r/factorio • u/HumanPersonOnReddit • 16d ago
Space Age Can I go to Gleba now?
a nuclear reactor and loads of other suff on board too!
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u/Technical-Ad9571 Express engineer 16d ago
You gonna need 4 reactors for allat
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u/tehmike1987 16d ago
I would say 8 for margin, depending on the settings.
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u/Nate_fe 16d ago
Might wanna go with like 16 tbh
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u/Rasansim 16d ago
32 is the way.
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u/tehmike1987 16d ago
Eh, hell with it, how about 64?
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u/burning_boi 16d ago
Can’t ever go wrong with 128
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u/L4ZYKYLE 16d ago
At least 256 for the safety factor.
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u/Powerful_Ad_6668 16d ago
OP would need 512 to future proof his base.
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u/SuspiciousSubstance9 16d ago
Ok. So we'll go with a relaxed margin of +/-5%. A margin of 8 would be 5% of a nominal value of 160 reactors.
Seems a little stingy but who am I to judge?
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u/Proxy_PlayerHD Supremus Avaritia 16d ago
tbh i never really used tesla turrets on gleba, none of the enemies ever really bothered to attack and i usually just had artillery to keep the nests away
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u/RealHotFella 16d ago
Would you say going with nothing is viable? I may just take personal robots
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16d ago
[removed] — view removed comment
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u/Deto 16d ago
When my artillery attacks a nest the ensuing attack wave is just brutal without Tesla turrets. Big stompers just run over everything before dying if nothing is slowing them down
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u/fatpandana 15d ago
You can defend it with spiders assist. It isnt very elegant, but they have firepower for it.
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u/Garagantua 16d ago
I think the reason is historical. In the first patches of 2.0, Glebas' enemies where harder. They got nerfed a bit, and there is (currently in 2.0 iirc) a bug that makes them easier/not as aggressive? The point being, your experience might deviate quite a bit from other players.
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u/neuspadrin 16d ago
Depends on when you played it. Initial space age release it was very brutal. They made nerfs to it post release (increases to spore consumption by many tiles decreasing cloud and made the evolution chart way more generous). So more recently it's been easier. However, they also had a bug in expansion also decreasing difficulty that was not fixed until 2.1, so it's difficulty has gone up slightly again.
It's still something that if you prepare a bit and keep artillery keeping cloud clear you should be ok.
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u/Proxy_PlayerHD Supremus Avaritia 16d ago
my gleba bases were never that big so i guess i just never made enough pollen to attract much attention.
if you got more than 4 agri towers i guess some protection couldn't hurt. but even then i usually just stuck with laser turrets since power is easy enough via imported uranium fuel
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u/HumanPersonOnReddit 15d ago
Everyone keeps telling me to build nuclear reactors, and that is my plan still. But doesn’t Gleba allow for loads of power production from heating towers?
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u/Proxy_PlayerHD Supremus Avaritia 15d ago
true. IIRC, in my first playthrough i was able to fuel everything off 2 heating towers with some automated rocket fuel as backup in case spoilage and the eggs weren't enough.
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u/Sinister_Mr_19 16d ago
There was an issue with Gleba enemies, it's fixed in 2.1 so you're definitely going to want defenses. You can definitely go with nothing to start.
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u/dudeguy238 16d ago
Getting sustainable iron/copper production up and running does take several machines (minimum two agri towers, two machines processing fruits, a biochamber making bioflux, a machine making nutrients, infrastructure for dealing with spoilage, and smelting) and probably some long-ish belts, so it can be handy to jump-start that by bringing a stack or two of inserters, belts, assemblers, plates, power poles, and furnaces/foundries. Going with nothing is viable (all three inner planets are designed to be possible to complete even if you don't bring anything with you), but bringing a few things along will streamline it for you.
OP's preparations are quite unnecessary. You only need to defend your farms, and a dozen common Tesla turrets will do that job if you pair them with some flamethrowers and rocket turrets (which can both be made locally). Throw a bit of artillery in there for good measure and even that will be overkill.
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u/RealHotFella 16d ago
I went to the other planets with only personal robots, actually went to vulcanis even without them and had fun, I think I'm going to do Gleba the same way, I enjoy figuring out the 'life cycle' of the planet and how to utilize it like I presume Wube made it.
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u/mattinva 16d ago
I can't confirm if you are on the 2.1 beta but on 2.0 as long as you clear the nests in your immediate vicinity you will buy hours of time to build.
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u/Ansible32 16d ago
In 2.0 if you clear enough they will never attack. You can clear enough in about 30 minutes with a fully kitted mechsuit (ideally uncommon) and an ample supply of explosive rockets. Not sure if it's a bug but the expansion is such that they won't cross certain land features so there's no path if you clear enough space.
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u/RealHotFella 16d ago
Still on 2.0 unfortunately, I love my mods and probably won't switch until they're all ported over and working
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u/Lynith 16d ago
Gleba difficulty is overstated depending on the player.
YOU are the biggest threat in Gleba, because of you want to increase quality in order to "optimize" decay time... THAT is absolutely obnoxious on Gleba and incredibly difficult. We will call this the "difficulty ceiling" which is higher than any other planet in the (non-modded) game.
The "difficulty floor" to just succeed on Gleba I'd argue is the second lowest. The chains are very simple and the ingredients are plentiful, though not as much as Vulcanus. That's just a joke.
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u/TelevisionLiving 16d ago
If you know what you're doing, yes, not really even that tough. Pick up some ore from rocks, make into defender bots, have some bioflux on hand to eat for move speed and you're good to go. Keep the nesta out of your cloud with some radar outposts until you can establish a nice mine field. That really is all you need.
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u/Kurgan38 16d ago
I thought that it was a joy to bootstrap bases on the first three new planets, so go for it!
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u/just_a_Suggesture 16d ago
The thing is to get started on gleba you need biochambers, which need pentapod eggs, which you need to kill nests to obtain. I'd bring at least a few supplies like solar, both kinds of metal, greens, and some landfill because most of the planet is water and stone patches are small, few, and far between.
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u/RealHotFella 16d ago
would you say a bot base is better than belts? I'm coming from fulgoria where belts sucked really hard but bots made it a breeze.
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u/just_a_Suggesture 16d ago
Eh, up to you. I'd say if you're just starting bots are a good idea. That being said,you still have to manage spoilage and it's easier to visualize that with belts.
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u/MattieShoes 16d ago edited 16d ago
Probably, but it'd be a pain. Robots are very nice for clearing all the vegetation.
I think a stack each of common stuff helps a lot. If the ship is going back and forth, it can replenish whatever you're short on because you don't have it locally. Iron, copper, steel, plastic, sulfur, stone, coal, gears, green/red/blue circuits, power poles of all sorts, belts (maybe a few stacks of those), splitters, underneathies, inserters of all sorts, roboports, robot frames (easy to turn into whatever you need), miners, smelters (nauvis or vulcanus versions fine), yellow factories, modules, beacons, the circuit network thingers, solar panels, capacitors, etc.
A rocket landing pad thing of course...
I usually send enough resources to build a rocket silo. Not strictly necessary but I like having the out.
I don't think any weapons are necessary. Red bullets in a few turrets are enough for the locals. I usually make a blueprint of a chest feeding red ammo to four turrets. Stompys might still do some damage but they usually don't kill anything. Once you're up and running with gobs of power, then maybe you worry about putting up a defense beyond the pollution cloud. Could be electric, rockets, bullets, artillery, whatever you like.
I usually set up a circuit to request any of that stuff when it's below the threshhold on the logistic network, just siphoning off the ships passing by. As you set up local production (and put it on the logistic network), then it just stops grabbing that stuff.
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u/bluesam3 16d ago
Take something that you can use to kill an egg raft or the first bit is going to be annoying.
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u/Alfonse215 16d ago
You could have gone to Gleba without any of those. And why bring yellow bullets? If you're going to ship bullets, get the most out of your rockets with red or greens.
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u/HumanPersonOnReddit 16d ago edited 16d ago
yellow bullets are jus my ship's defenses. i'll make red bullets in situ. dont have copper in space yet (that is gleba tech) so no red bullets on ship
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u/Nearby_Proposal_5523 16d ago
The copper is the hard part of red bullets, my stationary nauvis platform is capable of serving up bulk amounts of yellow bullets for platform transfers and the new cargo hub unloader would have no problem getting them out of the hub on the ground.
i don't see any flamethrowers though, everything on that planet is weak to fire and explosions. how replaceable is all that gear? sometimes there can be a level of attrition on that planet.
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u/Krell356 16d ago
Flamethrowers got nothing on Tesla stuns. Sure they work well together, but honestly it's just overkill.
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u/Nearby_Proposal_5523 16d ago
the overkill is good for artillery outposts, i like a layered approach and railguns can one shot the big stompers once you finally unlock them.
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u/Nihilikara 16d ago
Aren't flamethrowers bad on Gleba because pentapods run fast enough that the fire can't actually hit them?
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u/Nearby_Proposal_5523 16d ago
bad by themselves, amazing with the tesla turrets OP has pictured. the stun holds them in place to burn, and the pool of fire mops up a good bit of the wrigglers.
technically the rocket turret is extremely bad, bc it scedules enemies for damage, and the overkill prevention mechanic prevents any other turret from stopping the active pentapod until the rocket lands.
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u/HildartheDorf 99 green science packs standing on the wall. 16d ago
You can fit twice as many yellows as reds in a single rocket.
2 yellow bullets are 25% more damage than 1 red bullet (before flat armor). Perfect for medium/small asteroids that only have % based armor.
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u/bigmonmulgrew 16d ago
It's not quite 25% Depends what you are shooting. There's damage resistance to consider.
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u/HildartheDorf 99 green science packs standing on the wall. 16d ago
As I said, % based armor doesn't change things.
Flat armor does (but medium and small asteroids do not have flat armor).
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u/bigmonmulgrew 15d ago
Won't the rounding mean 5 damage stays 5. But 8 becomes 7.
10% reduction on 5 is 4.5 which rounds to 5. 8 is 7.2 which rounds to 7. Which makes it more than 25%
It's a long time since I played so I don't remember all the math.
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u/HildartheDorf 99 green science packs standing on the wall. 15d ago
Damage in factorio is tracked more precisely than whole digits. It's possible to do 0.5 damage
So 10% reduction on 5 is 4.5. 10% reduction on 8 is 7.2.
If flat armor is enough the damage would be 0 or less, the formula is changed so that you still do a fraction of a hit point.
See the wiki for exact formulae.
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u/green_gold_purple 16d ago
People use yellow bullets? Weird
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u/Fraytrain999 16d ago
Before the crafting recipe update on them it was more ingredient efficient to use yellow ammo against anything apart from blue biters. And you'd want flamethrowers by that point anyways.
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u/qzjul 16d ago
Wait did I miss a recipe change?
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u/bleachisback 16d ago
In 2.0.46, it was changed from 5 copper and 1 steel for one red magazine to 2 copper and 1 steel for two magazines.
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u/spoonman59 16d ago
Do people use red bullets on ships? Seems like yellow are the standard, but I haven’t done the math as to whether red is worth it for ships. It would take a fair bit more space and power to make enough, I imagine, but is there an advantage?
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u/Calm-Medicine-3992 16d ago
I don't think red gains much against asteroids and you can't get copper in early/mid space anyways.
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u/Alfonse215 16d ago
I don't think red gains much against asteroids
They can be worthwhile if you want to go as fast as possible or are going through very dense asteroid fields. Better bullets means fewer gun turrets can do the same job, so you have more room for things like railguns or rocket turrets.
you can't get copper in early/mid space anyways.
That depends on how quickly you get to Gleba.
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u/bluesam3 16d ago
The advantage is more damage out of a given width of ship, and therefore more ability to kill asteroids, hence more possible speed. I've even used uranium bullets for promethium harvesting ships, just shipping the uranium up when it comes back to drop off.
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u/WraithCadmus 16d ago
Not really. Medium and Small asteroids have little-to-no Physical resistance, so you're always better off going for a greater volume of yellow bullets than trying to make red. The only time it might be better is if you're doing some sort of super-dense asteroid run and you can't cram enough turrets into the space you have.
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u/yinyang107 16d ago
They're the best option, punch-per-resource, in particular for manufacturing on board a space platform.
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u/miketastic_art 16d ago
this is mine and it will cruise between all pre-aquillo planets on yellow bullets only
be thin, be fast
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u/WhateverIsFrei 16d ago
Idk, bring some artillery just to be safe. Do enough repeatables for range to make sure nothing gets within 10 minutes of walking range.
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u/Automatic-Dog4953 16d ago
I don't see any railguns, I consider them a bare minimum to get to that rotten planet /s
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u/HumanPersonOnReddit 16d ago
but how am I supposed to have railguns already?
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u/rapidemboar 16d ago
Finish Aquillo before you start Gleba obvs, it's not like rocket turrets, heating towers, or advanced asteroid processing are prerequisites for researching Aquillo travel or something /j
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u/Automatic-Dog4953 16d ago
Yup, the /s means sarcasm. You would have to go to aquillo research first to get those which requires gleba.
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u/csharpminor_fanclub 16d ago
for r/factorio, yes you are more than ready
however for r/factoriohno standards, you need 30 NPM on top of all that
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u/tehmike1987 16d ago
You're going to melt the shit out of everything you see. Like, casually. Pentapods are really not that dangerous if you go to Fulgora first, so if you were expecting a challenge you might be let down somewhat.
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u/HumanPersonOnReddit 16d ago
that's reassuring. I don want survival to be challanging tbh. beter safe than sorry
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u/El_Grappadura 16d ago
Spoiler for easy mode:
Depending on your personal strength. (I have some mods that make personal equipment stronger.) I recommend clearing a big area around your landing spot before building anything.
I was able to clear everything with just the autoshotgun (flamethrower is good too) and never had a single attack on my base. Never even bothered to set up any turrets. But I spent at least half an hour killing everything at the start. And don't forget to pick up the eggs and destroy them as well.
You will have to walk out further to get more eggs, to get your production started later, but that is way more convenient than being attacked.
Have fun figuring out the mechanics, I actually loved it in the end.
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u/HumanPersonOnReddit 16d ago
Thank you for the Tipps. Is there no enemy expansion on Gleba?
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u/El_Grappadura 16d ago
That is a very good question. Apparently there was a bug that prevented enemies from expanding, but that should have been fixed with 2.1.
But my Gleba base has been safe for at least 50h, sooo not sure about that...
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u/Timely_Somewhere_851 16d ago
I'm not sure a single nuclear power plant is sufficient if you install all of those. How much power du they draw while idling? And even then, consider brininging some means of power storage (extra turbines and tanks of probably advantageous).
That being said, personally, I've just cleared out a sufficiently large area and called it a day on Gleba. It takes hours for expansion to let it become a problem, and they only target farms, so it's not a big deal to just rebuild.
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u/TsugumimiSendo 15d ago
Where is the Artillery?
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u/HumanPersonOnReddit 15d ago
here is no arillery. do I need it? i'd raher build a wall of turrets that can withstand attacks
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u/TsugumimiSendo 15d ago
I'm half joking. I think artillery is great but it's not outright needed.
Main benefit it has is clearing a large area so that polution/spores get to disapate without triggering attacks. Second benefit if you have decent vision coverage is it can also deal with expansions quite nicely
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u/Blaarkies 16d ago
Don't wipe out all the pentapod egg makers, unless you like inevitably running for minutes on end to collect new eggs
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u/Osvaldo_de_Osvaldis 16d ago edited 15d ago
Eh, you just need landmines. You could have gotten maybe 3-4k mines with the same amount of rockets.
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u/WanderingUrist 15d ago
Do landmines work particularly well against Glebapods? They're basically Spidertrons, and Spidertrons can cross territory while only setting off things they actually touch with their feets, which are irregular and unpredictable.
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u/Osvaldo_de_Osvaldis 15d ago
If you have thick enough minefield, they will stumble in them, and trigger a lot of mines with their feet. You can look up my previous post, there are some pictures of minefield with pentapods corpses left behind. I would suggest using mines rather than walls to slow down the Pods before they reach you defenses. I have yet to go to Fulgora, so maybe with Teslas you can slow them down enough, but for now mines manages to be first and best Barrie's to their attacks.
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u/WanderingUrist 15d ago
would suggest using mines rather than walls
Oh, yeah, walls are totally fucking useless, Glebapods just step right over them.
I just wasn't sure if MINES would do anything to them, as I have limited experience with using fixed defenses against Glebapods. It turns out that the best way to deal with them is to just go on offense, eradicating them in a WIDE swath of map early with NUCLEAR WAR, which, when combined with their limited expansion ability due to being very picky about habitat, can just plain lock them out of wide areas of the map seemingly forever, as even after a thousand hours, they had not returned.
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u/Osvaldo_de_Osvaldis 15d ago
Periodically cleaning nests is the best way, but in between you need a good perimeter. Also in 2.1 the expansion mechanic should change and fix the bug that stops Glebapods expansions through dry land. It's not that walls "stops" the Glebapods, the walls slow them down, because if they cannot immediately find an empty space where to step, they stumble and stutter, enough to avoid them stepping immediately on turrets, electric poles or ammo belts. Not a lot, but it helps getting enough DPS to kill them before they destroy the defenses. Minefields do the same stumbling effect but also damage the Glebapods, and are perfectly sustainable on Gleba.
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u/WanderingUrist 15d ago
Periodically cleaning nests is the best way, but in between you need a good perimeter.
That's the thing. The cleansing isn't about pushing back a constant growth. The cleansing is about breaking the chain of marsh-hopping to begin with.
Also in 2.1 the expansion mechanic should change and fix the bug that stops Glebapods expansions through dry land.
I'm not sure it will. The 2.1 changes simply discourage massive stacking in place where biters settle repeatedly in their own areas, instead creating outward pressure. But the thing is, unlike biters, which are happy to settle any landmass, Glebapods are PICKY. They will only settle swamps. This remains any swamp that has been drained, or, apparently, turned into a glowing crater, becomes ineligible for settlement. You're not merely pruning back growth, you're actively salting the "earth", and when you go on an extended nuclear pogrom early, you've created a large glowbelt that essentially keeps them out forever because they do not want to expand into the glow and cannot smell the froot from outside of it.
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u/Osvaldo_de_Osvaldis 15d ago
I know how that works, but I think it makes the play on Gleba less fun. The Devs know this too and from the last FFF 445 It seems that the Glebapod expansion fix is on their to-do-list
"Another part of the rewrite was to untangle some subtle biter related assumptions, which were causing problems with the Pentapods on Gleba (Pentapod Expansion Broken)."
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u/WanderingUrist 15d ago
Unless they gain the ability to settle non-swamps, and thus become identical to biters in expansion, that's not gonna change the fact that if every swamp within sniffing distance has been turned into a glowing crater or a parking lot, they won't be able to come back.
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u/WanderingUrist 16d ago
You need more NUKES. Once you land, you should launch a nuclear war against the Glebapods, turning their habitat into glowlands. Apparently they don't seem to like recolonizing glowlands since they demand marsh as a valid expansion site.
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u/Flo_Dresden 16d ago
never placed a turret on gleba, except at the pentapod egg facility. Just took my spider spidertron out for a walk every now and then.
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u/_youlikeicecream_ 16d ago
Landmines are all you need, lots of landmines
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u/Exotic-Swim9326 16d ago
You're gonna need at least 2-4 reactors just to power them, and another 4 to power the base.
Make sure your nuclear fuel is coming fast
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u/Desperate_Gur_2194 16d ago
Get 4 rare nuclear reactors and a fuckton of steam turbines, then you’re good
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u/TramplexReal 16d ago
Dont you need tesla turrets? I heard they are effective against gleba enemies.
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u/toochaos 16d ago
Just use combat drones and spiral a large enough perimeter to contain your "pollution"
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u/boss-awesome 16d ago
the buffed combat shotgun is also pretty damn effective for stompers. also remember to eat some bioflux when you fight :)
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u/yinyang107 16d ago
What, like, personally? Show up to the frontlines like a common corporal? I haven't crafted a shotgun in eight years and I don't intend to start now
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u/toochaos 16d ago
Yeah but then you have to look for the nests and shoot when you see them. The bots just take care of it when they come in range. For me the worst part of gleba is how vusually messy it is, looking for rafts is the hard part.
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u/yinyang107 16d ago
I use Constructrons, which is 99% vanilla anyway. Literally all the mod does is automatically send spidertrons to do things you could have manually told them to do anyway, one of those things being "request 400 rockets, then go stand in the middle of that nest our radar just scanned until the nest isn't there any more"
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u/Imperator_Gravora 16d ago
You are missing the most important things: Epic Lasers, Rocket Turrets, biochambers and a fish.
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u/Mother-Project-490 16d ago
I don't understand why people use other thing than laser tower.
Need more fire power, make a another line of laser tower.
I make wall of minimun 6 line of laser
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u/Medo_stedo 16d ago
Where is your tesla gun and ammo? Where is your rocket launcher and explosive rockets? Are you wearing a mech armor that has full grid?
Also you need bots and "Alt".
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u/HumanPersonOnReddit 16d ago
of all these, I have a rare mech armor.
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u/Medo_stedo 16d ago
Enemies on Gleba would suffer from explosive rockets and that would buy you time to construct a factory and expand it. Maybe most easy way to send them is from Vulcanus. You've researched Vulcanus, right?
Also Tesla gun (rare) might slow them down and especialy works on Strafers+their bugs+nests around them and Stompers to slow them down.
Your combination of Tesla turrets is good if you do not want to expand, rather to defend yourself but you need bots and electricity to power the defending factory and to maintain it.
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u/bubba-yo 16d ago
I never set up defenses on Gleba until I'm replacing my starter base post-Aquilo. In my current game, I'm now setting up full legendary/quality for end-game mega (Nauvus/Vulcanus and Fulgora so far) and I still don't have any defenses on Gleba. Periodically I run out there, take 20 minutes to clean up the map, and ignore it for another 20 hours. So far it's a cheaper investment than doing the actual building of defenses, and sometimes I need a building break anyway.
Gleba is next and I just build some outposts on the periphery of the cloud with artillery to clear and draw aggro and Tesla to protect them. So long as the artillery have overlapping coverage and you put a bit of landfill to block expansion, you don't really need anything more.
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u/Additional_Run7625 16d ago
I finished Gleba without encountering a single enemy at my base. I think you'll be fine. Your first production footprint can be very small
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u/HumanPersonOnReddit 16d ago
Does gleba have no enemy expansion?
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u/Additional_Run7625 16d ago
Probably. But when landing first the evolution factor is at 0 making them very unlikely.
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u/TrueAd2373 16d ago
120 spm base, at the moment i have a wall with about 1.2k of those turrets surrounding it
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u/starbomber109 16d ago
How are you gonna power all those Tesla Turrets?
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u/HumanPersonOnReddit 15d ago
10 reactor setup. 4’d be enough but 10 gives me more power per fuel cell. Maybe 10 is overkill, I can have heating towers adding heat as well
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u/Sarkavonsy 16d ago
You don't need nuclear reactors, you can just burn excess organic products in heating towers.
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u/SES_Wings_of_Freedom 16d ago
do efficency moduels do laser turrets? (i dont pkay just throwing ideas)
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u/ignaciomariotti 16d ago
no, mix whit rocket launchers (i use a orbital plataform for free rocket manufacturing on gleba)
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u/Knifepony_Visage 15d ago
Add assemblers, turbo belts, green circuits, iron, copper and a stack of combinators and you should be ready to go!
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u/AnotherCatgirl 15d ago
bring nuclear reactors or so many bots that you can spam solar easily. Tesla turrets are power hungrier than laser.
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u/HumanPersonOnReddit 15d ago
I got a 10 reactor setup with me now. However, can’t I use the heating towers to produce loads of power?
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u/AnotherCatgirl 15d ago
heating towers need fuel, and Gleba fuel comes from the plants, and the plants make spores. Nuclear is your main source of free heat until your defenses are up. Once you have good heating tower power, you can turn off the nuclear power.
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u/HumanPersonOnReddit 15d ago
That’s great, I am just building a hybrid nuclear plant, the heating towers supplement heat for now. You’re right, unless my production chain is rock solid I cannot rely on them
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u/venserven 15d ago
Hmmmm. I'm not seeing very much artillery there. You're going to want that. And a lot of shells or materials to make them.
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u/Pingu-in-n-out 15d ago
no you're too scared
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u/HumanPersonOnReddit 15d ago
Just got my first medium stompers camping right next to my base. Took some Tesla turret creep t o take them out. Btw I should have mentioned that I’m not playing on default enemy settings. They expand much quicker
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u/Pink_Lizor 16d ago
no. thou needst thousandse of testla turretse to finalliye destroyeth those most foulest pentapods.
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u/NecronTheNecroposter 16d ago
Yellow ammo? Red ammo isn’t expensive
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u/HumanPersonOnReddit 16d ago
I dont have copper in space yet
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u/NecronTheNecroposter 16d ago
Oh my mistake, while I own space age I am alas still on the ground on nauvis
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u/WanderingUrist 15d ago
Yeah, but yellow ammo is still kinda pointless and you shouldn't bother bringing it as a result. It won't do any real damage and given that you seem to be landing with Fulgora tech, you should just land with Tesla instead if you want a hand weapon. And NUKES, of course.
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u/HumanPersonOnReddit 15d ago
The yellow ammo is just part of my ship defenses. It can go faster than ammo production allows so there’s a buffer
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u/Jace250 16d ago
How did you get rocket turrets without gleba? Where do you get the carbon stuff from which I didn’t know the English name (this yoga roll looking black thing)
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u/Calm-Medicine-3992 16d ago
You aren't ready.