Originally shared on the public FactorioPrints / Factorio School archive (factorioprints.com · factorio.school). Authorship preserved from the public catalog.
Gleba Starter Factory
Overview
Small, easy to start, and generates all Gleba unique items, 100 SPM
Module level 2, with only Nauvis tech in the early versions
Will continue work forever as long as fruits are coming in
3 versions of this blueprint are included: blue belts, red belts, and a 4-planets tech version
How to use
Connect the factory to about 300/min from each fruit. Fruits can be connected from any of the 4 corners. Connect it to stone as well.
Connect the factory to water
Add fuel to the heating towers until you've got initial power
Add 10-50 logistics bots
Put more than 1000 spoilage in the logistics network. The factory will create the initial nutrients and send it to all the modules using the bots
When everything is running, Place one penta egg to start science
Notes
Important: as the factory stores the seeds in buffer chests, seed requesters in the farms must check "Request from buffer chests" option
If you want to speed up things: import iron plates, copper plates, and all 3 circuits to Gleba. You just need to bring it, the landing pad is already set to request it and the factory will use it without any additional action needed
4/Aug/2026 Update (Version 1.8.2)
Fixes:
Fixed a bug in the 4-planets-tech blueprint caused by Factorio 2.1 changing which belt lane calcite is unloaded onto from the cargo landing pad.
Added an alert if there is no fruit input for more than 5 minutes.
Fruits can now be connected from all 4 corners instead of only 3.
Changes:
Improved nutrient production for bootstrapping.
Moved nutrient production to the right side of the blueprint.
Redesigned artificial soil production to be more compact and smarter.
Artificial soil production now uses productivity modules instead of efficiency modules.
Removed the limit on stored artificial soil - there is never enough soil.
Lowered the number of stored seeds required before creating soil from 200 to 60.
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The factory now stores 1,000 bioflux instead of 300, matching the storage of one rocket.
Changed several requester settings for better performance.
Switched buffer chests to filtered storage chests where relevant.
Changed 3 passive storage chests to filtered storage chests, reducing the required number of rockets by 1.
Changed one belt to a fast belt, saving the need to ship a rocket full of yellow belts.
In the express-belt and 4-planets versions, stone input was increased from 1 belt to 2 belts for faster landfill production.
Removed the "you have enough items for the next base" alert.
Removed the requester-helper blueprint - it was not really needed and was hard to maintain.
From now on, the version number applies to the whole book. I dropped the separate version number for each blueprint inside it.
Fixes:
Fixed: the "unexpected items on belt" alert will no longer trigger for stone or wood.
18/Dec/2025 (Version 1.7)
Fixes:
Fix: Bug in the red-belt version - one long-inserter pushed spoilage to the wrong belt (Thank you Andrew for the report)
27/July/2025 Update (Version 1.6)
New:
Added a 4th blueprint that uses 4 planets tech (foundries, EMPs). and mods level 2. For all of you that keeps Gleba as the last planet :)
17/May/2025 Update (Version 1.5)
New:
Added a second blueprint that uses red belts instead of blue belts, and AM2 instead of AM3, to allow you to go to Gleba earlier.
Added a third blueprint with requester chests for all items needed by this blueprint.
14/May/2025 Update (Version 1.4)
Changes:
Replaced all efficient modules on biochambers with different modules, as biochambers unique feature is negative polution! The change improved production while reduced the resources needed by around 20%!
9/April/2025 Update (Version 1.3)
Fixes:
Fix: Added missing inserter to remove spoilage from the initial nutrient generator.
Fix: Biochamber buffer chest didn't request biochambers — now fixed.
New:
Added buffer chests for inserter, fast inserter, and bulk inserter — each will keep 50 items.
Added a buffer chest for stone, directly inserted into the landfill factory.
Added a buffer chest for rocket launchers, limited to 5 items.
Added a buffer chest for wood — the factory will use wood as fuel if heat towers are at low temperature.
Added Jellynut and Yumako requester chests so any fruit in the system goes to the sushi belts.
Added one extra steam turbine to provide additional power.
Changes:
Switched input from constant combinators to display panels.
Factory will now keep 1,000 artificial soil of each type (previously 500).
Changed the temperature threshold for using rocket fuel from 700°C to 600°C — could go lower, but I prefer to play it safe.
Disabled fuel usage when fuel stock is high — the only condition for using rocket fuel is now temperature.
Biochamber production will no longer consume Pentapod eggs if other ingredients are missing.
Science production will no longer consume Pentapod eggs if bioflux is missing.
Reordered inserters in copper and iron factories for better belt management (items are now taken from belts before new items are added).
Reduced the number of rockets required to build the factory by 2:
Replaced one fast splitter with an express splitter to avoid needing to bring fast splitters.
Removed a lamp to eliminate the need for a rocket carrying lamps.