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Factorio Friday Facts #414 - Spoils of Agriculture

factorio.com Friday Facts #414 - Spoils of Agriculture | Factorio

Hello, last week you've seen how Gleba looks, it's time to get a glimpse of what you can do there. With the idea of being a biological planet full of life, it seems reasonable to expect our engineer is about to harvest some of that. We already have ways of harvesting nature, specifically trees. On...

Friday Facts #414 - Spoils of Agriculture | Factorio

Looks like things are going to get really interesting

Games @sh.itjust.works

Friday Facts #414 - Spoils of Agriculture | Factorio

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Factorio @lemmy.world

Friday Facts #414 - Spoils of Agriculture

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Factorio @lemmy.ml

Friday Facts #414 - Spoils of Agriculture | Factorio

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7 comments
  • This is going to be interesting. I'm already thinking on how it would impact my gameplay.

    The main concern for me is sci packs spoiling. Ideally they should be consumed in situ, so I'd consider moving the research to Gleba and ship other sci packs to it. This way, if something does spoil at least the spoilage is near where I can use it. Probably easier said than done - odds are that other planets have "perks" that would make centralising science there more convenient.

    You'll also probably want to speed up the production of the machines as much as possible, since the products inherit spoilage from the ingredients. Direct insertion, speed modules, upgrading machines ASAP will be essential there - you want to minimise the time between the fruit being harvested and outputting something that doesn't spoil (like plastic or science).

    Fruits outputting pulp and seeds also hint me an oil-like problem, as you need to get rid of byproducts that you might not be using. Use only the seeds and you're left with the pulp; use only the pulp and you're left with the seeds. The FFF hints that you can burn stuff, but that feels wasteful.

7 comments