Gleba with logistics bots modular production strategy

Factorio4 · 34 ratings3.4k views73 favorites8 min readby NukeGLUpdated Aug 1, 2025View on Steam ↗

Overview

This guide is just one of many possible solutions you can have to solve the challenges of decaying materials presented on Gleba.

Note: If you haven't tried solving this problem for yourself yet, I would strongly recommend you at least give it a go as it is quite satisfying to come up with solutions of your own that work well (enough). The last thing I would like is to take this experience away from you.

The ideas presented in this guide is by no means the most efficient design but is one that I feel is reliable enough that it can be used to scale up in a tidy enough manner.

The focus of this guide will be exclusively on dealing with the perishable resources harvested and crafted on Gleba only.

The problem

As you are aware, the three main resources on Gleba and most of it's products are perishable. To further complicate things, the items perish after different amounts of time. All the item decay times are as follows:
  • Iron bacteria - 1 minute
  • Copper bacteria - 1 minute
  • Yumako mash - 3 minutes
  • Jelly - 4 minutes
  • Nutrients - 5 minutes
  • Pentapod egg - 15 minutes
  • Jellynut - 1 hour
  • Yumako - 1 hour
  • Science pack - 1 hour
  • Bioflux - 2 hours

So given all the products of the Jellynut and Yumako all expire much more quickly compared to the raw materials, we want to have them processed as soon as possible the moment they are made to maintain the quality of the resulting products (if they decay).

When starting off, logistic bots don't fly too quickly which is a bit of a problem as things can expire while in transit. To minimize this, I believe it would be best to have everything processed fresh on-site where possible from the base material (Jellynut/Yumako).

Looking at this list of materials, we also know that nutrients is required to power most of this process so to reduce the stress on the bot network, it would be best to have nutrients supplied by belts. Doing this will free up the logistic bots to deliver things that are more important rather than having them be tied up fuelling all the machines.

When starting off, logistic bots don't fly too quickly which is a bit of a problem as things can expire while in transit. So Ideally, I don't really want bots handling things that takes minutes to decay. I have seen bots pick up an item only to have it decay into spoilage mid-transit, wasting the time it spent picking up the item and moving half way to where the item needs to go. However, on the other hand, bioflux takes 2 hours to decay so I don't mind having that delivered by bots as there is a lot more leeway there. Ideally, we only want bots to deal with spoilage after they have spoiled, and not while transporting some material that ended up rotting mid-flight.

So with all this in mind, I have come up with something like this...It looks a bit chaotic at a high level but the idea is to have the raw materials flow from left to right on pairs of belts containing Jellynut/Yumako and nutrients.

Depending on how big you scale the system up, you may need more or less logistic bots but in this setup, I have 1000 bots and usually only have about 100-200 active at any point.

Blueprints - part 1

Updated: Instead of listing the blueprints individually, I have included all of this in a single blueprint book that contains all of the production blocks used in this guide. Note: you need to paste both sections into the import dialog before hitting import as the string was a bit too long.

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Blueprints - part 2

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Start of the production line - Nutrient reactor

At the start of each production line, we need some way to make nutrients so that all the machines can be powered.

It seems the best conversion rate to nutrients is to use bioflux so I came up with something like this.
This block must be placed first thing at the start of every production line as it is used to supply everything that follows with nutrients.

The more of these that are available, the more resilient the entire factory becomes from mass decay as the nutrient reactors can restart each other provided there is at least one of them running. I have run a factory comfortably with 2 of these but it would definitely run better with more.

Update: Added buffer logistics chest to better assist the startup of the system on a fresh world.

The idea here is to pull the raw materials off the belt to make the mash/jelly. This then goes on to be made into bioflux before being turned into nutrients that is then used to fuel all the machines in this entire block.

You may have already noticed that materials are placed on one side of the belt. This is on purpose as the other side is used to get rid of seeds and spoilage as we have no idea if/when things end up spoiling but we need some way to automatically get rid of it.

This block requires some manual insertion of nutrients to get it started but after that, provided that the supply of Jellynut and Yumako doesn't stop, this block should reliably produce nutrients for all machines that follow.

Important: Need to make sure that both types of fruits are coming in consistently otherwise the entire system breaks down. May need to either slow then the rate which the items are placed on the belt if production is limited until you can get about 2 well populated agricultural towers supplying each belt.

Production blocks

So now that nutrients is sorted, we can now start adding production blocks to the production line as required. The production blocks designed here can be repeated as many times you like depending on what you need at the time. Starting off, you probably only need one of each but may end up needing more blocks as you scale up.

Bioflux
Puts bioflux into the logistics network for bots to deliver. Very similar to the nutrient reactor but without the bit that turns the flux into nutrients. Needed for almost all production.

Copper ore
Puts copper ore onto the logistics network

Update: Added logistics network rules to prevent entire system flooding with copper ore
Iron ore
Puts iron ore onto the logistics network

Update: Added logistics network rules to prevent entire system flooding with iron ore
Plastic
Add plastic to the logistics network.

Rocket fuel
One of the best things about Gleba is how easy it is to make rocket fuel.

Carbon fiber and Carbon
For when it has been researched...

Other blocks

The production blocks detailed in this section can be placed anywhere provided that they are supplied by nutrients where required.

Sulfur
Kinda trivial here, just adds sulfur if you want to make rockets or explosives later.

Coal and Explosives
This one doesn't require nutrients but thought I'd include it anyways.

Science
The main reason why we are here on Gleba. This one only needs nutrients so I placed it between two production lines. May need some manual priming. Generally speaking, the tentapods don't spawn because the eggs should get used up faster than they can expire be produced but just in case, got turrets as a backup plan. Got some circuit network magic to make sure the eggs production is guaranteed. May need to modify the ammo chest to use the ammo of your choice.

Production line cleanup and Power generation

At the end of each production line, you need to ensure that seeds and spoilage are taken away promptly. To solve this, we use active provider chests. Something like this needs to be added to the end of every belt.

The seeds should get taken to the Agricultural Towers. I used logistic bots to do this due to laziness.

Power generation
Eventually, seeds and spoilage would end up piling up in the storage chests so to get rid of the excess and power the entire operation, I have the following power setup.

Updated: The generator block primarily runs on rocket fuel. When there is excess spoilage and seeds, those gets used as fuel on the other heating tower. The towers will be heated up to 750 degrees to prevent unnecessary burning of fuel. Ratios of turbines to heat exchanges have also been corrected.

Closing thoughts

With all of the above done, this pretty much covers almost everything that the Gleba materials needs to produce. The rest can be done as per usual using logistic bot production lines or whatever other method you wish to use for that matter.

Off the top of my head, there is one block which I didn't include which is for the production of lubricant as I wasn't planning to make belts/bots on the planet. It shouldn't be too hard to design a block that slots into the line for it if you do need it though.

Just need to remember that the input materials need to be coming in consistently otherwise there will be problems.

Changes and corrections

  • Corrected filter rule on the power generator blueprint
  • Correction to the nutrient reactor blueprint to be more resilient

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