FACTORIO: SPACE AGE — PROGRESSION TASK LIST A step-by-step checklist from a fresh Space Age save all the way to the victory screen. Tick items off as you go. Goal: reach the Solar System Edge (final Space Age win condition) by progressing through four new planets and unlocking all science packs.
Source: Factorio Wiki (wiki.factorio.com), supercraft.host, Factorio forums. Compiled 2026-06-12 by Magius for Justin. Fact-checked against the Factorio wiki on 2026-10-04 for Factorio 2.0 stable (2.0.77); the wiki itself documents 2.1, and no 2.1 changelog entry alters any of these figures.
PHASE 0 — PRE-SPACE AGE (Nauvis, your home planet)
Goal: reach the rocket silo and launch your first rocket to unlock space.
- [ ] Bootstrap: red/green/blue science automation
- [ ] Oil processing & plastic/sulfuric acid production
- [ ] Purple (production) science: robotics, logistics, military
- [ ] The rocket part chain: rocket control units, low density structures, rocket fuel
- [ ] Build and launch one rocket to unlock the space platform tech tree
- [ ] Optional but recommended: nuclear or large-scale solar power — you'll need a lot of it
PHASE 1 — SPACE PLATFORMS (the backbone of everything)
Space platforms are flying factories that move between planets. You'll use them for the rest of the game.
- [ ] Research: Space platform (crusher, asteroid collection, cargo bays)
- [ ] Build your first platform: hub + basic thrusters + asteroid defense
- [ ] Add asteroid collection (crush chunks into thruster fuel + ammo)
- [ ] Add cargo bays to shuttle materials between planets
- [ ] Build a second platform dedicated to space science (the space science pack can only be crafted in space)
PHASE 2 — VULCANUS (recommended first planet)
Hot volcanic planet. Easiest of the four — good introduction to interplanetary logistics.
- [ ] Launch a platform to Vulcanus
- [ ] Big mining drills + foundries (cast lava into molten iron/copper)
- [ ] Tungsten processing (unbreakable, used for advanced drills)
- [ ] Unlock metallurgic science (Space Age science pack #1)
- [ ] Smelt: steel -> tungsten plates -> big mining drill productivity
PHASE 3 — FULGORA (recommended second planet)
Desert planet, no solar worth using (80% reduction). Lightning storms at night. Endless scrap piles from a forgotten civilization.
- [ ] Launch a platform to Fulgora
- [ ] Lightning rods + accumulators (your main power source — storms fuel you)
- [ ] Recyclers: turn scrap into usable components (25% of the ingredients back, 75% lost)
- [ ] Build train network across the oil lakes to feed recyclers
- [ ] Electromagnetic plant (advanced circuits)
- [ ] Unlock electromagnetic science (Space Age science pack #2) — pink
- [ ] Unlock holmium (superconductors for advanced power)
- [ ] Unlock tesla weapons (tesla turret + tesla gun) for later defense
PHASE 4 — GLEBA (recommended third planet — HARDEST)
Tropical swamp. Everything you produce eventually rots into spoilage. Factory death spirals are common.
- [ ] Launch a platform to Gleba
- [ ] Agriculture towers for exotic plants (learn the spoilage timer per fruit)
- [ ] Biochamber processing — cook/press/ferment before things rot
- [ ] Quality modules (3 tiers total, not 4-5; the last tier needs electromagnetic science from Fulgora) — used for vertical growth late game
- [ ] Unlock agricultural science (Space Age science pack #3)
- [ ] Heads up: Pentapod enemies are tough — bring the tesla gun from Fulgora
PHASE 5 — AQUILO (the bridge to victory)
Frozen ammonia planet. Machines freeze without heat. Last planet.
- [ ] Launch a platform to Aquilo
- [ ] Heat pipes to keep machinery from freezing
- [ ] Ice platforms to expand buildable area
- [ ] Cryogenic science + fusion power unlocks
- [ ] Promethium science pack research (this is THE one for victory)
- [ ] Build a long-range space platform with the strongest weapons
PHASE 6 — VICTORY: SOLAR SYSTEM EDGE
- [ ] Build a space platform capable of reaching the solar system edge (100,000 km from Aquilo)
- [ ] Stock it with enough promethium science to research on-route
- [ ] Equip with the strongest weapons available — huge asteroids are immune to anything weaker
- [ ] Fly out. First arrival triggers the "Second star to the right and straight on till morning" achievement
- [ ] Optional speedrun achievements: 100 hours ("Work around the clock") or 40 hours ("Express delivery")
OPTIONAL: BEYOND VICTORY
- [ ] Shattered Planet (4,000,000 km — only accessible from solar system edge, hardest content in the game)
- [ ] Quality module loops — grind legendary-quality buildings and items
- [ ] Elevated rails mod-pack (if installed) — refactor your Nauvis rail network
TIPS FOR NOT BURNING OUT
- The 3 first planets are independent — if you're stuck on Gleba, you can pivot to Fulgora or Vulcanus and come back.
- Save before each new planet landing. Seriously.
- Don't try to perfect every planet before moving on. The game expects you to ship resources between planets and improve them gradually.
End of plan. Have fun, engineer.
PHASE 0 — DETAILED NAUVIS DEEP-DIVE (pre-Space Age)
The full pre-rocket playthrough. Tick sub-tasks as you complete them. Source: Factorio Wiki + standard first-time-player best practices.
0.1 — FIRST 10 MINUTES (spawn → burner science)
- [ ] Press E to mine. Mine trees for wood, coal, stone, iron, copper
- [ ] Craft a stone furnace (5 stone)
- [ ] Smelt ~10 iron plates by hand (burner inserters into a chest)
- [ ] Craft burner mining drill, burner inserter, stone furnace
- [ ] Build the FIRST AUTOMATED IRON LINE:
- 1 burner drill on iron → burner inserter → 1 stone furnace → chest
- [ ] Build the FIRST AUTOMATED COPPER LINE (same shape, copper patch)
- [ ] Hand-craft 5 red science packs (copper plate + iron gear)
- [ ] Craft a lab, place it, insert the 5 red science packs, RUN IT
- [ ] Research: Automation (unlocks assemblers)
0.2 — RED + GREEN SCIENCE AUTOMATION (the core bus)
- [ ] Research: Automation 2 (unlocks assembling machine 2)
- [ ] Build your first MAIN BUS (parallel belts for iron, copper)
- Standard: 4 iron lanes + 4 copper lanes (you'll thank yourself later)
- Leave gaps for future lanes: gears, green circuits, steel, plastic
- [ ] Set up GEAR PRODUCTION (2 iron plates → 1 iron gear wheel)
- [ ] Set up GREEN CIRCUIT PRODUCTION (1 iron plate + 3 copper cable → 1 green circuit)
- This will be your biggest consumer of copper. Make LOTS of these.
- [ ] Research: Logistics (unlocks splitter + underground belt)
- [ ] Hand-craft 6 green science packs (1 inserter + 1 belt)
- [ ] Research: Automation 3 (unlocks assembling machine 3)
- [ ] Replace stone furnaces with STEEL FURNACES (2x speed)
- [ ] Set up STEEL PRODUCTION (5 iron plates → 1 steel plate in stone furnace)
- [ ] Lay the BUS in sections, each block leaves room for:
- Smelting → Gears → Green circuits → Science
0.3 — POWER (get off burners ASAP)
- [ ] Research: Steam power (steam engine + boiler)
- [ ] Place an OFFSHORE PUMP in a water source
- [ ] Build 10 BOILERS (coal-fired) + 20 STEAM ENGINES (1 boiler feeds exactly 2 engines)
- [ ] Wire it up: pump → boiler → engine → pole
- [ ] Add a COAL SUPPLY to the boilers (burner inserters from a coal chest)
- [ ] Decommision burner drills as electric drills come online
- [ ] RESEARCH: Solar energy (you'll want it before nuclear)
0.4 — MILITARY (biters will push back)
- [ ] Research: Gun turret (20 iron plate + 10 copper plate + 10 iron gear wheel)
- [ ] Set up AMMO PRODUCTION (4 iron plates → 1 firearm magazine)
- [ ] Research: Stone wall + Gate
- [ ] Build a PERIMETER WALL around your base (gun turret every 8-10 tiles)
- [ ] Power the turrets (they need electricity!)
- [ ] Manually clear any spawners near your pollution cloud
- [ ] Tip: pollution drives biter evolution — keep it under control early
0.5 — OIL PROCESSING (unlocks blue science + plastic)
- [ ] Research: Oil processing (oil refinery, chemical plant; the pumpjack needs Oil gathering)
- [ ] Find an OIL PATCH, place a PUMPJACK on it
- [ ] Build a basic REFINERY: 100 crude oil → 45 petroleum gas (basic oil processing)
- [ ] Heavy oil, light oil and petroleum gas all come from advanced oil processing, not basic
- [ ] Set up BASIC CHEMICAL PLANT for:
- 2 coal + 20 sulfuric acid → carbon (used in some recipes)
- Petroleum gas + coal → plastic bar
- [ ] Set up SULFURIC ACID production (1 iron plate + 5 sulfur + 100 water → 50 sulfuric acid)
- Sulfur: water + petroleum gas in chemical plant
- [ ] Set up SOLID FUEL (light oil → solid fuel) — backup for trains and furnaces
0.6 — BLUE SCIENCE (the first big wall)
- [ ] Research: Logistics 2 (unlocks fast transport belt)
- [ ] Research: Fluid handling (pumps, storage tanks, barrels)
- [ ] Research: Advanced oil processing (better refinery output split)
- [ ] Set up ADVANCED OIL PROCESSING (gives you more solid fuel + less waste)
- [ ] CRACK HEAVY OIL → light oil → petroleum gas (keep refinery balanced)
- Use cracking recipes to convert excess heavy/light into petroleum
- [ ] Set up RED CIRCUIT production (2 green circuits + 2 plastic + 4 copper wire)
- Copper wire: 1 copper plate → 2 copper wire
- [ ] Blue science recipe: 3 red circuits + 2 engine units + 1 sulfur → 2 blue science
- [ ] Aim for ~20-30 blue science per minute sustained
0.7 — LOGISTICS + ROBOTICS (unlocks big builds)
- [ ] Research: Construction robots (roboports, construction robots, passive provider chests)
- [ ] Research: Logistic robots (logistic robots, storage chests)
- [ ] Set up ROBOT PRODUCTION (construction robot: 1 frame + 2 green circuits; logistic robot: 1 frame + 2 red circuits)
- [ ] Set up LOW DENSITY STRUCTURE production (steel + copper + plastic) — KEEP THIS IN MIND
- You'll need these for rocket parts later
- [ ] Set up ACCUMULATOR production (iron + battery) — for solar power
- [ ] Research: Logistic system (full roboports + logistic chests)
0.8 — PURPLE (PRODUCTION) SCIENCE
- [ ] Purple science recipe: 1 electric furnace + 1 productivity module + 30 rails → 3 purple science
- [ ] Set up ROCKET CONTROL UNIT production (1 processing unit + 1 speed module)
- Processing unit: 20 green circuits + 2 red circuits + 5 sulfuric acid (this is the wall)
- [ ] Tip: Purple science eats a LOT of circuits. Scale up green + red production.
0.9 — YELLOW (UTILITY) SCIENCE PACK
- [ ] Yellow science recipe: 1 flying robot frame + 3 low density structures + 2 processing units → 3 yellow science
- [ ] ROCKET FUEL: 10 solid fuel + 10 light oil → 1 rocket fuel — build a dedicated solid fuel line
- [ ] LOW DENSITY STRUCTURE: 20 copper plate + 2 steel plate + 5 plastic — MAJOR resource hog
- [ ] SCALE UP your steel + plastic + copper production
- [ ] Set up dedicated ROCKET CONTROL UNIT line (you'll need a LOT of these)
0.10 — ROCKET SILO + LAUNCH
- [ ] Research: Rocket silo (unlocks the structure itself)
- [ ] Place the ROCKET SILO (a massive 9x9 structure)
- [ ] Load 50 low density structure + 50 processing unit + 50 rocket fuel (Space Age: 1 of each per rocket part, 50 parts per rocket)
- [ ] Wait... and LAUNCH 🚀
- [ ] Achievement: "Smoke me a kipper, I'll be back for breakfast"
- [ ] This unlocks the SPACE AGE tech tree — Phase 1 begins
END OF NAUVIS DEEP-DIVE — proceed to PHASE 1 (Space Platforms)
Guide changelog
What has changed in this guide, newest first.
- 2026-10-04Verified against sources: 40 checkable claims re-derived from wiki.factorio.com's own wikitext (item and technology infoboxes pulled through api.php, plus the 2.1.0 changelog to confirm nothing in it moves one of these figures) - 26 were wrong and are now fixed. Wrong figures: stone furnace is 5 stone, not 2; the gun turret is 20 iron plate + 10 copper plate + 10 iron gear wheel (the guide had 50 iron + 30 copper + 20 steel + 20 gears) and its technology is 'Gun turret', not 'Turrets'; the firearm magazine is 4 iron plates, not an iron stick chain; basic oil processing yields only petroleum gas, so heavy and light oil come from advanced oil processing; carbon is 2 coal + 20 sulfuric acid, not water + coal; sulfuric acid also needs 1 iron plate; the advanced circuit takes 4 copper cable, not 1; the chemical (blue) science recipe is 3 red circuits + 2 engine units + 1 sulfur -> 2; the robot recipes are 1 frame + 2 green circuits (construction) and 1 frame + 2 red circuits (logistic); the production (purple) recipe is 1 electric furnace + 1 productivity module + 30 rails -> 3; the processing unit is 20 green circuits + 2 red circuits + 5 sulfuric acid; the utility (yellow) recipe is 1 flying robot frame + 3 low density structures + 2 processing units -> 3; rocket fuel is 10 solid fuel + 10 light oil; the low density structure is 20 copper plate + 2 steel plate + 5 plastic; a Space Age rocket takes 50 low density structures, 50 processing units and 50 rocket fuel, not 100 rocket control units; 1 boiler feeds exactly 2 steam engines, so 10 boilers need 20 engines; the recycler returns 25% of the ingredients and destroys 75% (the guide had it inverted); quality modules have 3 tiers, not 4-5, and the last one needs Fulgora's electromagnetic science rather than unlocking on Gleba; the rocket-launch achievement is 'Smoke me a kipper, I'll be back for breakfast'. Also corrected: Automation 2 and 3 unlock assembling machines 2 and 3 (not long-handed inserter / stack inserters), Logistics unlocks the splitter and underground belt (not fast inserters and belts), Fluid handling gives pumps, storage tanks and barrels (pipes come from Steam power), the two robotologies unlock construction robots / logistic robots, the tesla personal weapon is the tesla gun, plastic also needs coal, the research names are 'Solar energy', 'Stone wall', 'Gate' and 'Space platform', and the purple and yellow science packs are the production and utility packs. Verified and unchanged: 1 rocket part = 1 low density structure + 1 processing unit + 1 rocket fuel; rocket control unit = 1 processing unit + 1 speed module; steel 5 iron -> 1; gear wheel 2 iron -> 1; the rocket silo is 9x9; Fulgora's solar is 20% (an 80% reduction); the solar system edge is 100,000 km from Aquilo and the shattered planet 4,000,000 km; and the achievement names and the 100-hour / 40-hour speedrun thresholds. The version claim stands: this is written for Factorio 2.0 stable (2.0.77) and the wiki now documents 2.1, whose changelog alters none of these recipes. Could not be checked and left as written: the electromagnetic science pack's colour ('pink') - the wiki never states science-pack colours - the 'Space Age science pack #1/#2/#3' numbering, which is the author's own visit order, and the 'Press E to mine' control tip, which is UI rather than a figure.
- 2026-09-29Checked the 2.1 line (through 2.1.17, 26 August 2026): 2.1 is still experimental and stable is still 2.0.77, and nothing in the 2.1 changelog changes a step in this list — it stands as written for 2.0 stable. Rebuilt the markdown as well, so the phases and checklists render as headings and lists instead of one long paragraph.
- 2026-09-29Published on the portal. Written for Factorio 2.0 stable (2.0.77). Not yet checked against 2.1, which is still experimental.