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Gleba Mall - 5 Planets Tech (2000 SPM)
For early game mall, see my second Gleba mall. ### 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 12/2/2026 (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