Gleba Mall - 5 Planets Tech (2000 SPM) | Beltworks
blueprint Factorio 2.0 Imported
Gleba Mall - 5 Planets Tech (2000 SPM) by Unknown Author · updated 6d ago · 111
Copy string Favorite Collection Show JSONOriginally shared on the public FactorioPrints / Factorio School archive (factorioprints.com · factorio.school ). Authorship preserved from the public catalog.
For early game mall, see my second Gleba mall .
For Factorio 2.0, use the last 2.0-compatible version (v7.0.3) .
Mid-Game Gleba factory
Features
Creates all Gleba unique items
2,000 SPM
Mall with all items you need to build more outposts
Seeds management
Self-Powered
Tech level
5 Planets Tech, no quality
Artillery, Tesla Turrets are needed
Stack inserters and biochambers
Power-up:
Connect ~5,000/min from each fruit from any side.
Bring fusion power cells and cold Fluoroketone barrels to the cargo landing pad.
When there is power, add at least 250 logistics bots
Add 2000 spoilage to the network
Add 1 egg
Make sure fusion power cells, calcite and biter eggs are coming all the time
About the design
Each component processes the fruit it needs; there is no central processing area
Each component makes its own nutrients
One module creates the initial nutrients for all the other modules for simplicity and sends it via bots
Update 12/8/2026 (v7.0.4)
Fixed
Fixed a possible jellynut seed flood
Updated circuit logic for Factorio 2.1 compatibility
Moved the flying robot frame buffer chest so stored frames are correctly available for logistics and construction robot production
Update 15/6/2026 (v7.0.3)
Added
Added an alert if there is no fruit input for more than 5 minutes.
Added cliff explosives production
Update 6/6/2026 (v7.0.2)
Fixed
Fixed regression: missing beacons on advanced circuits
Fixed regression: several electromagnetic plants lost their electronic-circuit recipes (thanks Vorador for the report!)
Fixed: fruit buffers had no spoilage disposal
Changed
Changed module 3 buffer chests to filtered storage chests
Changed the roboport buffer chest to a filtered storage chest
Replaced buffer chests for space platform parts with filtered storage chests
Removed the storage limit from land mine production — you always need more!
Added wood flood control for cases where the logistics network has too much wood
Update 12/2/2026 (v7.0.1)
Fixed: Removed a double alert when logistics bots count is too low
Change: Avoid trash spoilage if there is a request for it
Update 12/2/2026 (v7.0 – Out of Beta!)
Fixed bug: the top-right rocket fuel producer was not receiving water
Fixed bug: rocket turret production could get stuck when the chest was filled with quality items
Fixed logic: when calcite exists in the logistics network but not in the cargo landing pad, the factory now uses it instead of only storing it
Added missing filters on inserters
Deleted duplicate lamp production
Increased storage limits for many export items
Removed some quality modules – when not upcycling, quality items can create unnecessary clutter
Converted relevant chests to filtered storage chests
Added two rocket silos (now 10 total)
Added more roboports near the rocket silos for faster loading
Bioflux storage increased: 2,000 → 3,000
Bioflux speed increased
Bioflux refresh cycle – when storage is high, the system gradually replaces older bioflux so exported bioflux is fresher
Power switch production
Update 24/11/2025 (RC 2)
Alert when logistics bot count is low
Alert when there is no cargo landing pad and the factory has no other source of calcite
Bioflux buffer increased: 300 → 2,000
Biter egg requests are now paused during floods; if there are fewer than 700 eggs in the network, request 500 more
Re-enabled the "take out" feature of mark 6
Fluoroketone barrels are unloaded only when the target storage is not overflowing
Seed overflow alert threshold increased: 600 → 700
Space mall request settings updated to keep more items in stock
Bot factory now considers both total and available bots when deciding how many to create
Excess barrels are now recycled to avoid overflow
Carbon fiber module now removes spoilage correctly
Fixed wrong condition on the prod2 modules inserter feeding the prod3 modules factory
Added missing filters on several inserters
Update 24/10/2025 (RC 1)
Beacons to soil production
Water barrel production (for exporting to platforms)
Biter eggs requester now always requests eggs and keeps only the 500 most recent
Overgrowth soil output per type doubled: 4,000 → 8,000
Land mine production speed increased by 50%
Replaced stack inserters with bulk inserters for biter eggs to avoid holding eggs in-hand
Corrected biter egg logic for overgrowth soils
Update 21/9/2025 (Beta 3)
Moved the cargo landing pad to a new location
Tripled the production of carbon fiber (requires more fruits)
Added carbon fiber to the logistics network so it can be exported
Minor changes: input priorities adjusted, some logic simplified, removed leftovers
Moved the nutrients factory, science production, rocket production, and power
Factory is now self-starting — just bring the needed materials, and it will handle the rest
Update 12/9/2025 (Beta 2)
Fixed unpowered lazer turret
Added spoilage cleanup for capture bots production
Jelly production for stack inserters is halted when we have enough stack inserters
Production limits for many of the items has been increased
5526