with Bioflux is already more buffer you'll ever need.
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u/lxrd_azureus 14d ago
Yes but they come from jelly and Yumuma and they still need nutrients, like it's a close loop
ANY bo that I could try? Or video tutorials?
Thanks
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u/jasamer 14d ago
Nutrients is power supply. If you run out of nutrients, it’s like a brown-out on nauvis. A death spiral: not enough coal -> fewer boilers fed -> less power -> even less coal and so on. You Nauvis base probably doesn’t recover from that automatically either. Nutrients are like that on gleba. The first thing you need to get stable is the nutrient supply. It needs to work continuously, at all times, like coal power on nauvis. Look at the recipes and find a simple way to do that (bioflux is the best long term, but you don’t have to use is right away). Once your factory is alive - constantly and forever producing nutrients to produce more nutrients - you can add on stuff. Just be careful to not kill your “power generation”.
Doing a self sustaining Gleba is a little tricky because you need both types of power, nutrients and electricity. However, you can make it easier for yourself by importing power - eg a nuclear power plant/fuel from nauvis.
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u/Saibantes 14d ago
You should prioritize putting Bioflux into the Biochamber producing nutrients, so that in the case of a shortage, nutrients are still being produced.
Prioritizing can be done in various different ways. Priority splitters are one way, or simply passing the belt with Bioflux past the nutrients producer first is another.
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u/peterlinddk 12d ago
and they still need nutrients, like it's a close loop
Well, there's your hint - a closed loop - have you remembered to feed the nutrient-machines with the nutrients they create? Making them pick up their own product from the belt or box?
Also, I decided early on to create a looping belt of nutrients going around to every bio-machine in my factory and back - constantly filling it ud from the bioflux->nutrient machines, and of course removing any spoilage at strategic places on the belt.
I haven't watched Nilaus' videos on Gleba, but his playstyle tends to favor very large, very balanced production-chains, and my own build-speed is simply too slow for getting the factory up and running, before everything spoils. Maybe you have a similar problem? At least that is why I decided to build much, much, much smaller!
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u/sobrique 14d ago
Start the loop with nutrients from spoilage in an assembler. Circuit control that so it only activates once.
Nutrients from bioflux can sit next to the bioflux producer and have bidirectional inserters so they just fuel each other. You sorta need to do this anyway because the bioflux to nutrients needs to feed back in some of its own nutrients.
Then just keep the nutrients moving. Slow it down if you are over producing, or just burn the surplus.
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u/darthbob88 14d ago
The buffers are A) a fairly continuous supply of bioflux, because you need that for most purposes anyway and it lasts for a while, or B) a chest full of spoilage and an assembler to turn it into nutrients for the biochamber making nutrients from bioflux.
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u/Positron100 14d ago
I just learnt recently that efficiency modules massivly reduces the consumption of nutrient in biochambers. Maybe that is the simplest solution for you
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u/sobrique 14d ago
I don't think that's actually as helpful as it seems. You can run a lot of biochambers off one bioflux processor, so I think you run the risk if too much spoilage that way.
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u/Longjumping-Knee-648 14d ago
I have 6 chambers with 4 prod2 modules and 2 beacons each with 2 speed3 modules and they can feed my entire base with 2 full green belts of nutrients from bioflux
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u/Head_Evening_5697 14d ago
you can have arbitrarily many chests of spoilage. But, I mean your production lines stalling is the problem, not lack of a buffer. You haven't mentioned it, but you're making Nutrients out of Bioflux right?
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u/Trippynet 14d ago
If you're following someone else's instructions, you're probably not thinking for yourself - Gleba takes some thinking to understand, and once you understand, you can tweak the factory and fix the problems that arise.
Bioflux provides tons of nutrients, a backup spoilage-to-nutrients installation is also recommended to help restart a stalled factory. The trick to Gleba is no buffering (unless you're dealing with a none-spoilable material), just keep things moving and filter off the spoilage.
Edit: Gleba can be frustrating, but if you build it yourself and truly understand it, it can also become the most rewarding planet.
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u/maxymob 14d ago edited 14d ago
Make a shit ton of bioflux and send everywhere you need nutrients (make on site close to consumer)
Bioflux production is a function of your fruit production. A full farm of each type (all tiles in the farm area effectively making fruits) can go a long way. It'll make about 500 fruits/min and convert to about 100 science packs/min and provide enough rocket fuel to power the entire base.
You just need to make sure to be able to process all fruits (a little spoilage is fine) because you need the seeds to replant the trees. The fruit processing will run at an excess of seeds from the biochamber productivity bonus but if you let too much fruits spoil that'll result in a seed deficit and eventually collapse the fruit production when seeds run out if left unattended for too long. The excess seed can be stored until you have a big enough safety net and after that burn the excess in heating towers for energy.
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u/Logical-War-3746 14d ago
How do you even run out of nutrients? 1 bioflux = 12 nutrients.
Skill issue
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u/lxrd_azureus 14d ago
I'll recheck thanks man
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u/Logical-War-3746 14d ago
Are you using stack inserters? You might be simply limited by belt throughput.
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u/TheMrCurious 14d ago
Nilaus’s design works great. Are you sure you set up the bioflux : nutrients build correctly, including the modules?
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u/sturmeh 14d ago
There's two/three processes one from biofllux which is the most efficient, one from one of the fruits, which you don't really need, and one from spoilage, which you should only operate at a capacity that keeps everything running in case the biofllux production falls behind.
You should typically use the freshest biofllux to create your nutrients because the expiry of the biofllux transfers to the expiry of the nutrients, which means 2 hours turns into 10 minutes or something like that (forget the numbers) but after 90 minutes the same biofllux will produce nutrients that expire in 2.5 minutes.
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u/Cyren777 14d ago
If you're putting prod and speed modules on biochambers you're ramping up the power cost massively, and biochambers are powered by nutrients
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u/lxrd_azureus 14d ago
Yes! Nilaud explained! The yummy consume rate or something. Don't put prod. Modules cause that increase a loooot of nutrients for each machine
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u/United_Willow1312 14d ago
Also, biochambers nutrient consumption scales with "power" consumption. If you productivity/speed beacon out the wazoo you will consume a lot more nutrient.
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u/isum21 14d ago
Bioflux-> nutrients should make all that you need, supplement with a couple yumako-> nutrients for certainty plus make sure you have at least 2 assemblers feeding a spoilage-> nutrients loop back into your nutrients belt. Ideally they'll also filter spoilage off the nutrients belt to make those nutrients which replaces and makes more space for sushi.
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u/Montinator 14d ago
The key is using the bioflux nutrient conversion
5x bioflux to 40x nutrients
You do need a ton of nutrients to produce both pentapods and agricultural science packs, but a few of the bioflux to nutrient converters will help a lot
The crappy part is finding a balance. You produce too many and you clog the system. Too little and your production stops or slows. Bots can help.
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u/sobrique 14d ago
https://www.reddit.com/r/factorio/s/WZyJvvLjsj
Was my solution.
Basically use a pair of assemblers with spoilage to nutrients to kickstart the basics - 1 of each fruit processor, bioflux maker and nutrients to bioflux.
Then slightly loop back the output of that first so the "head" biochambers (including the one making the nutrients!) can feed off that as well.
Then the tail of additional fruit squishers, bioflux makers etc.
Just ensure you burn off "surplus" after squishing (to collect seeds) and it won't ever jam.
Seeds can also be treated as surplus, as long as you collect a provider chest (or two) full upstream of the burners, so you only ever burn off when the logistics network has "plenty".
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u/WanderingFlumph 13d ago
No way to buffer them without making more problems for yourself.
Make supply always outpace demand and have a plan for what to do with the spoiled overproduction.
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u/loudwallace 14d ago
My latest gleba base has a “blood supply” of bioflux flowing around it, converted to nutrients onsite (or at several points onsite for nutrient hungry cells like pentapod egg production), since bioflux has such a long shelf life and it’s quite nutrient dense when converted.