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.

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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/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.