Gleba Cold Storage


Fridges for Space Age that slow spoilage without removing the challenge. Cold chambers need water and vent steam that has to go somewhere; cryo vaults are cold for free on Aquilo and run on Aquilo-charged cryo cells everywhere else; refrigerated wagons run off their equipment grid; a cryo press seals food in ice blocks for the trip between planets.

Content
10 days ago
2.1
52
Factorio: Space Age Icon Space Age Mod
Trains Fluids Logistic network Manufacturing Storage
Owner:
mpodreshetnikov
Source:
https://github.com/mpodreshetnikov/gl...
Homepage:
N/A
License:
MIT
Created:
10 days ago
Latest Version:
0.2.1 (10 days ago)
Factorio version:
2.1
Downloaded by:
52 users

Gleba is a race against the clock. This mod gives you ways to slow that clock down, and each one comes with its own logistics puzzle.

Buildings

Building Cools to Runs on Research
Cold chamber (2x2, 12 slots) 0 °C, up to 3x slower spoilage 250 kW + 6 water/s; puts out 6 steam/s Cold chain (agricultural science)
Cryo vault (3x3, 48 slots) + passive provider, requester and buffer versions −35 °C, up to 20x slower free on Aquilo; elsewhere 300 kW + cryo cells Cryogenic storage (cryogenic science)
Refrigerated wagon (30 slots) −10 °C, up to 5x slower 150 kW from its equipment grid Cryogenic storage
Cryo-encapsulator seals 10 perishables + 1 ice into a block that keeps 10x longer, and thaws them back 1 MW Cryo-encapsulation

Temperature

Every cold store has a temperature, shown in its status. It cools towards its target while it works and drifts back to the planet's own temperature when it stops: Nauvis 15 °C, Gleba 25 °C, Vulcanus 45 °C, Fulgora 10 °C, Aquilo −40 °C. Spoilage halves for every 12.6 °C below 20 °C and speeds up above it, so a dead chamber on Gleba is worse than an open chest. Chambers take about a minute to cool down, vaults about two.

Steam

A cold chamber is a heat pump: the heat has to go somewhere. It turns its water into 100 °C steam, which runs a steam engine for about 100 kW. If the steam has nowhere to go, the chamber stops cooling. Generators share load evenly, so on a grid with other power you need to give chamber steam priority, for example with a circuit-controlled pump on your main steam line.

Cryo cells

Cryo cells are charged only on Aquilo and thaw back into empty cells within an hour, wherever they are. A vault off Aquilo burns one cell per 3 minutes of cooling and puts the empty cell back into its inventory, ready for the trip back. On Aquilo a vault needs neither power nor cells.

Fair play

  • Science packs are not preserved or frozen (startup setting to allow it).
  • Eggs and other items whose spoiling triggers something cannot be frozen.
  • Nothing ever becomes fresher than new; freshness carries through freezing and thawing.
  • The encapsulator takes no modules or beacons; freeze and thaw recipes have no productivity and do not recycle.
  • All slowdowns, cell duration and update rate are mod settings.

Performance

Containers are visited round-robin with a hard cap of 60 inventory slots per tick, so the cost stays flat however big the base gets. Measured on 2.1.23: 1000 chambers and 300 vaults, all full (26 400 stacks), cost 0.48 ms per tick of script time.

Requirements

Factorio 2.1 with Space Age.

Credits

Cryo vault and encapsulator art: CMA Graphics by trentmkelly (CC0). Cold chamber art and hum: Cryo-container by snouz (MIT; Hurricane046 buildings, CC BY 4.0). Ice, snowflake, thaw and wagon doors: Freezer by estgamer (MIT). Full list in CREDITS.md.