Earlier quoted context omitted.
I’ve heard the Gleba gripe in many places but I don’t understand what people are frustrated about. I really liked the challenge. Care to elaborate?
People don't like Gleba because it forces you to play differently and not just re-do the optimized builds over again.
Factorio 2.1 Experimental Release
11–20 of 115 posts
Re: Factorio 2.1 Experimental Release
#12Earlier quoted context omitted.
I’ve heard the Gleba gripe in many places but I don’t understand what people are frustrated about. I really liked the challenge. Care to elaborate?
It seems like the developer intent based on spores and spoil times and farm space constraints is to harvest small amounts as needed and build just in time products. But the tools to do that a suck, and the best solution is just massively overbuilding all products and burning huge waste piles. If products stop moving, you are kinda fucked because there is no good way to distinguish between fresh and nearly spoiled goo…
I'd love to see splitter filtering by freshness (e.g. nutrients at >=80% freshness) but I don't think that's in the cards.
Re: Factorio 2.1 Experimental Release
#13I haven't checked, but have they done anything about my personal balancing gripe: trains vs conveyors? Now that they have faster conveyors and stacking, they've become quite viable for moving large quantities long distances. Which is fine, but it feels like the right way to do that should be trains. My thought is that quality wagons should be able to hold a lot more and quality trains should move a lot faster, and/or…
Yes. Quality boosts storage for wagons and speed for trains. Also unloading is more compact due to inserter belt side selection. I did a 1m eSPM base though, and I don’t think the totality of all of that would bring me back to trains. Belts are extremely reliable, and I have never managed to make trains so.
Re: Factorio 2.1 Experimental Release
#14Earlier quoted context omitted.
I’ve heard the Gleba gripe in many places but I don’t understand what people are frustrated about. I really liked the challenge. Care to elaborate?
It seems like the developer intent based on spores and spoil times and farm space constraints is to harvest small amounts as needed and build just in time products. But the tools to do that a suck, and the best solution is just massively overbuilding all products and burning huge waste piles. If products stop moving, you are kinda fucked because there is no good way to distinguish between fresh and nearly spoiled goo…
Yes, you have figured out Gleba! Once you build with this mindset, you will achieve enlightenment.
Re: Factorio 2.1 Experimental Release
#15Earlier quoted context omitted.
People don't like Gleba because it forces you to play differently and not just re-do the optimized builds over again.
Hey man thems fighting words. I like doing different builds but hate feeling rushed with a nonstop ticking clock on an otherwise chill building game.
Re: Factorio 2.1 Experimental Release
#16Earlier quoted context omitted.
Hey man thems fighting words. I like doing different builds but hate feeling rushed with a nonstop ticking clock on an otherwise chill building game.
It's the opposite really! On Gleba, you are subsisting on an infinitely fertile river. On one end, the resources flow for ever and ever. On the other end, the resources burn for ever and ever. In the middle, you create whatever you want, for free, for ever and ever. Do not disturb the flow, but draw from it and feed into it. This is a zen of Gleba.
Re: Factorio 2.1 Experimental Release
#17Earlier quoted context omitted.
Yes. Quality boosts storage for wagons and speed for trains. Also unloading is more compact due to inserter belt side selection. I did a 1m eSPM base though, and I don’t think the totality of all of that would bring me back to trains. Belts are extremely reliable, and I have never managed to make trains so.
Trains don't need to be optimal, they just need to be viable. The fun makes them optimal. I think the quality, speed, and belt improvements did enough to return them to this balance (but I have not played, so I can't say myself).
Also my late game experience is probably not representative of the phase just after victory where trains may have a slight edge - there could be a sweet spot there where the decoupling is worth it because you can horizontally scale through bottlenecks.
By the end I was using dedicated patches for each science so trains just get in the way.
Re: Factorio 2.1 Experimental Release
#18Re: Factorio 2.1 Experimental Release
#19I haven't checked, but have they done anything about my personal balancing gripe: trains vs conveyors? Now that they have faster conveyors and stacking, they've become quite viable for moving large quantities long distances. Which is fine, but it feels like the right way to do that should be trains. My thought is that quality wagons should be able to hold a lot more and quality trains should move a lot faster, and/or…
Re: Factorio 2.1 Experimental Release
#20Earlier quoted context omitted.
I’ve heard the Gleba gripe in many places but I don’t understand what people are frustrated about. I really liked the challenge. Care to elaborate?
It seems like the developer intent based on spores and spoil times and farm space constraints is to harvest small amounts as needed and build just in time products. But the tools to do that a suck, and the best solution is just massively overbuilding all products and burning huge waste piles. If products stop moving, you are kinda fucked because there is no good way to distinguish between fresh and nearly spoiled goo…