Only Gleba


All of the scans were wrong. Nauvis isn't what we expected it to be. Vulcanus, Aquilo and Fulgora are all gone. There's Only Gleba.

Overhaul
a month ago
2.0
1.11K
Logistics Combat Enemies Environment Mining Manufacturing

g planting wood seeds?

a month ago

I'm trying to manage my pollution cloud with tree farms, using the wood -> seeds recipe. However, I can't find any eligible tiles on the planet for those trees, so the seeds seem useless.

Am I missing something? If I can never plant these seeds, why am I allowed to craft them?

a month ago

Hi there,

Good point, they should be plantable. I'll make a fix when I have some time (hopefully soon). Meanwhile, you might have noticed biochambers also consume pollution, so you may be able to do something similar(ish) with that.

Thanks
Jack

a month ago

Biochambers do offer negative consumption, but they pale in comparison to how much biolabs and heating towers generate. I'm currently making do by aggressively claiming territory beyond my pollution cloud, but I'd love to fill some of that empty space with a tree farm!

No rush on the fix; I'm just happy to know it's coming. :)

a month ago
(updated a month ago)

Hi again,

I've been looking at this today. Originally I was thinking I would just allow trees to be planted anywhere on gleba which wasn't deep water, or some kind of stone/concrete etc. However, it makes the Agricultural Tower behaviour a bit ugly.

As I'm sure you know, the Agricultural Tower displays the area around it where it can harvest, and colour codes it depending on whether the terrain is plantable or not. It usually looks like this, highlighting growable terrrain, and displaying un-growable in red:
https://litter.catbox.moe/dlveboyb74y2ci8l.jpg

But this behaviour changes based on all plantables on the planet. If I make it so trees can be planted anywhere, it appears green in all cases:
https://litter.catbox.moe/ue93fcnlnw46lf9y.jpg

This is something that will cause more hassle than it's worth in my view. (Unfortunately it doesn't seem possible to only consider certain plants.)

As such I'm going to make it so trees may be planted on any soil where yumako or jellynut may be grown, as well as landfill. This means in general the overlay is still accurate when planting Jellynuts or Yumako. (with the exception of landfill, but I'm hoping that won't be too confusing)

I think that's a decent compromise to maintain the utility of the agricultural tower overlay. Plus it means there's more of a reason to invest in overgrowth terrain :)

Thanks
Jack

30 days ago

Does that mean the areas of dry ground (where native non-fruit trees are often found) will be ineligible tree planting locations? But I can landfill over some swamp and that will be eligible?

30 days ago
(updated 30 days ago)

Now that I've seen how it's done, from your latest update, I've done some tinkering.

In short, I've replaced "any soil where yumako or jellynut may be grown, as well as landfill" with all the lowland/midland (not wetland) tiles you had immediately afterward in the "extras" list. This divides gleba into mutually-exclusive planting zones:

  • natural yumako/jellynut soil: fruit
  • yumako/jellynut wetland: fruit; requires artificial soil; can be landfilled
  • green/red marsh: fruit; requires overgrowth soil; can be landfilled
  • other marsh: none; can be landfilled
  • red/green lowlands: wood, or fruit with overgrowth soil
  • other lowlands/midlands: wood <--- this is what I really wanted
  • highland rocks: none

As you say, this make agri towers show many nearby tiles as green, which I understand you'd like to avoid. Personally, I'm happy to accept this price.

One thing I'm not sure I understand yet: in my version, you can place an agri tower on the border between fruit-eligible and wood-eligible tiles and supply it a mix of seeds, but it will only plant one kind of tree at a time. Maybe it's based on which kind of tile is under the tower itself?

30 days ago

Hi there,

Yeah I left that list in there for possible tinkering with settings later. (Or, as you have done, for users to tinker with themselves without having to dig into other documentation)

I'm still on the fence about going any further. I think everyone may expect slightly different limitations on where trees can grow, and to be frank, I'm not particularly interested in dealing with that :) I will probably leave as is and revisit if more people request it.

One thing I'm not sure I understand yet: in my version, you can place an agri tower on the border between fruit-eligible and wood-eligible tiles and supply it a mix of seeds, but it will only plant one kind of tree at a time. Maybe it's based on which kind of tile is under the tower itself?

I wasn't aware of this actually. If so, I'd expect similar behaviour in vanilla space age of a tower covers both types of overgrowth soil. So it may be a base game limitation, or I've tripped some weird edge case. This I might actually look into a bit

Thanks
Jack

29 days ago
(updated 28 days ago)

Hi there,

From some tentative testing in vanilla, it looks like it's driven by the tile the tower is placed on. I can get it to plan both types of seed... sometimes. Other times, it fails.
See these the Jellystem on the left in these 2 examples:
here it's plantable:
https://files.catbox.moe/ijygug.png

but placing the tower below with a 1 tile gap, is now unplantable.
https://files.catbox.moe/e167m8.png

It looks like its down to the exact shape of the terrain. For the upper agricultural tower, the 2x2 grid lines up such that the whole of the plantable square is valid.

Placing it down 1 square misaligns the grid, so it's no longer valid. I wonder if that's the issue you're seeing. In vanilla, the ag tower where it's valid to plant both types of seed can successfully do so.

From a quick bit of testing with only gleba - if I add some landfill, it can handle all 3 types of seed:
https://files.catbox.moe/w3g22u.png

so location of the agricultural tower seems to be the key

Thanks
Jack

28 days ago

Those urls all 404 for me. :(

28 days ago

Hi,

Sorry, have fixed the links now.

Thanks
Jack

27 days ago

Your first pair of screenshots demonstrate that the agri tower has a fixed grid of 7x7 (minus the one it sits on) plantable regions, each 3x3 tiles in size. Offsetting the tower offsets the plantable regions, which can change which actual terrain locations get planted.

Your third screenshot does seem to show one tower handling multiple types of trees! I'll double-check my own observations and post screenshots.

27 days ago

I don't know what was going on before, but multi-crop planting works now: https://imgur.com/a/xZ8Lihn

Screenshots show:

  • a tower with eligible jellynut soil to the south, and eligible wood soil to the north
  • that same tower, when manually supplied with jellynut+wood seeds, having planted both
  • logistics chests (requester asking for 10 of each seed type, active provider) with the requester's inserter filtered to not insert more seeds of a type already in the tower.

I don't think I want to do this, since I prefer to have more careful control of my fruit harvesting, but it's neat that this works!

27 days ago

Meanwhile, I'm completely happy with the set of plantable zones laid out in my "I've done some tinkering" post above, and I'll be keeping that in my local copy.

Whether or not that ever makes it into the public version of this mod, thank you very much for making it possible for me to get what I want!

4 days ago

Hi again,

To cut a long story short - I was fiddling with (someone else's) mod recently on a local copy, and then a few days later tried to load the same save file on a different machine. Of course, sync'ing mods worked, but it sync'd with the version on the mod portal, not my personal copy with local edits. Having everything break when I wasn't in a position to restore the local fixes I'd made was a pain, and made me think of this thread...
a) if I update Only Gleba for any reason, your local changes will be overwritten, and that's a pain for you (or anyone else who does the same).
b) if you (or anyone else) tries to do the same as I did recently and load your save on a different machine, your local mod folder will be missing your tweaks, and that's a pain for you (or anyone else).

So basically the way things are right now isn't tenable long term without risking some upset. So what I'm going to do is add 3 settings:
- Allow tree planting on lowlands?
- Allow tree planting on midlands?
- Allow tree planting on wetlands?

They'll each do exactly what you'd expect - when ticked, will allow trees to be planted on their respective tiles.

This should broadly catch all use-cases I think, and let people "officially" tweak as they wish, without risking either of the above problems with local version-edits. This would be in addition to the current landfill growing, and jelly/yumako growth sites - hopefully that's fine.

I have no plan in mind for exactly when I'll do this - but just an FYI that it's probably the way I'll handle it.
Thanks
Jack

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