In current version of the mod, map generation on Gleba is such that one fruit can be planted everywhere east of the world origin, and the other fruit everywhere west of the world origin. Since most processes that need fruit need both kinds, I expect this pushes Gleba factories to be very one-dimensional, along the vertical line where both fruits are available nearby. Building anywhere else requires long-distance logistics, which is unlike every other planet in this mod with every raw resource being available everywhere.
This is controlled by this part of src/data-updates/water-world.ts :
data.raw.tile['wetland-yumako'].autoplace.probability_expression = 'if(x_from_start < 0, 1000, -1000)'
data.raw.tile['wetland-jellynut'].autoplace.probability_expression = 'if(x_from_start > 0, 1000, -1000)'
Without going into much more complex world gen I think this effect would be less if the map is divided into four quadrants instead of two halves, with two boundary lines (one vertical and one horizontal) where both fruits are available nearby. I have not tested this code, but multiplication should check whether the two coordinates have the same or a different sign:
data.raw.tile['wetland-yumako'].autoplace.probability_expression = 'if(x_from_start * y_from_start < 0, 1000, -1000)'
data.raw.tile['wetland-jellynut'].autoplace.probability_expression = 'if(x_from_start * y_from_start > 0, 1000, -1000)'