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 Nauvis we either just hit them with an axe enough times, or later our construction robots take care of that friendly forest devastation. These tools aren't quite up to speed to be a part of a mass-production chain in our factories, though... Both of the Nauvis methods are initiated manually so not the best for automation, and the trees don't grow back - so once an area has been harvested, you need to move your operation further.
huh, this means that you shouldn’t produce more than you consume because the items will just spoil on a backed-up belt, its an interesting new challenge.
Yea, that was my idea as well, it’ll create some real havoc for ye olde sprawling base design by forcing better attention to balancing but, if a recipe chain only has one bio ingredient it should be easy to design around.
I’m terrified of what the modders will do with this… especially something like Space Ex where they’d likely put two separate timed biologicals on different worlds and require you to really focus on rapid transit to get both to one processing site before you hit a failure.
It also might present a real issue for railworld style builds since you’ll want train conditions set so you don’t idle in a station too long, and frequency of collection high enough not to allow too much rot within buffer chests.
Extremely interesting problems. In the base game it sounds like it will be a bit trivialized by being able to slap down the appropriate terrain wherever you need it (eventually) but modders could make really interesting requirements for it.
I, for one, hail our new belt of fully spoiled brown algae in seablock overlords.