My first Gleba base died in 15 minutes. I set up a bioflux production line, walked away to handle a biter attack on Nauvis, came back, and everything was spoilage. The belts were full of brown mush. The assemblers were stalled. The biochambers couldn't restart because I needed nutrients to make nutrients, and all my nutrients had spoiled. I learned the hard way that Gleba is the only planet where your factory can rot to death while you're AFK. Here's how to make it indestructible.
How Spoilage Works
Every spoilable item in Gleba has a freshness timer that counts down from 100%. When it hits 0, the item becomes spoilage.
| Item | Base spoilage time (seconds) | Spoils into |
|---|---|---|
| Nutrients (biochamber) | 3,600 (1 hour) | Spoilage |
| Nutrients (assembler) | 1,800 (30 min) | Spoilage |
| Bioflux | 3,600 (1 hour) | Spoilage |
| Yumako mash | 6,000 (100 min) | Spoilage |
| Jellynut | 10,000 (167 min) | Spoilage |
| Yumako fruit | 3,600 (1 hour) | Spoilage |
| Jellynut fruit | 3,600 (1 hour) | Spoilage |
| Eggs | 1,200 (20 min) | Spoilage (plus pollution) |
The timer runs in real-time and doesn't pause. Freshness is tracked per-item - older nutrients are used first unless you configure inserters to prioritize freshly produced ones. This is the mechanic that kills AFK factories.
Designing for Continuous Flow
The golden rule of Gleba: never let the flow stop.
A stopped belt with nutrients will spoil in 30-60 minutes. When it spoils, your biochamber nutrient input stalls. The biochamber produces nutrients from spoilage, but if the input belt is full of spoilage and there's no fresh nutrients... cascade failure.
Continuous flow principles:
- Overproduce everything. Build 2x the nutrient production you think you need. The excess burns in heating towers.
- Loop spoilage back to the start. Inserters with "spoiled" filter grab spoilage from output belts and feed it back into nutrient production.
- Burn in heating towers. Any buildup beyond what the base needs goes into heating towers. Heating towers produce power from burning spoilage - double win.
- Prioritize fresh. Use circuit-controlled splitters or filter inserters to route fresh items through production and old items toward disposal.
The Spoilage Loop Setup
This is the core circuit of a stable Gleba base:
Step 1: Nutrient production. Use biochambers (not assembling machines) for nutrients - they produce 4x faster and last 2x longer before spoiling.
Step 2: Feed the loop. Route nutrient output through a splitter with circuit network. Fresh nutrients (freshness > 50%) go to production. Old nutrients (freshness < 50%) go to heating tower.
Step 3: Spoilage recycling. Filter inserters on your fruit/bioflux belts grab any spoiled items and feed them back into nutrient biochambers. 50 spoilage -> enough nutrients to restart any stalled machine.
Step 4: Belt recirculation. Instead of dead-ending belts, loop them back. If a belt reaches the end and items haven't been used, route them back to the beginning with a priority splitter. This prevents spoilage backup at belt ends.
Egg Handling - The Spoil-in-Place Problem
Gleba eggs are special: they spoil into spoilage (normal) but also produce pollution, which attracts pentapods. If eggs spoil on a belt, you get pollution at the belt location.
Egg handling rules:
- Produce eggs only when you need them (use circuit-controlled assemblers)
- Put a requester chest with 5-10 eggs near the biochamber - when it runs out, produce more
- Do NOT belt eggs. Belt eggs = belt spoilage = pollution across your base
- Route excess eggs into a heating tower immediately
- If you use eggs in science production, insert them directly from chest to assembler
The circuit condition for egg production:
Signal: Requestor chest egg count
Enable: if egg < 5
Output: start egg assembler
This ensures eggs are always fresh and never sit on belts.
Heating Towers - Your Gleba Best Friend
| Building | Input | Output per spoilage |
|---|---|---|
| Heating tower | Any fuel (spoilage, fruit, wood) | 3.6 MW heat |
| Heating tower | Spoilage | 125 kJ |
| Boiler | Water + heat | Steam |
Heating towers burn ANY organic material and produce heat for steam turbines. This is your Gleba power plant and disposal system in one building:
Tower as disposal: Route all overflow spoilage to heating towers. One tower burns ~20 spoilage per second. A belt of spoilage feeds 4-6 heating towers comfortably.
Tower as power plant: Couple the heating tower to heat exchangers and steam turbines. Gleba has abundant water from water-to-steam recipes. A 3-heating-tower + 4-steam-turbine setup provides ~12 MW consistently.
Blackout prevention: The heating tower runs on spoilage, which is produced by your factory. If the factory stalls (brownout), spoilage production drops, and the heating tower starves. Build a single heating tower connected to a dedicated fruit farm (direct-fed, no belts) as a blackout restart button.
Recommended Gleba Starting Layout
Build in this order:
Reactor restart. One heating tower + boiler + 2 steam turbines. Powered by hand-fed wood from clearing the landing zone.
Fruit processing. Yumako processing into mash. Jellynut processing separately. Feed both into biochambers for bioflux.
Nutrient loop. One biochamber making nutrients from spoilage. Route output directly into a second biochamber. This is your bootstrap.
Main nutrient line. Three biochambers making nutrients from yumako mash. Output belt goes past all consuming biochambers. End of belt loops back to start.
Spoilage collector. Filter inserters on every output belt. Spoilage goes to one belt. That belt feeds the heating towers.
Science production. Agricultural science needs bioflux and eggs. Keep egg production circuit-controlled (see above). Output science packs to a rocket silo immediately - don't buffer on belts.
Expansion. Add power by building more heating towers + turbines. Add more processing when you need more bioflux.
Scaling Gleba Production
| Production goal | Biochambers (nutrients) | Fruit processors | Heating towers | Science/s |
|---|---|---|---|---|
| Bootstrap | 1 | 2 | 1 | 0 |
| Early science | 3 | 4 | 2 | 5 SPM |
| Stable base | 6 | 8 | 4 | 15 SPM |
| Export scale | 12 | 16 | 8 | 30 SPM |
At export scale, you ship bioflux and eggs off-planet. Transport eggs fast and process them immediately on arrival - they spoil in 20 minutes.
Bottom Line
Gleba's spoilage system is the most punishing of all Space Age planets. The solution is paradoxically simple: build for continuous flow, loop everything, and burn the excess. A properly designed Gleba base runs forever without intervention. The spoilage becomes free power.
Numbers to remember:
- Nutrients spoil in 30 min (assembler) or 60 min (biochamber)
- Eggs spoil in 20 min - never belt them
- One heating tower burns 20 spoilage/sec = 3.6 MW
- Loop all belts - dead ends cause spoilage backup
- Direct insertion > belts for nutrients
Related: Space Age Guides | Quality Module Guide
Community Verification & Resources
- Official Factorio Wiki -- Spoilage - exact mechanics and spoilage math
- Reddit -- Gleba Survival Tips - community strategies for spoilage management
- YouTube -- Gleba Survival Guide - visual walkthroughs of stable Gleba designs