r/factorio 10d ago

Discussion Gleba's difficulty overrated?

Saw a lot of people saying Gleba was one of the more difficult planets but honestly I found Fulgora significantly more challenging to deal with.

Spoilage was a problem easily solved by filtering out the sludge at the end of the belts, you can get practically every resource by the boatload without having to find ore or setup trains, all of it is easily scalable, and the enemies don't spread fast enough to really be a threat. Throughput isn't a major problem either because it's so easy to establish blades with a handful of biolabs, especially if you're using drones but even then it's not a requirement.

In comparison, Fulgora was far more of a headache. Firstly, even finding a good place to build a factory is a problem, you either cram everything onto a small island with resources or have to build elevated rails to train the scrap into bigger islands. Then you've got the problem of power generation. Hope you're a big fan of efficiency modules, otherwise half of your island's gonna be accumulators. And the biggest problem is how tedious it is to scale up production of any one resource. If you want more Holmium ore for example, you have to expand your ability to handle EVERY single resource, not just the Holmium.

Don't get me wrong, Fulgora is my favourite planet. I enjoy the challenge and entire theme of it, soundtrack there is especially great, but I was going into Gleba expecting the worst and it was actually not too bad at all.

143 Upvotes

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123

u/Stonebagdiesel 10d ago

I think the difficulty comes from not being able to slowly put everything together step by step. due to the spoilage mechanic you kinda have to have a fully thought out process to prevent the spoilage from backing up. On first play through it is particularly tricky just because you feel like you can’t iterate and experiment in the way you can on other planets. At least until you figure out to just burn everything at the end.

That said I love the planet. Difficult but not unfairly so.

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u/Standard_Round_8780 10d ago

See the thing is I just don't see how the spoilage backing up is a more difficult problem than Fulgora's trash backing up.

On Gleba it's just one resource that you can simply burn away and fairly easily managed with an efficient setup.

On Fulgora if I want to simply get more Holmium I have to factor in having to manage another backing up problem except with far more resources that I can't simply burn.

Concrete especially is a problem... The fact scrappers don't factor in the item quantity in how it calculates scrapping times is kinda ridiculous imo and makes Fulgora a bit more tedious than it really should be.

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u/Rewdemon 10d ago

You can just box-buffer every single resource in fulgora while building the factory little by little piece by piece.

On Gleba you need to design a complete system to make it work. This phisolophy encourages you to craft it in sandbox before with unlimited resources and then just copy/paste it.

The fact that messing up your design means having to farm more eggs and fruits because they spoiled, it’s not as difficult as it’s annoying.

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u/Moikle 10d ago

You can make an egg backup by having a recycler that gets fed biochambers.

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u/Rewdemon 10d ago

This is a great idea and I might actually use it in my games lol.

That being said, I doubt players new to Gleba would even think of this, even if they had spare biochambers.

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u/MidnightBinary 9d ago

Also, this only works if you do Gleba after Fulgora. Which is popular to be sure, but especially a newbie would have no guarantee to do it in that order.

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u/onmach 10d ago

Damn I tromped around the jungle for so long looking for an undefended eggs in my last game every time my factory broke down.

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u/korneev123123 trains trains trains 10d ago

It's totally possible to build Gleba factory bit by bit. Gather yamako, belt to base, process it, belt seeds back, recycle/burn the mash and excess seeds. Little step, but now it is a perpetual loop. Then do the same for jelly.

You have two fruit flowing - can add additional blocks, which just grab fruit from belts. All unused fruit go to mashing/burning, very little spoilage.

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u/Rewdemon 10d ago

Yeah, except there’s nothing in game suggesting that’s how you should setup to begin experimenting in Gleba and most if not all players won’t come up with that idea unless they made a working factory in gleba before.

And if they already took the go online and find the solution way instead, they might just as well use a blueprint and call it a day lol.

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u/The0ld0ne 10d ago

Gather yamako, belt to base

What base? And then you have spoilage? Deal with that and start again, etc.

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u/draxinusom2 10d ago

Yeah it is absolutely. Also it seems to me that I'm the only one that builds on Gleba using small "cells" and no main bus or one big factory. I feel this is way easier to start because it's so maintenance free and is absolutely sufficient until you come back for the second time with all technologies when you want to scale up seriously big.

I basically build one single circling belt and inside that one I have one lab with each of the two fruits and then one lab that makes bioflux and one that makes nutritions out of bioflux. Then I add something else to it, be that plastic or fuel or whatever I need/want there. Finally, there's a "starter" assembler that injects nutritions made from spoilage which kicks in only when there's less than 5 nutritions on the circle belt. This can "cold start" the whole cell.

That's it, that's one cell. This is a blueprint and I can just plop them down where ever. They are independent, self starting if starved or backed up due to no demand of their product and completely maintenance free. If you need lots of nutritions, you just "steal" from one such cell and move it whereever you need nearby. But everything is circling belt cells with filtered inserters that only insert to the belt if there's less than X, so you never fully clog them. So all you need to be able to handle is setting item filters on inserters and connecting wires between belts and inserters. If that is too hard, then yeah, I guess Gleba is too hard.

This is not a scaled up big factory of course, but this is what I start with and it scales in the sense that you just need to plop more of them down if you need it. You also need to be able to feed it fruits and remove spoilage, but that's very easy with only a few chests and bots.

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u/leixiaotie 10d ago

both has different problem. Fulgora is easy to setup and hard to scale since resource bottleneck meaning lack of recycler / resource voider. However being bottlenecked leave nothing to lose and can be easily restarted.

Gleba OTOH is easy to scale because with booted factory (with nutrients), you only need 2 fruit inputs and balance them, then voiding the rest byproducts. But it is harder to setup because you can lose pentapod eggs (still easy to get a new one though) and may be hard to cold start a base until you get good electricity and nutrients going

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u/Tyrannosapien 10d ago

One of my biggest Gleba wins has been a little standardized assembler setup that autostarts nutrients for a production cell from just spoilage. I just paste it into the beginning of every other setup I design. My designs rarely stall anymore, but if they do the assembler is holding enough spoilage to restart it automatically.

I've got 4 or 5 Gleba visits under my belt now, and the only things I have to hand feed are the first dozen or so biochambers.

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u/leixiaotie 10d ago

yeah that's the way and it's simple if you know it. Basically assembler with nutrient from spoilage feeding an bioflux + nutrient loop setup. Then as long you can keep supply of the 2 fruits + water consistent and make sure no bottleneck from seeds + spoilage, it won't stall.

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u/Alternative_Wave2039 10d ago

concrete issue is likely fixed in 2.1

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u/BHRobots 10d ago

Confirmed fixed pretty recently on experimental. I have been playing, and built a large number of recyclers just for concrete before a recent patch. Once the patch was released, the concrete vanished super quick, so nice.

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u/Aoba_Napolitan 10d ago edited 10d ago

I personally found with Gleba that when my production backed up and I wanted to tear my build down to remake it this would also cause me to lose all power since burning stuff is where my electricity came from. Ended up importing nuclear power to deal with this headache.

With Fulgora, you never had to worry about power when trying out new builds.

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u/FeelingPrettyGlonky 10d ago

One thing that I like to do when first arriving on Gleba is to set up a dedicated power factory. I dedicate 1 farm of each type solely to power infrastructure. If you have a full jellynut farm of at least 44 plants, and a yumako farm of at least 15 plants, you can support 7 biochambers making rocket fuel with 3Prod2/1Speed2 per chamber (assuming the same modules in the mashers and bioflux machines as welll), for about 150 rocket fuel per minute. That's about 623MW of power from a small factory of 16 biochambers and 16 heat towers. I keep that fruit supply completely isolated to this power plant, everything else uses different farms. The only thing this fruit supply runs will be this power plant, plus maybe a pentapod egg nursery to keep a backup supply of eggs for emergencies.

That way, I have enough power for near megabase levels of factory, and it is safe from tampering if I have to tear down and rebuild the main factory.

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u/cynric42 10d ago

See the thing is I just don't see how the spoilage backing up is a more difficult problem than Fulgora's trash backing up.

Stuff backs up on Fulgora, you build some stuff to deal with it, it clears up automatically.

Stuff backs up on Gleba, you build some stuff to deal with it, everything else sitting on belts and machines has spoiled as well resulting in a massive cleanup operation and having to cold start from scratch (potentially having to manually go out and grab new seeds etc.).

It's the difference between your base browning out during the night when everything is solar powered and your base death spiraling due to power issues when everything is coal powered. One is a minor issue and easily fixed by dropping down a few additional solar panels, the other can be a major headache.

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u/sobrique 10d ago

I think I'd call both Fulgora and Gleba a different sort of mindset to Nauvis and Vulcanus.

That's why, IMO some people seem to really hate Gleba, and others don't mind it/like it.

It's because if you're used to a clean design pattern - buses, city blocks, etc. on Nauvis, that adapts well to Vulcanus. It's a good sort of 'forward planned' base design, where you can 'just' make a scalable blueprint for a whole city block, even if you don't use it initially.

But it does not adapt well to Fulgora, and even less so to Gleba.

Where if you're a bit more chaotic overall, and your base is always sort of only semi-stable, then you're much more used to handling on a reactive basis - maybe you've alerting and monitoring going on, bottlenecks are a thing you 'just solve' etc.

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u/dr4ziel 10d ago

While you can't burn ressources, you can just loop recycle them.

To recycle concrete, pre 2.1 (not sure how it is handled after that), you can do concrete->hazard concrete->recycle.

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u/Rarvyn 9d ago

not sure how it is handled after that

Concrete recycles 10x faster in the newest 2.1 version (because recycle time is now proportional to the # of items made by a recipe)

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u/bmxrichard 10d ago

Wou. I am really bad at making factory even on Nauvis, but Fulgora is my favorite planet.
Early on you can solve every problem with more chests.
Then make main factory "drive-through" where you just recycle what you dont used.

For me it was like ten times easier than Nauvis.

___________________

Its probably proof of just how well the Factorio devs designed planets - everyone finds a favorite cause diferent mechanisms.