#Bioflux
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pocdiagnostics · 25 days ago
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bright-eyed-dizzy · 9 months ago
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axiom verge cutscene redraw! i gave the bioflux arms ✨personality✨ so maybe trace won’t feel so alone
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thesassymarquess · 1 month ago
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Gleba
And how I learned to love the spoilage.
I feel I should preface this by saying that I love Gleba. I find it to be the most challenging planet in the expansion, and the second-most challenging aspect. I only find Space Platforms harder, and with that it's specifically going to the shattered planet, and that's probably because my platform is too small.
Starting with my first Gleba I landed on, we'll go over how I tamed the fungal ball we call this planet. This is technically what I call my "second" base on Gleba, but the first base was built in the same place, with the same towers and such. It was basically just replaced with the new base, which then had 2-3 revisions done as well.
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Starting with my farms, you can see I've put some significant investment into their defenses. On this Gleba, which was my first Gleba, I put a lot of focus in trying to squeeze as much production out of a single tower as possible. The tower itself is circuit controlled, using a connection between the outgoing belt, the incoming inserter and the tower itself. The tower turns off if it has no seeds, the inserter only puts seeds in if the quantity of fruit on the outgoing belt drops below 300 or so. This is the same for both the Yumako and Jellynut production lines. This helps stop overproduction of each fruit, and tries to keep the fruit roughly as fresh as possible, without causing the main base to stall at all.
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So here is the initial lazy river of a base. The outer white belt is a nutrient belt, traveling around the entire place. This aspect has had the least revisions made to it. Top to bottom, left to right, each "loop" contains one set of biochambers, generally to make multiple items out of different qualities, starting with Jellynut processing. Next is bioflux to nutrients, iron bacteria, copper bacteria, sulfur, carbon, and then legendary carbon. Along the bottom is Yumako processing, Bioflux, Plastic, Carbon Fiber, Rocket Fuel, Eggs, and Lime Science.
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The recyclers are to produce higher quality bioflux for science production (The base uses rare quality eggs/science), and my spoilage upcycling area. I'm planning on massively scaling up the spoilage upcycling at some point, but I lack the biochambers right now.
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Here's a closer look at Science production. Since this was originally built for rare-quality science, it's had to have epic & legendary retrofitted into it. I do think if I had to do it all over again, I'd probably not set science up as rare... but I'm still looking into actually setting up an upcycler for high quality lime science, since it's actually pretty easy. The biochambers are set up to only allow eggs to be added if we already have bioflux in the chambers, this prevents eggs from staying in any chamber other than the egg reproduction lines. Note the absence of turrets in this area. While I've had accidents previously (note that this area currently ISN'T running, as the eggs hatched and I haven't replaced them yet), the only problems with destruction I've had inside the base, was when some stompers tried to build a new egg raft by the power plant...
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Here's the production lines for LDS & Processing units, including an upcycler, and a Legendary LDS crafter (Sending to Nauvis for high quality space parts). The ammo production lines are also here.
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Finally the power plant and mall. The mall does include a biochamber crafter, a lube biochamber & soil assemblers. The heating towers have circuit control to only add fuel if a tower drops below a certain temperature, and another one to trigger an emergency fuel supply of rocket fuel (because I had a brownout issue with the prior base). Last time the system went down was because I accidentally disconnected one of the seed lines, and burned all of my Yumako seeds, and I didn't notice until an emergency alarm went off to let me know the power was critical.
Overall, this base served me well enough to complete the game, but has shown its cracks in how it worked, and what its capable of. With what I learned from making it, I designed a much better successor to it, and I'm going to show that off next.
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So starting at my farms, I decided to try and maximize the soil usage, rather than the towers. So I build multiple towers with no overlapping coverage, and making sure the towers were built with access on non-farmable (without overgrowth) soil. I'm still on the fence if I want to go overgrowth, but I think I'm just going to build more farms instead, since that seems to work as well, and is much easier. The Jellynut looks very similar, just flipped vertically. Going with a rail network was done to decouple the dependence on the base the old design had. Now I can instead connect up the fruit train with a base needing fruit, and the resupply train with a resupply base. I'm planning on later using this to build several independent bases that specialize in one or more products, and just shipping more stable ingredients around.
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The railyard is an absolute nightmare, that I'm GOING to fix, but I was trying to clear that stone patch first, and also I did underestimate the space I needed. Still it proves that an unoptimized solution still works for Gleba because this? Is awful. I genuinely forgot about it until I looked at it... Also now's a great time to mention that the trains are all circuit controlled. So a station sets a request for fruit to send a train out, and the trains go to the farms based off which farm was least recently visited. It's all done through some fun circuitry that wasn't that complex. (Agricultural towers get told to harvest when a train is inbound & station priority is set by how many minutes its been since a train departed the station. So they prefer to visit farms that haven't been visited recently... i.e. ones that should have fully grown trees.)
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So I used a similar ordering for the production lines, however, instead of using a flow-through design, I swapped to a dead-end line for everything but bioflux & lime (agricultural) science. I also stopped using quality along the production. Part of it was to simplify the build in the rush to agricultural science (I was playing an MP game, and trying to beat my friend to producing our respective planetary sciences. I was on Gleba, they were on Fulgora. I beat them for science, but lost in exporting... mostly because my first batch went bad before I had a rocket load.) I use similar techniques for handling eggs, and the belt going around the whole base is instead a spoilage belt, both for dumping spoilage onto to remove it from dead ends, and to stockpile for the bootstrapping assemblers to restart the base if something goes horribly wrong (which they have run, but I haven't noticed the base shut down, so they're clearly doing their job right).
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So like before, here's the power plant, and it relies on the same system as before, only major change is that I'm using indicator lights to indicate the status of each heating tower. It's cool, and lets me see the system's status at a glance. Likewise, you can see biolubricant and the two soils got moved into the main production line area. I didn't feel like saving that 20 or so jelly at the end of the belt, so it just rots into spoilage (which is primary what the power plant burns. Spoilage, eggs, & rocket fuel).
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Lastly the mall is to the north, crafting all the oddities I need, and there's a small processing units & LDS setup built to supply the trains & rockets with whatever they need to keep them going.
A major change I did with this base compared to the prior is utilizing a singular piece of tech I figured out while setting up some stuff on my previous save's Gleba for exporting Bioflux.
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So all incoming science gets loaded into this passive provider. It holds roughly 1k science, which is one rocket load. Once it has more than 1k science, the inserter behind it turns on and pulls out the most spoiled science packs. Since they go into a steel chest, they are no longer available to the logistics network, and will never be loaded into a rocket. Likewise, I could change this to stockpile more science before throwing it out for rot, but our base isn't ready to receive that much science just yet. I think if anyone takes anything from this post, they should take this system, as it *will* make sure you have only your freshest science, eggs, or bioflux available for rockets. If you have a freshness problem after setting it up, you don't have a freshness problem, you have a production problem, and need to scale up, which is fairly easy to do, because bioflux, lime science, and eggs are all high-throughput recipes.
Having covered my Glebas, I am considering showing my sushi Aquilo (Fulgora is also a sushi system, but I think it's far less interesting than Aquilo)
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tekkyentity · 8 months ago
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gleba.
finally, after ??? hours of experimenting and trying again and again, i have made a self-sustainable and self-managing base on gleba that will not stop working as long as enough jellynuts/yumako fruits are provided
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the main bioflux processor
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the self-starting iron/copper bacteria center that makes roughly 60ore/sec each
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my rocket launch center that makes roughly 2/sec of each rocket ingredient
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and the most important part, the agricultural science pack center with only one! breach so far
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gleba is definitely the hardest planet so far and a really fun challenge, i can tell why many people complain about it but also skill issue lmao
personally, my favourite planet so far
ALSO all farming is handled by logistic bots cuz im too lazy to belt them, the train is purely for vibes
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definitelynotplanetfall · 1 month ago
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main oil cracking has been retrofitted to use biochambers, something i never bothered to do in my vanilla sa run.
if helium or plastic production shut down, nauvis cannot craft lasers.
gleba is dependent upon laser imports from nauvis to craft rocket control units, to export the bioflux to nauvis to produce the nutrients.
i can't imagine anything going wrong from this.
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greatwyrmgold · 9 months ago
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—Friday Factorio Facts #431
If only there were some kind of hydrocarbon production chain in Factorio...
The bioflux biter stuff is neat, and the bacteria mining...exists, but I can't help but feel like there was a simpler solution.
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corntort · 1 year ago
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body horror headcanon
For the bioflux accelerator tentacle arm things
At least some of trace's internal organs had to be shuffled around for them to fit methinks
Or maybe it's like a woodpecker thing where the tentacles curl around his skull (yes that happens with woodpeckers and their tongues)
YESYYESYESYESEYS THAT IDEA IS SOOOO COOL
i really want to mess with the idea of organs being shifted around but in my head its just a lot of the movement of the ribs and muscles near exlusively.
his rib cage at the back is more pried apart for the bioflux tendrils to kind of wedge themselves in via hooks to sprout as violently as need be when he's healed up, muscles torn apart and mended to be attached to the base of the tendrils to be (VERY SLIGHTLY) mobile. it grows worse with his prolonged exposure to bioflux and the second injection, allowing to be nudged more laterally or medially as need be, because they themselves cant be injured!!
THIS ALSO AFFECTS HIS SPINE. to the point the suddenness of the initial tendril eruptions from his back has snapped loose some lateral processes of some vertebrae, spinal disks bloated with fluid from the violent nature of it and his spine starts meandering around the tendrils, cause i doubt theyre symmetrical along his back, some closer to his spinal column than others. that scoliosis is FUCKED UP and COMPLEX. this also causes some pinching of his spinal cord which is absolutely agonizing if he tilts a certain way so he walks a bit leaned to the right. theres also just shrapnel of bone in his back now but he's lucky enough to not have it puncture any vital organs, not that he'd be left to die if they did. it does take some iterations of deaths for his spine to somewhat accustom to the tendrils but it by no means becomes more "comfortable." just pinching becomes less frequent and the bones are essentially restructured around the bioflux.
as his body modifies more and more the tissue turns more red hot and distorted towards his back to allow more mobility. the tendrils no longer erupt from under the skin it's more of like pods in his back theyre situated in to recover in when he's hurt that can more safely protrude from when ready.
Tissue as minute as the vessels are rerouted, treating the tendrils almost like a tumor that requires more oxygen but its split the vessels to still leave some oxygen for his normal tissue.
OHHH though now that i think about it more, all that mass from the bioflux Does Need a place to retreat into. i was thinking he could have more like, the back equivalent of SEVERE barrel chest as the flesh back there gets more lumpy, his skin more stretched out to nest the tendrils but that probably cant do all the heavy lifting. HMMMMM
although not much can be shifted without affecting his performance which i don't think elsenova would allow much of. i think she still is deriving a little bit of satisfaction from his pain but they do need him. and they can't allow him to resent them Too much, or else he'd be a threat and not fulfill the purpose they need him to.
MUCH TO STINK ABOUT..!!!! ill ponder on if his ribcage just splits open at the back for the space or if it closes Around the tendrils for better anchorage. and also if it's the latter if the rib cage Encloses the pods the tendrils come from or if it is just underneath them. like how fucked up are we getting with it
I WILL DRAW THIS... WHEN I HAVE THE ENERGY!
and i have NO IDEA if this is coherent i love stinking about it. specbiooo <3 <3 <3 <3 <3
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busterpointisdead · 11 months ago
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Got any av headcanons?
Yes! I have quite a few actually! I'm going to put this under the cut because its incredibly long :3
General spoiler warning for anyone who hasn't played axiom verge, you have been warned
Trace
Usually a pretty quiet guy, considers himself a people watcher
Spends his time taking in his surroundings in Sudra
Needs something in his hand at all times or else he defaults to t-rex arms
Wore glasses before he ended up in Sudra (and before he went blind), the cloning repaired his eyesight
The Bioflux Accelerator gave his eyes a slight reddish hue
Speaking of, he has a love hate relationship with those tentacles mostly because he can't conciously control them
Hates the texture of stubble so he keeps his sideburns
Chronic toe walker
Closeted ace, but biromantic
Friendly neighborhood he/they
Hates those stupid Mogra, especially when the small ones drop down from the sky
His favorite (prehistoric) animal is the anomalocaris!
Would have been a furry if it wasn't for his scientific breakthroughs, his fursona would be a red dragon (because of course it is)
Grew up with Nintendo, he likes the cult classics like Metroid and Earthbound (maybe I'm projecting a little with that)
Addicted to caffiene and it took him a while to aclimate to living without it
Skeptical of the Rusalki, but he has no other choice! What's he gonna do, disobey them and die? No thanks
Doesn't like being in Eribu, it smells funny and everything is squishy and humid... It's just gross
His favorite area is Edin, the sky is very pretty and its nice to sit down there to take a break, feel the wind
Athetos
He also isn't the original Trace, but he doesn't tell anyone (the original Trace got infected and needed to be taken care of)
Is the first clone of Trace though if that means anything to you
Essentially lives in a glorified iron lung
Breathes purified air and is suspended in a sterile fluid that renders The Pathogen inert
If he ever left it would cause him to rapidly mutate
Probably has a mech floating around somewhere that is a work in progress
The tubes connected to him also allow him to control parts of machinery and perform menial tasks to keep Mar-Uru maintained
He's incredibly bored but knows he has to wait so he has his own stalker drone
The stalker drone keeps in contact with the other bosses of Sudra, except Ukhu since he has no knowledge of her
The drone is not capable of battle and burrows when threatened
Yes there's been plenty of stalker drone deaths, rest in peace little guys
He is very aware of his fate, he only watches Trace because he knows about how he respawns
A piece of Athetos is embedded in Trace after the final fight, as his nanogates entertwined with Trace's, which is also why Elsenova put him to sleep
Vision
Vision is a result of an oddity in The Pathogen, mid-transformation he was struck down
He is a separate entity from Trace and Athetos altogether, all memories from Trace feeling like nothing but a distant past
Fate does not apply to him in the same way it applies to Trace, making him not considered an immediate threat by the Rusalki
Once defeated in his original boss form, he emerges from the husk of its body
The Pathogen causes him to have episodes where it fully takes over and causes him to become incredibly violent, its most evident when his eyes turn all white
Allegedly, he doesn't recall these episodes either
He sees the Rusalki as almost cyborg-ish creatures with features akin to ancient demons and oni, with horns and curved tusks and fangs
The other bosses of Sudra appear as other people, with their own distinct personalities and on occasion he sits with them
Ukhu is his best pal, who still looks like a vicious insect but is like a very caring and oversized pet to him
The Spitblite (Ukhu's spawn) have a general affinity for him, he's often found carrying one like a little emotional support bug
Athetos appears as an angel and Mar-Uru is like a tower to the heavens (not that Trace was particularly religious)
Vision hates Kur with a passion and avoids the mountainous exterior at all costs
Can freely travel through Breach without needing to disrupt it, and is entirely immune to the breach disruptor
The Pathogen
When afflicted it starts subtly changing aspects of memories and vision
"These things always were" as in, this person always looked this way, they were never to be trusted
Though it doesn't affect the demeanor or personality, it affects how the afflicted percieve the world and their language center, essentially making them see everyone else as the enemy
The physical mutations it causes vary wildly based on location and demeanor, some retaining more of their language center than others
Vision is a prime example as their language center appears almost wholly unaffected, but may have violent outbursts under certain triggers, suggesting The Pathogen can cause affects similar to epilepsy (it is not epilepsy by any means)
Arthropods are completely unaffected by The Pathogen, the bugs of Sudra are just territorial by nature
Sudra
It isn't actually snowing in Kur, the white material floating around is ash from nearby mountains as the internals of Kur seem to flow with ultraheated liquids
Kur is still relatively cold, and most arthropodic lifeforms tend to avoid Kur as it too cold for them to live there
Zi used to be underwater, but it naturally drained over time, the inhabitants are evolved forms of sea life that eventually spread to other areas of Sudra
Edin experiences different seasons yet it always seems to be night there, reasons unclear
The moonlight of Edin does seem to encourage plant life to grow, almost as if the sun and ash nearer to Kur is hard for plants to inhabit
The only reason Indi exists is to connect E-Kur-Mah with Absu, E-Kur-Mah is where royalty used to live
Absu is where most people used to live, and was at one point a nice place to be as well
Eribu is generally desolate and uninhabited by anything other than bugs because of its strange, living walls, great place for a secret hideout!
Eribu is thought to be the flesh of a once giant creature that still lives dormant underground
Ukkin-Na was built, and at one point was a part of Edin beforehand, probably similar in age to Edin's ruins
The original purpose of Ukkin-Na has been lost to time, as it is the oldest man-made area of Sudra
Mar-Uru is the most recent edition to the map thanks to Athetos, given the state of people give a round of applause to the robots that built this
Ukhu
Athetos has no knowledge of Ukhu's existence, and Ukhu has no ties to The Pathogen
Territorial, not usually to the point of attacking unless it is mating season and she percieves you as a threat
Threats include things that are human-sized and human-shaped
She has a weak understanding of language and intelligence comparable to a house cat or jumping spider, though not particularly curious of anything humans do
Just generally does not like humans anymore
Her nest is atop the ruins in Edin, and her boss room location she considers home
She was once considered a god-like being in ancient times and has always lived happily in Edin (she an old bug)
There's everything I have right now! Enjoy!
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quickboot · 2 years ago
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Wow I think I just did my greatest video game accomplishment ever (got the second Bioflux Accelerator on the first attempt)
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healthcare-updates-with-sns · 3 months ago
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Microfluidics Market: Market Trends and Market Forecast 2024-2032
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The microfluidics market is experiencing significant growth, driven by advancements in biomedical research and the increasing demand for point-of-care diagnostics. Microfluidics involves the manipulation of small fluid volumes, enabling precise control and analysis in applications across chemistry, biology, and engineering. This technology facilitates complex experiments with minimal sample volumes, enhancing efficiency and reducing costs.
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Regional Analysis
North America: Dominates the market due to a robust healthcare infrastructure and continuous technological advancements. The region leads in adopting microfluidic technologies for applications ranging from point-of-care diagnostics to drug discovery.
Europe: Characterized by strong research and academic collaborations, with countries integrating microfluidic platforms into life sciences research and clinical diagnostics.
Asia-Pacific: Emerging as a key player, driven by increasing investments in healthcare infrastructure, rising awareness about personalized medicine, and a growing focus on point-of-care testing.
Market Segmentation
By Application:
Medical/Healthcare: PCR & RT-PCR, Gel Electrophoresis, Microarrays, ELISA, Others.
Non-medical: Environmental monitoring, food safety testing, and wearable health devices.
By Material:
Silicon
Glass
Polymer
Polydimethylsiloxane (PDMS)
Others
By Technology:
Lab-on-a-chip
Organs-on-chips
Continuous Flow Microfluidics
Optofluidics and Microfluidics
Acoustofluidics and Microfluidics
Electrophoresis and Microfluidics
Key Players
Illumina, Inc. (NextSeq 2000, NovaSeq 6000)
F. Hoffmann-La Roche Ltd (Cobas 6800 System, Elecsys Immunoassays)
PerkinElmer, Inc. (LabChip GX Touch, Epifluorescence Microscopes)
Agilent Technologies, Inc. (Agilent 2100 Bioanalyzer, Agilent SureSelect Target Enrichment)
Bio-Rad Laboratories, Inc. (Droplet Digital PCR System, QX200 ddPCR System)
Danaher Corporation (LabChip GXII Touch, Ion Torrent Next-Generation Sequencing)
Abbott (Alinity m System, i-STAT 1 Analyzer)
Thermo Fisher Scientific (Ion Proton System, Nanodrop Spectrophotometer)
Standard BioTools (BioFlux, Fluidic Card)
Life Technologies Corporation (Ion Proton System, QuantStudio 3D Digital PCR)
Fluidigm Corporation (Access Array System, Biomark HD System)
Qiagen N.V. (QIAxcel, QIAprep Spin Miniprep Kit)
Biomérieux (VIDAS, BioFire FilmArray)
Cellix Ltd. (VenaFlux, Cellix Fluidic Platform)
Elveflow (Elveflow OB1, Elveflow ELVE-HEART)
Micronit Micro Technologies B.V. (Microfluidic Chips, Lab-on-a-Chip Platforms)
Key Points
The silicon segment is gaining attention due to its compatibility with semiconductor fabrication techniques and biocompatibility, making it ideal for life sciences applications.
Lab-on-a-chip technology represents a significant shift, integrating multiple laboratory functions onto a single chip, streamlining processes, and enhancing analytical efficiency.
The increasing prevalence of chronic diseases is propelling the demand for microfluidic solutions in healthcare.
Expanding applications in environmental and food safety sectors are contributing to market growth.
Future Scope
The microfluidics market is poised for substantial expansion, with projections estimating a rise from USD 27.86 billion in 2023 to USD 92.43 billion by 2032, reflecting a compound annual growth rate (CAGR) of 14.29%. This growth is fueled by the escalating demand for rapid, cost-effective diagnostic tools and precision healthcare solutions. Advancements in personalized medicine and drug development, driven by artificial intelligence integration, are anticipated to further bolster the market. Beyond healthcare, microfluidics' applications in environmental monitoring, wearable health devices, and food safety testing are broadening its impact across various industries.
Conclusion
Microfluidics stands at the forefront of technological innovation, offering transformative solutions across multiple sectors. Its ability to facilitate precise, efficient analyses with minimal sample volumes positions it as a pivotal tool in advancing diagnostics, personalized medicine, and environmental monitoring. As research and development continue to evolve, microfluidics is set to play an increasingly integral role in shaping the future of science and technology.
Contact Us: Jagney Dave - Vice President of Client Engagement Phone: +1-315 636 4242 (US) | +44- 20 3290 5010 (UK)
Other Related Reports:
Cell Viability Assay Market
Medical Power Supply Market
Post Traumatic Stress Disorder Treatment Market
MRI Guided Neurosurgical Ablation Market
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pocdiagnostics · 5 months ago
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BIOFLUX Mycoplasma Pneumoniae IgM/IgG Rapid Test
The BIOFLUX Mycoplasma Pneumoniae IgM/IgG Rapid Test is a cutting-edge diagnostic tool designed for the rapid detection of Mycoplasma pneumoniae antibodies (IgM and IgG). This point-of-care test provides accurate results in minutes, helping healthcare professionals identify active or recent infections with ease. Its user-friendly design and high sensitivity make it an ideal choice for clinics, hospitals, and laboratories requiring fast and reliable diagnostics.
Empower your practice with the confidence of real-time results and early diagnosis. The BIOFLUX Mycoplasma Pneumoniae Rapid Test ensures timely decision-making, improving patient outcomes while streamlining workflows. 
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thesassymarquess · 1 month ago
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Factorio Space Age: Gleba
Since I recently reblogged a post about Gleba, I figured I should go into more depth about it. In a week or two when I graduate I’ll go into more detail about it, but I’ve probably spent the most time of the expansion on Gleba, exploring things like Quality, the circuit network changes, and sushi belts. I admit some of the tech I learned on Gleba ended up being essential for a later rebuild of Fulgora & stuff I learned on space platforms went to Aquilo, and then what I learned there got brought back to space.
Regardless I figured I could share some of the overall lessons I learned on Gleba & beyond during the DLC that helped me “master” Gleba.
-Identifying where spoilage & freshness matters
There’s a total of about 13 items that can spoil, and they spoil into one of six things: iron and copper ores, spoilage, and enemies. As you want iron/copper ores, we can ignore spoilage here, they become the thing you want typically so except in the production loop, this is a good thing. For spoilage, it’s an item, and you should generally assume anything that stores a spoilable item in it, is going to at some point have spoilage in it, and it will need to be removed. EVERYTHING, including things like biolabs. Lastly enemies, they don’t leave behind items so you don’t need to clean out the machines, but you probably don’t want them wandering around, so you likely want some defense to kill them if they show up. They can wreck havoc on things like space platforms or power plants if they get there, but generally they’re more a nuisance than a threat, so long as you don’t let a massive amount spoil at once… (Most I did was let 100 biter eggs spoil in a chest surrounded by lasers. Didn’t even notice it happened).
So clean up spoilage, and handle “Hazmats” (eggs & spawners) with military or disposal methods (pentapod eggs can be burned & biter eggs mulched into nutrients). Another tip for the Hazmats is to not store them in chests unless necessary (rocket silo loading), and to not put them in assemblers/biochambers unless they are the only missing item. I seriously recommend setting agricultural egg inserters to hand size 1 & to only insert if they have bioflux. (Wire the biochamber to the inserter, use read contents & enable/disable). It might slow down your science slightly but it does make it so you don’t need turrets by the science area.
Spoilage itself can be easily disposed of by either converting it inefficiently into nutrients, or burning it in a heating tower. Personally I use nutrient crafting as a spoilage upcycling system to produce high quality spoilage for efficiency modules, or high quality carbon for coal synthesis w/ asteroid mining for the matching sulfur. (I.e it’s a supplement for Legendary plastic for red circuits and LDS shuffling…)
As for where freshness matters, it actually only matters in a few places. Not all recipes do actually inherit their freshness from their parents (bacteria & pentapod eggs are top of my mind, but I think Fish also don’t), nor does freshness matter if the finished product isn’t spoilable. Ultimately freshness only really matters in the items directly connected to lime (agricultural) science as it’s the ONLY item in game that freshness impacts how useful it is. 5% fresh bioflux will feed a biter nest, as will 5% nutrients a biochamber & so on. Freshness only really matters if you need to move something or if it’s for lime science. So generally with that in mind you can send all your near rotten fruit and other spoilables for producing things like ore, rocket fuel, plastic, lubricant, sulfur or carbon fiber.
Another key idea is “shelf-stability”. You generally want to move raw fruit, bioflux & lime science around because they have long shelf lives. You don’t want to move jelly, mash, or nutrients around because of their short shelf life. It’s much easier to move jellynut, yumako, or bioflux instead and all of them are more space efficient to move as well.
-The Spores, Simplicity, & Quality triad
From what I found it is impossible to create a base that is simple, spore-efficient, & produces quality. At best you can do two, and I suspect it is genuinely impossible to do all three because of how they interact.
So I suppose I should define what I mean by these things. Spore efficiency is basically a measure of how much of the fruit products you make turn into spoilage. A more spore efficient base has less products rot. Why? Because the less products that rot, by definition, the more of your harvest WAS used for production rather than was wasted. While spoilage has its own uses, it isn’t ideal for most production in your base, unless you plan on mass producing only coal. Simplicity is how much of a headache setting everything up is. The more circuit conditions, belt priority shenanigans, and other complexities in the build, the less simple it is. And quality production, I mean large scale quality production, which usually relies on inter-step processing to roll up the products.
But wait you might be asking yourself, this implies it’s possible to build a quality base that’s easy without it being a major headache? Yes! Quality lime science is arguably one of the easiest sciences to produce in quality, only truly rivaled by the easy of quality space science in the late game! My first rocket silo of lime science was 1k rare science. This is because pentapod eggs are a catalytic recipe that can take quality modules, and so rolling up a high quality egg once is super easy, and then you just need to keep feeding it with high quality nutrients… which comes from bioflux, the other item you want to raise in quality! And you can even use a spoilage upcycler to supplement this to prevent the eggs from going off. I’ll show off a surprisingly easy to design base for producing rare quality science in the early Gleba game sometime later when I show off some Gleba designs.
However I do need to point out that the triad does inherently conflict. Trying to reduce spoilage amounts by simply reducing fruit in caused quality to stall. Trying to get quality up again caused it to become more complex, making a newer less-complex design required me to gut quality… you have to decide WHAT you value going in.
So for my MP base I decided I would cut quality, and focus on spore efficiency, as I wanted to produce the most science with the least spores, as I couldn’t rely on Tesla Turrets from Fulgora to protect me.
-Spore efficiency maximization
One of the best ways to actually improve spore efficiency is to start at the fruit production itself. Every second a raw fruit is waiting around, it is getting one step closer to rotting. Why harvest if you don’t need to? Keeping planting going without harvesting is simple if you keep in mind that agricultural towers prefer to plant first, then harvest. So if you wire the tower to anything, and set it to output inventory & only work when seeds > 0, it will only work when it has seeds in it, and will prefer planting first. Which means it will only harvest if there are no plantable spots and you put seeds in. Which means you can control harvesting by controlling when an inserter loads seeds in. So have the inserter only put seeds in when you need more fruit (you can use a circuit condition, like fruit less than 50 (one harvest) to determine when to start a harvest and load seeds in one at a time, if this is your only condition, you’ll probably produce 2-4 stacks at a time depending on your inserters).
Likewise… if you control when you process the raw fruit into jelly/mash then you can again further reduce spoilage. You can use a similar method to the harvest, but by turning off the biochambers for those lines. This reduces fruit usage, which will decrease tower usage & spore output… yet since you only produce the jelly/mash when needed, the assembly line shouldn’t actually slow down. What might happen though is that your power production dips because you’re not burning as much spoilage.
Well that’s a very easy fix. Gleba has the CHEAPEST rocket fuel recipe in the game, especially if you look at the fuel values of its ingredients. It is the ONLY power positive rocket fuel recipe in the game without productivity, and it has a default 50% bonus to it too! Literally no other rocket fuel recipe can get that bonus except the base recipe which requires exported biochambers to Nauvis! (Or Fulgora technically, but why would you do that? Oil is free there) Which is its own nightmare. So you can actually just burn rocket fuel for power in a heating tower! Which has a 250% fuel efficiency, meaning 100 Mj of chemical energy (one rocket fuel) becomes 250 MJ of electrical power! Excluding startup costs for the heating towers.
Well I’d recommend against burning all your rocket fuel because that’d just gobble it all up, but what you can do is measure the temperatures of your heating towers, and if they drop below a certain threshold (I recommend at least 600 degrees) to feed in rocket fuel.
Since I hooked up this failsafe to my power plant the only blackout I had was when I accidentally burned all my yumako seeds and stalled the entire factory, and it took almost an hour for it to begin to get close to a brownout, and it hadn’t when I found out the problem (I had an alarm if the power plant went critically cold (all towers below 600 degrees), so I could intervene before power goes out)
How you decide to reduce spoilage from here is up to you. I decided on my second run to just dead end belts and extract spoilage rather than run them all to the incinerator, so that lines could just pull half rotted mash/jelly for things like lube and ore. Only bioflux has a flowthrough section, and I overbuilt lime science & eggs so it never backs up there either (I’d much rather have rotting lime science than make half rotten lime science)
-Finally… solving the “How do I load my freshest items into a rocket?”
This is much easier than people think. It takes 2 chests, a logistics provider of some flavor (I use red) & a steel chest (wood/iron would work too). I then place the chests a tile apart, and have the inserter wired to the logistics chest. It’s set that if I have more than my desired storage amount (usually one rocket’s worth, sometimes two rockets) it grabs the MOST SPOILED item from the provider and puts it into the steel chest. This removes the item from the logistics network (and the rocket silo therefore) which will turn the inserter back off if the chest no longer has more than enough for the rocket launches requested & reduces the average spoil time of the chest. This is key. The individual items are still spoiling, I’m not managing to magically remove spoilage, but I am reducing the average spoil amount. When a rocket comes, it takes the items from the provider chest and it will gradually fill up again. Since only the freshest 1k items are typically available, this means I always load the freshest items I have. I could then feed in some items back from that “rotting chest” if I wanted to, but I find it’s more trouble than it’s worth, and I’d rather just produce a fresh 1k usually… I might play around with feeding it back in, but I only do this with science… extracted bioflux in this system gets fed into production elsewhere, instead of into a secondary chest. The whole point of the chest was just to act as a large storage vessel for composing science to spoilage.
Anyways, as someone who actually liked Gleba I talked about everything I can without getting into the specifics of like… how to build Gleba with bots, belts or trains… which I would love to cover at some point, because I do think there are too many content creators out there that don’t do Gleba justice… (Looking at Nilaus… I died inside when I saw he just plopped down a bot-base and a parameterized biochamber mall essentially. Dosh likewise also disappointed me on his OG Space Age run with his Gleba (import based) and Fulgora (bot based). I did love Doc Jade’s nightmare scrap train Fulgora though. He understood that the most fun can be had in the creativity of a solution, not necessarily the efficiency)
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atwas-gaming · 2 years ago
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Building on this theory, I've actually come up with something even crazier:
So, Damu was just a kid, and he didn't seem all that crazy about destruction and killing. He also kept apologizing for various things, like not being able to turn Indra into other creatures (which was what he was initially supposed to be able to do, but it never worked right), or not being able to turn Indra back into a human. So Damu is characterized by innocence, deep concern for others, pacifist tendencies, and a tendency to feel guilty for not being able to fix a situation.
Trace- at least, the Trace that we play as- is strongly opposed to violence, and apologizes frequently for various things (apologizing to his other self in the hallucination boss, apologizing to every boss he has to kill, apologizing and taking it upon himself for not understanding certain things that Elsenova says). He's not someone who holds grudges or loses his temper, even when Elsenova killed him. He also doesn't use strong curse words- and as we see in AV2, the developer, Tom Happ, is not opposed to using strong language. In short, Trace comes across as being innocent, pacifistic, concerned for others, and riddled with guilt.
Do you see where I'm going yet?
In my last AV post, I suggested that Ophelia's real reason for creating a clone version of Trace was to use him as a test run for creating a body for Damu. BUT... what if Trace wasn't just a test run? What if Ophelia already did put Damu's consciousness into Trace?
I've often said that I just can't see how someone as innocent and as opposed to violence as Trace could have possibly turned into Athetos. But if Trace's personality is being influenced by Damu hiding in his subconscious, then that could explain a few things.
In addition, Damu is the one who gives Indra the ability to turn into a drone. And Trace has the drone ability, albeit somewhat jankier than Indra's drone ability. No explanation is ever given for the process of Trace's nanites being transferred into the drone, nor is it ever explained how Trace learned this ability. It seems like he just somehow knows how to do it. He comments on almost everything else he gets in the game- the gun, the lab coat, the bioflux mutation- but not the drone ability. (And, tbh, I've had a headcanon for some time now, before I ever came up with the theory in this post, that the names and instructions for all weapons and items just randomly appear in Trace's mind as soon as he picks them up.)
It would even explain Trace's amnesia. Trace doesn't seem to consciously remember anything from Damu's life, but Trace also forgot "over a year" of his own life. If Damu is tucked away in Trace's brain somewhere, then Trace's memories are likely suppressing Damu's- but Damu may be suppressing some of Trace's memories, as well, in an attempt to bring Damu's memories to the surface.
Now, a large problem with this theory is that it still goes against what Ophelia was trying to do. She wanted Damu to have his own body, his own life. But if Damu is in Trace, then she's essentially just transferred Damu from her body to someone else's. And in fact, Damu is in a worse position, because Damu never even speaks for himself, aside from possibly influencing Trace's personality to be more gentle and pacifist. But outwardly, he's forced to go by the name Trace, and sees all of Trace's memories and none of his own.
In addition, if Trace's mind and Damu's mind are conflicting with each other, I would expect more than just a personality change. I would expect an outright war in Trace's mind. You remember in Star Trek 3, how Dr. McCoy basically went a little nuts because he carried Spock's memories? That's more like what I would expect if Damu was inhabiting Trace's mind.
But then again, Ophelia is the one who experienced having her body stolen by Amashilama. And the notes seem to indicate that Amashilama and Damu are brother and sister. So perhaps Ophelia thinks that Damu can take over Trace's body?
Is that why they put Trace to sleep instead of either killing him or sending him home?
(BTW, the thing about Amashilama and Damu being siblings is straight out of ancient Sumerian mythology. The story goes that Damu died and Amashilama was supposed to bring his blood to him so he would resurrect, but Damu realized he could not be resurrected and accepted his own death, with Amashilama eventually dying so she could be with him. Interestingly enough, Ophelia has been the one to take on parts of Amashilama's role. And we don't yet know how Damu feels about any of whatever Ophelia is planning for him.)
For the record, I realize that this is one of the craziest theories I've ever had for anything. But at this point, we don't have enough information for me to come up with anything better. And, uh, it might be another 4 years before we do.
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cirassa · 4 months ago
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yeah much shorter from me, basically all i did was realise that stuff on gleba is literally free, and only things i had to keep in mind, was to process all fruit i can as fast as i can, to store a bunch of seeds, make sure freshest fruits go to bioflux, to make as fresh nutriets as i can, to then feed my egg multiplying process, so it always spews out max freshness eggs, and combine it with making sure u spend more eggs than u make so they never back up, everything else can rot, spoil, be burned, recycled, doesnt matter, only really important stuff is to constantly cycle fruits to keep eggs from spoiling
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here is recreation of it in my abandoned base (it was a starter base to get researches) 5 biochambers making exactly 1 egg/s, combined with 2 chambers taking exactly 1/s, egg biochambers feed themselves the freshly produced eggs, to make sure they never spoil and as i bonus, my current vulcanus project just cuz im proud
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capable of creating 360 stone/s, as well as 8995.2 molten iron/s
Alright I just got to gleba and I’m stuck on what design to do. To deal with the spoiling I wanted to either go with a circuit network that only allows anything to be made when it would be instantly used or circular belts. Problem is every design so far kind of sucked. Anyone got any ideas or suggestions?
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greatwyrmgold · 1 year ago
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Friday Factorio Facts #414 was posted today, and it's not what I was expecting.
It tells us more about Gleba, which I was expecting. I was also expecting that Gleba's special resources and buildings would relate to chemical processing, that we'd hear more about that. And...we heard about the special resources and buildings.
In order, we heard about:
Harvesting and replanting agricultural products ("trees") with the Agricultural Tower
Processing those organic products in the Biochamber
The Spoilage mechanic said organic products are subject to
Here's the sum total of what we know about Gleba's industrial output, aside from science packs:
Every planet we have presented so far has a unique crafting structure, here on Gleba it is the Biochamber. It is used to process all of the plant fruits into more industrial products like carbon fiber or a mysterious material we call Bioflux, but more on that later.
("Later" does not mean "later in this article/blog post/whatever".)
And here's what we know about its Agricultural Science Pack:
On the other hand, the new Agricultural science packs do spoil which reduces their value for research, so you will be incentivized to try to bring home the freshest science packs you can.
The equivalent posts for Vulcanus and Fulgora, #387 and #399, gave us so much more. They explained the hassles of building on these planets, but also the rewards, the cool new buildings and industrial processes made available.
Gleba? We know about farming, and we know some of the hassles inherent to the products created. But we don't know anything interesting about building on Gleba, and we don't know why we'd want to bother with those hassles.
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corntort · 1 year ago
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do you think trace is no longer lactose intolerant since he's made of nanites now? i saw the ask abt the bioflux and his immune response and it made me wonder
well i doubt he's eating but it'd be funny if he could still be affected with anything with lactose. in my head the nanites are there to be easily healed/restructure/prevent Death prematurely from anything attached to him (bioflux and nanites are heavily working in tandem to me so they wouldnt counteract one another). they restructure his body in the revival chambers BUT they don't prevent him from being injured as a whole. and lactose doesnt really Count as an injury to begin with on an individual basis.
so his tummy definitely could still hurt. great news!!!!
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