Originally shared on the public FactorioPrints / Factorio School archive (factorioprints.com · factorio.school). Authorship preserved from the public catalog.
396 SPM, can be upgraded easily with higher tier mods
Mall with all items you need to build more outposts, except belts
Seeds management
Self-Powered, and includes a power-outrage recovery mechanics
A central control panel to control the fire and avoid shooting the locals too early while building the bp
Tech level
Nauvis Tech, Mods level 2
Optional Artillery, Tesla Turrets
Stack inserters and biochambers
How to use
If you don't have the needed biochambers and stack inserters you can use this blueprint to get it. It is a minimal version of Gleba base based only on Nauvis tech in order to get the initial items and techs
Connect the factory to about 1200/min from each fruit on any side (there are multiple entrances - connect to any)
You can remove the beacons until you can supply 1200 fruits/min, for a much less demanding factory
Add around 150 logistics bots.
Add lots of fuel to the heating towers, and put 1000 spoilage in the network.
Place one pentapod egg in the zoo area (the factory will show you exactly where with alerts).
Don't forget to connect water to the factory - no water, no power!
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
Instead of a long bus the whole factory is a circle.
Turrets and mines near the pentapods’ eggs mean the factory is safe even if an egg breaks when there’s no power
Power-outrage recovery - Rocket and nuclear fuel are automatically saved in “emergency storage.” When power is low, coal inserters activate to feed the heating towers.
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<summary>** Click Here for Previous Updates Information **
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Fix: Fixed combinator production for Factorio 2.1
2026/Jun/01 Update: Minor New Version (Mark 6 Rev 8)
Change: Overgrowth jellynut soil storage changed from buffer chest to filtered storage chest
Fix: Missing wire to limit speaker production (Thanks Vorador for reporting!)
Fix: Some land mines around the factory were missing in the last blueprint release
2026/Mar/29 Update: Minor New Version (Mark 6 Rev 7)
Change: Replaced modules of soil production to productivity 2 modules
2026/Feb/13 Update: New Version (Mark 6 Rev 6)
Fix: Restored selector combinator production (was accidentally removed in a previous update)
Change: Replaced buffer chests with filtered storage chests in the base
Change: Modified request groups in the cargo landing pad
New: Added alert if no stone or fruit is incoming for a long time
Many small settings and balance improvements
2025/Sep/19 Update: New Minor Version (Mark 6 Rev 5)
Reduced the size of the lubricant factory
Removed unused pipes near science production
Moved the science packs much closer to the rockets, reducing bot distance when loading rockets
Fixed a missing pole in iron production
Updated nutrient requester chests with smarter conditions
Bots are now created based on need instead of a fixed quantity
Fixed a possible deadlock in carbon production
Added handling for excess spoilage in the logistic network
Lowered the number of seeds in the network before creating soil (from 150 to 100)
Fixed an unused spoilage requester chest in the carbon factory
Improved bootstrap logic to make it faster
2025/May/28 Update: New Minor Version (Mark 6 Rev 4)
Changes:
Change: More modules improvements for better productivity
2025/May/20 Update: New Minor Version (Mark 6 Rev 3)
Changes:
Change: Replaced efficiency modules with productivity and speed modules, as biochambers unique feature is negative polution! The change improved production while reduced the resources needed by around 10%!
SPM Improved: To 396 SPM from 342 SPM on previous version
2025/March/23 Update: New Minor Version (Mark 6 Rev 2)
Bug fixes:
Fix: Limit display panel to 50 (Thanks LaaLaa!)
Fix: Flood of copper cables due to a bug in the smart mall (Thanks LaaLaa!)
Fix: Water input in the left side was disconnected (Thanks Ketters!)
Fix: Water input in the bottom side was disconnected
Fix: Missing setting "request from buffer chest" for the sulfuric acid nutrients requester chest
Small Changes:
Change: When Carbon fiber is not needed for local production, the factory add it to the logistics network, in case you want that to be taken off planet (Thanks Ketters!)
Change: Added buffer chest for iron sticks. I don't think it will be used too much, but it will make sure iron sticks won't be in the logistics network in the wrong place
Change: The factory will create now 1000 overgrowth soil from each type (was 500 in the previous version). I still need/plan to rebuild the soil growth completely in one of the next versions.
2025/March/19: No change to the blueprint, only description improvements
2025/March/06 Update: New Version (Mark 6 Rev 1)
Redesign defenses:
Removed all outer gun turrets to reduce steel consumption while bootstrapping the factory.
Added Tesla turrets and laser turrets instead – improves the factory in mid-game but makes it weaker early on when first set up. (Consider that it's not guaranteed you'll place Tesla turrets immediately.)
Substations and roboports pushed to the back, as they shouldn't be on the frontline.
More rocket turrets!
Added priorities to rocket turrets.
Removed inner wall.
Removed inner two lines of laser turrets – outer defenses should be enough.
Removed laser combinator from the control panel, as the laser circle was removed.
Changes in ammo production (and its ingredients):
Increased rocket production.
Increased coal production.
Removed one piercing rounds magazine assembler.
Reduced the number of stored piercing rounds.
Reduced the number of stored explosive rockets – regular rockets are more needed on Gleba.
Bug fixes:
Fixed bug in combinator creation assembler.
Fixed bug in decider combinator requester chest – it was always on.
Fix: Science storage changed from buffer chests to passive provider chests. If you have additional science production and the chests get flooded, it could cause a deadlock in science production.
Fix/change: Changed incoming fruit splitter to evenly take fruits from outside the factory and the sushi belt, avoiding situations where fruits from some entrances could wait forever before entering the factory.
Fix: Rocket silo requester settings were wrong.
Fix: Biochamber production won't take eggs unless it has all the other ingredients.
Fix: Restored missing concrete that was lost in the previous version.
Other changes:
Smarter logic for the rocket fuel buffer chest to make the initial power bootstrap smoother.
Changes to seed storage:
The factory will now store more seeds (increased from 300 to 550 at a time. Overflow alarm will be raised at 600+ seeds).
Soil requester will request seeds when there are at least 150 seeds in storage (down from 200 in the previous version).
Replaced some inserters with stack inserters where it could help.
Added another entrance to the factory from the south.
Landing pad now also requests Tesla turrets.
Many mod changes for better results.
Added more backup options to red signal poles and substations so the factory won’t be in trouble if a single pole is destroyed.
Improved bioflux generation speed from 2 per second to 3 per second (bioflux for sending to space). It won’t be enough for late game but might be enough for mid-game.
Fixed 3 laser turrets on the top left area that didn't obey "No fire" command
Fix to make the blueprint works even before research artillery by moving the red signal only by substations and poles and don't rely on the existence of the artilleries. I hope it will solve the issue for good. Thanks to Gala Enitan that posted a comment with that idea.
4 bulk inserters converted to stack inserters for better results
2025/Jan/27 Update:
Bug fixed: A circuits condition could cause the factory to kill all eggs even if "kill switch" is off
2025/Jan/18 Update:
Highlights:
Doubled the science output again! The factory now creates 342 / Min - it supposed to be enough until mid-game, and can be increesed even more by putting lvl3 mods
MOAR POWER! Factory now generates 239 MW of electicity. Normal consumption is 140 MW, so you can extend the factory a bit without the need to build more power right away
Reduced number of solar panels - raly more on heat power
Added ability to take fruits out to extend factory
Gates and roads added and some space between buildings for easy walking for those playing without spiders
Kill switch now kill pentapod eggs as well
New prodution: Heat exchanger, gates, beacons
No more warning if wood found on belts (but still warning if other materials are on belt)
Changed the rocket fuel bps to remove the need of uncommon inserters - now everything in the bp is common quality
The factory won't convert fuel to nuclear fuel while it is on low power
Faster rockets production
Reordering of many parts of the factory
Small Changes:
Red command wire is now passed on the outer substations to reduce the chances for circuits bugs
Changed spoilage buffer chest into requester chest to make the system restart more reliable
Updated inserters of turrets inside the factory (not the outer defence line): a. filter any type of ammo. b. changed from fast inserter to inserter to save power.
Bug Fixes:
Endless creating of level 1 efficient mods
One of the processing unit assemblies didn't put items into the rockets
Several requester chests had the wrong "Request from buffer chests" setting
Inserter, fast inserter and bulk inserter buffer chests settings were wrong
Bug in steam pipes - part of it was disconnected
4 lazer turrets didn't obey the "Don't shot" command from the control panel
One ammo requester chest didn't request from buffer chests, and therfore was always empty
2025/Jan/5 Update:
Double the science output
4 rockets instead of 2
30% more iron and copper production
More combinators to make the factory smaller
New items produced by the mall: Rocket silos, selector combinators