Description
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.
Compatibility:
- Version 1.8.1 remains available as the final version for Factorio 2.0.
24/May/2026 Update (Version 1.8.1)
New:
- 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.
- 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.
** Click Here for Previous Updates Information **
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.