Description
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
- Added wood flood control for cases where the logistics network has too much wood
Update 12/2/2026 (v7.0.1)
2 Small Changes:
- 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
- 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
Changed
- 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
Added
- 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)
Added
- Alert when logistics bot count is low
- Alert when there is no cargo landing pad and the factory has no other source of calcite
Changed
- 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
Fixed
- 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)
Added
- Beacons to soil production
- Water barrel production (for exporting to platforms)
Changed
- 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%
Fixed
- 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:
- Fixed unpowered lazer turret
- Added spoilage cleanup for capture bots production
- Jelly production for stack inserters is halted when we have enough stack inserters
Changed:
- Production limits for many of the items has been increased