NEW PLANET GLEBA: Getting Excited About SPOILAGE! | Factorio DLC "Space Age" | FFF-413 & FFF-414
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- Опубликовано: 7 сен 2024
- FACTORIO SPACE AGE
Factorio: Space Age continues the player's journey after launching rockets into space. Discover new worlds with unique challenges, exploit their novel resources for advanced technological gains, and manage your fleet of interplanetary space platforms.
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#Factorio #StayEffective #SpaceAge
it's too noisy until you pave the all world with concrete 😉
Unpopular opinion: reject the factory floors, embrace the lushness!
@@QuackCow144 there is no "lushness" here only "fungness " XD
so burn every spore and pave the floor 😄
@@XxAiroZ amazing
Factorio player sees too much nature, is instantly confused
what is nature? Is that some kind of resource?
@@Christian-jc6gfit will be!
I like the look of the planet. It looks natural.
Natural? unacceptable!
Are you a leaf lover or what?
@@NickRuedig Rock and stone?
@@widmo206 ROCK AND STONE IN THE HEART!
Me: "oh the new graphics are pretty coo-"
Nilaus: "Thanks, I hate it"
😅
I like it too lol
i think gleba is meant to look confusing and overwhelming, i hope they featurize the terrain with the puddles being real puddles and maybe you cant build on most areas until they are clear of all foliage, maybe because it will grow on and over your machines?? plants slowly attacking and consuming factories would be cool, it would match the spoilage feature too, your factory spoils lol
That's a really cool idea, I already loved the look of the abandoned factories on the desert-/oil-/thunderstorm-planet.
Holding back the overgrowth with flamethrowers or some such things would be neat.
"grow plants, make them into oil, burn down the other plants"
Fun fact: "Gleba" in polish can be translated as "soil"
i was suprised to see a Polosh name. Ngnl, rly cool
Not only in polish. In few other languages too(Italian, spanish, portuguese and latin). I had to check in the dictionary but apparently in english it is a word for a certain part of fungi.
But WUBE is a czech company and there are Poles working there, so who knows how they came up with the name.
@@anonanon6596 It is of Latin origin. Polish is just a conicidence.
@@karelpetr I mean the devs publicly said that the name of the company (wube software) comes from translating "všechno bude" to polish "wszystko będzie" - "everything will be (done eventually)" (w is pronounced "wu" in polish instead of "double-u" and b "be" (sound the sheep makes) instead of "bee" (the yellow fly that makes honey)). What I'm trying to say is that there is already a polish accent in the company.
@@anonanon6596 I am well aware of what WUBE stands for. I am just trying to clarify the origin of this name.
For spoilage I imagine people will quickly figure out how many belts an item can travel across at full speed before it spoils you'll be working within a "belt budget"
So you might get some interesting designs where it becomes more efficient to feed many short lanes of assemblers in parallel instead a single lane thats like 32 assemblers long and you have to incorporate spoilage disposal at the end of every lane you build to keep all the belts flowing at full speed.
Hmm I would expect that bots would win in the end, because of late game speed upgrades and ease of dealing with spoilage within the logistics network.
If something spoils in 5 minutes, then you'd have 16k worth of express belts worth of distance available. So I think that as long as you don't shuttle things across the map, the real issue is making sure you don't have any traffic jams from overproduction.
I really like their thought process when making these planets. It looks like we will get a variety of interessting planets rather then the same gameplay copy and pasted.
Gleba is Polish Word for "soil". Devs are slavs, so probably planet name is glEba where you read E as in word "encounter".
its from latin actually
@@szymoniak75 it stands for block in latin, less connected to agrarian planet. Still reads the same.
"Chleba" is also czech word for Bread. It seems to be a wordplay >:)
I'm very excited about spoilage, it also seems the most intimidating mechanic introduced in 2.0 so far. I'm very excited to learn how to deal with it but it also definitely won't get my priority when choosing the first planet to go to. I think they'll introduce the main benefit from the planet in a future blogpost.
Also I'm wondering if you're interested in sharing some thoughts about some FFF posts you skipped like FFF 375 that talked about infinite research for products like steel and rocket control units.
its really not that far from an Earth jungle. Its meant to be absolutely overgrown with an insane variety of plants.
Yeah, and it's up to the player to tame the jungle ! !
The other option for science is building your science facility on Gleba once you unlock the planet so you do not have to factor in the shipping time of the science packs.
That was also my thought when watching this. Every time you research something bio-based, you turn on your bio-science production, to (mostly) avoid spoilage.
I like the look of Gleba actually and I think it will look neat juxtaposed against the concrete filled bases that we build, kind of like the human's buildings in the Avatar movies.
Spoilage is a neat concept, but I was a bit underwhelmed with the buildings compared to what the other planets are offering.
I wonder if all the new planets being so busy is just because they're trying to showcase the new designs so they turned all the decoration sliders to the max.
So before we got Char, then Shakuras, now Aiur.
They have always been visually inspired by Statcraft but En taro Adun this looks like Aiur
I think the style of Gleba is great but i think what will make or break it is the biome size. Looks like this video was all smashed together, but how big are the swamp parts? Or the fruit fields? a big planet map would spread out the art, but it seems you would need a pretty big planet for this much biodiversity.
5:00 only now i noticed - new GREEN conveyor with higher speed
I did not see this in the video but, it seems like they introduce the spoilage mechanic in this FFF. It looks like its pretty important for GLEBA but not unique to it.
The phrase
There are some items and recipes with spoilable ingredients which need to be crafted on DIFFERENT planets, so on top of optimizing the production chain, it'll also be meaningful to make a fast space platform to deliver them.
At least as I understand it means we will see the spoil mechanic too in other planets.
I read that as you’ll have to transport a spoilable product (maybe the Bioflux) from Gleba to all the other planets to finish production chains on the other planets. Which may or may not continue the spoilage through intermediaries.
I'm certainly excited for the expansion. I've played a lot of modded runs at this point and I think having new parameters for mods is quite interesting.
It might just end up being like balancing oil with a pump and circuit logic, but it does seem like it *feels* like a different mechanic.
Can't wait for it. Trying to complete a k2se run using a modular base for the first time. (usually I do bus)
Also notice that the farm tower has a pipe so it will also need fluids for some recipies
The need to scale back production based on the demand of spoilable material would have been less elegant before they added circuit network control to assemblers. I imagine we can now turn the harvesters off directly, rather than controlling the inserters or belts. This means we won't have the machines output buffer turn into spoilage.
As a programmer, I'm also looking forward to finding out how they implemented spoilage without impacting UPS. The devs mentioned on Reddit the impact was negligible.
One way I can think of for efficiently implementing spoilage would be the item having an expiry timestamp, that way the level of spoilage would only need to be calculated when the item is rendered or used, rather than every tick
"IM GANA BURN THIS PLANET DOWN"And fill it with concerit
The factorie must grow my brothers
I'm sorry to hear you didn't enjoy SE, though I can understand why. I think that you enjoy approaching challenges in Factorio on your own terms with your own style, and not needing to pivot that when the challenge is different in nature. SE is more about mastering different types of logistics than it is about scaling and throughput, so scaling that up so fast and early just makes the whole thing more challenging. I would love to see how you solve arcospheres in SE, but I suppose the world will never know! Cheers, appreciate you and your content!
it looks amazing
I wonder if the nutrients will be the super necessary part of all the bio processes. If so it might be feasible to offload spoilage to these processes and craft the nutrients on site. One would have to guess the yield, but an interesting idea
Regarding the signal to noise thing, I expect that to be an issue for maybe the first 10-20 minutes, then we're going to know what everything is, and it won't be a problem for the next few 100 hours. Temporarily annoying, but no big deal for me.
Regarding Spoilage I think it's a good idea, but whether or not I like the idea of having to transport spoilable items between planets depends a lot on how exactly interplanetary transport will work...
The only thing that will add a layer of spice, in this Factorio planet, is the "unannounced" threat. Will it be a variant of the Biters, or something more... akin to fungi monsters. Perhaps will it be able to fly across terrain, to make matters worse.
I think it only looks "noisy" because its new. Once our minds are used to seeing it, our minds will be overwhelmed by the details less.
I love how it looks, but will wait to reserve judgement until I’m playing there to see if it feels too busy to concentrate on the building
whilst i love the look of Gleba (btw, it was confirmed that the noise was turned up for that first video so that the camera didnt have to move around so quickly) I dont really like how the biochamber is only used on Gleba, and we dont know anything about whether the crane will be used on other planets either. Why would i want to visit gleba first, when fulgora and vulcanus give me infinitely better tools to work with that will make my other factories better?
Need a recycleable container that can suspend the spoil timer while in the container.
A refrigerator?
I think its worth noting that color grading, tileset blending / adjustments, and full art for the actual plants isn't in yet. It's possible that once they've done all these, the signal-to-noise ratio problem you mention will be mitigated.
I love the Fungus Design. Reminds me of a Nurgle Infested Planet.
I'll wait for the refrigerated science packs mod.
dont juge a book by his cover, but i think the landscape looks good, something else
I've seen some folks suggest if the spoilage rate is high it'll probably be best to just bring non spoiling stuff to the planet rather than Navius(?) being the central hub for everything™. It took me forever to get a 600 science per minute base in vanilla. I've just downloaded mods so I can build my own factory in a book. This dlc is gonna take folks like me forever to chew threw lol
There’s gonna be loads of spoilage filters to get spoilage off your belts.
hopefully this encourages more people to try mods since many people are still stuck on vanilla
it would be interesting if we could build bio weapons from this planet, i think it would also be interesting to see an ocean world were we can get cargo ships as another logistical choice, trying to think of an actual reason to go but the feel of having to mine an ocean with giant platfroms and ships seems interesting to me, mix in giant storms that can damage things with waves and a way to counter them be be an interesting little mechanic
My thought was defence against the fungi that could erupt anywhere in the surface even through concrete. And the only way to prevent that would be through high pollution - fungi like us need oxygen. High pollution makes it less.likely for the fungi to emerge, but where it does it is stronger and more difficult to get rid of.
cool analysis, i like how you get in depth and try predict things
not a fan of timed things where I'm being rushed to move faster, but I can understand since factorio was missing this aspect, and it's optional.
LOOKS SWEET!!
That harvester thing... That arm *Iooks* like a crane, but the "dangly" part moves out at an angle as if it were a rigid arm. That just looks unnatural...
I really love Gleba's look, but it feels wasted kinda like Nilaus is saying. Since there's just 2 trees we care about, the rest of it is the beautiful undergrowth we need to pave. I feel better about paving sand and stone.
I have a feeling we’ll get used to it. I also have a feeling there’s more than meets the eye there with the yellow and pink slime, different soils for harvestable trees, environmental hazards, etc. I love the spoilage idea and Im really curious how we’ll be getting iron and copper. The patches shown look like they’re just to get started.
I think this might be the planet on which you can unlock the level 4 belt
Great walkthough and thought on the FFF. But why do you thing of these things as changes and not additions?
Mystery Decoded : GLEBA is wordplay on "chleba" witch means BREAD and this planet looks exactly like old modly bread.
We are going to concrete it all anyway!
Interesting that the nutrient recycler has no inserter on the out side
GRANAT! GLEBA!
I've never played the Space Exploration mod so I'm not sure how this works, but what happens with a planet when you're not on it? Like does it freeze up and not do anything, or does it actually actively keep working even if you're on Gleba for example?
They said that the assets are mostly placeholders
The screen business could be fixed is the ground and the factory had different vibrancies, but that's not Factorio style to have bright and bold factories.
The bio science will be interesting, might feel rather tedious if you leave it alone for a bit since you were researching something else and then your production lines run dry since the consumption was constant and some ore veins ran dry. Unless the bio science is 100% bio it will feel rather tedious to deal with this...
Hi, appreciate ur vids keep that up!
omg i'm so excited because i love the mods that have this shit.
okay.. starting... its an alien planet -.-"
Looks good for me, I prefer rich environments like this because repeating patterns make the game boring for me. New mechanics are ways welcome, and the plant growing stuff is absolutely awesome. Yes, a mod could have done it, but Vanilla really needed this.
Is space exploration going to be in the base game? Do you pay for it? I haven’t played in a while and have no idea what this planet is in terms of relation to the game
game brings so much already that 32€ seems like theft already.
i hope it will be paid DLC with two tiers - regular price for 100% content and 2x regular price also for 100% content as a way for all of nerds to express appreciation.
The mod that makes every item in the game spoil is going to be wild
You are going to be busy when this is released! I do think it looks awesome though
Can You Beat Factorio When *Everything* Spoils?
I think they are just showing off the planet and will probably tone down the noise
sad to hear you decided to stop SE, it was one of my favorite mod packs
My opinion on all the background noise is concrete. And lots of it
Same. This seems like the kind of planet that'd have a horrible walking speed on un-floor'd ground, if only because shipping a bunch of bricks/concrete in to pave over the swamp is peak Factorio energy.
Looks pretty. I haven't played so it all kinda looks like noise to me....
I kinda prefer the first person view of satisfactory... And I liked DSP before they added combat... Haven't played with the combat stuff to see if I really don't like it.
also you mentioned you didn't like SE and won't make any more Factorio videos till Space Age but wondering if you'd consider other mods?
I like the appearance of the planet, but don't like the way spoilage was done. I think the spoilage should be reduced every time it is processed and the science beakers should never spoil. Looks like this will be modded before I play this with the new DLC.
I am also having issues with the SE mod. I like some of the new things, like the early motors and electric motors, but there are just too many things that need to be modded to get this mod to be good for me. Also the extensive messages complaining about me setting the stack sizes to high and the annoying advertisements to give money. This just drives me away from Factorio to other newer games.
I think the developers should have spent more time turning the game into a 3D game. I am pretty much done with 2D games.
I hate spoilage, because it looks just annoying enough to force the use of an ultra min maxed blueprint every single time you build for it. I'd rather turn it off then just build how I want for it.
Its interesting to me because the game gets boring after the first rocket launch, as its where most people quit the game so adding in stuff after people usually quit is a choice for sure
turn off decoratives
I'm hating the look with a passion ... Yuk .. But mods can change all that