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Notes -
Short review: Factorio: Space Age is .. pretty good. It's kinda like Space Exploration mod but somewhat lite & polished.
There's a whole bunch of new mechanics, such as spoilage of certain items on Gleba, grave-robbing on Fulgora and industrially excavating the ruins of an entire civilization and turning it into recycled materials and reusing some of it. Spaceships can't use logistic bots and have only one chest, requiring a whole additional way of building stuff.
Item quality, unlocked by said grave-robbing is a replacement for the upper tiers of materials Bob & Angels used to have. It doesn't seem critical so far, but it's nice to have and makes things more efficient. Might be critical for late game, who knows.
All in all, if you like automation games, this is a worthy DLC for the one that started the genre.
The only downside is, it's not 3d. Why, I can't tell you, seems to me the entire belt-related code could be pasted into a 3d game bc essentially, the belts on a 3d grid are the same as on a 2d grid (if you had infinite belt-types for interleaving).
It's Factorio but more, where each flavor of "more" is different in its own way. If the base game came out in the early 2000's, the DLC would be one of those really good expansions whose purchase would be thoroughly justified, like TA: Core Contingency or SC: Brood War.
I cobbled together a space platform and set forth. Thoroughly underestimated my fuel and ammo needs and got smashed to bits by asteroids while traveling. Now I'm stuck on a volcanic hellscape where none of the production chains make sense, I didn't bring enough stuff, my base back home isn't really set up for remote construction, and I'm having a great time.
Gleba is really driving me nuts. Unless you do pure bot logistics, the entire thing is a nightmare to automate.
It's deeply irrational trying to do it, but the whole thing has so many edge cases. E.g. I converted all my spoiled vegetation into nutrients. But that means the mechanical nutrient cycle starter plants can't provide nutrients to even start everything else.
etc.
I really hate Gleba too. In hindsight, the biggest problem is you essentially have to beat the entire challenge before you get a reliable source of iron and copper. But you're going to get attacked regardless of whether you're doing well or not. There are other problems but the 'you're getting attacked and you have no good way to get bullets' is just an awful design decision.
In the end, I also went with the 'army of logistic bots' solution. I really wish there was some way to get future technologies without the Gleba science though, having to keep a space platform constantly running there and back is incredibly annoying.
Finally got it working.
Had to make the nutrient belt look whether all the fruit processing, flux making and nutrient making machines are running, and only then start feeding the rest of the factory. Sequence related issues, having to gate all the flows to parts unless they're working..
Screenshot
If I had to do it all over again, I'd leave more space between the segments, and also pre-install some belts.
Gleba is really OP if you get it to work, the amount of iron and copper you get from bacteria is nuts.
I deleted that mess (it worked but required babysitting) and remade it with bigger, better thought out modular parts.
Now it's almost attention free and keeps working.
Gleba is really good imo because stack inserters are godly. You can basically 4x the capacity of any belt. Incredible!
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