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.
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 (utility) science: robotics, logistics, military
- [ ] Yellow (space) science pack: 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 starter pack
- [ ] 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 (75% efficiency, 25% loss)
- [ ] 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 (turret + rifle) 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 level 4-5 unlock here (used for vertical growth late game)
- [ ] Unlock agricultural science (Space Age science pack #3)
- [ ] Heads up: Pentapod enemies are tough — bring the tesla rifle 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 (2 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 long-handed inserter)
- [ ] 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 + 3 copper → 1 green circuit)
- This will be your biggest consumer of copper. Make LOTS of these.
- [ ] Research: Logistics (unlocks fast inserters, transport belts)
- [ ] Hand-craft 6 green science packs (1 inserter + 1 belt)
- [ ] Research: Automation 3 (stack inserters, steel furnace, long-handed inserter productivity)
- [ ] 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) + 10 STEAM 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 power (you'll want it before nuclear)
0.4 — MILITARY (biters will push back)
- [ ] Research: Turrets (gun turret, 50 iron + 30 copper + 20 steel + 20 gears)
- [ ] Set up AMMO PRODUCTION (iron plate → iron stick → firearm magazine)
- [ ] Research: Walls + gates
- [ ] 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 (pumpjack, refinery, chemical plant)
- [ ] Find an OIL PATCH, place a PUMPJACK on it
- [ ] Build a basic REFINERY: crude oil → (fluid) → basic oil processing
- [ ] Outputs: heavy oil, light oil, petroleum gas
- [ ] Set up BASIC CHEMICAL PLANT for:
- Water + coal → carbon (used in some recipes)
- Petroleum gas → plastic bar
- [ ] Set up SULFURIC ACID production (water + sulfur → 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 (pipes, pumps, storage tanks)
- [ ] 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 + 1 copper wire)
- Copper wire: 1 copper plate → 2 copper wire (use 2 assemblers for 1 circuit)
- [ ] Blue science recipe: red circuit + green circuit + sulfuric acid → blue science
- This needs 4 assemblers: 2 for copper wire → 1 for green → 1 for red
- [ ] Aim for ~20-30 blue science per minute sustained
0.7 — LOGISTICS + ROBOTICS (unlocks big builds)
- [ ] Research: Construction robots (roboports, passive provider chests, requester chests)
- [ ] Research: Logistic robots (storage chests, buffer chests)
- [ ] Set up ROBOT PRODUCTION (1 frame + 4 green circuits + 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 (UTILITY) SCIENCE
- [ ] Purple science recipe: 1 rocket control unit + 10 green circuits + 1 low density structure
- [ ] Set up ROCKET CONTROL UNIT production (1 processing unit + 1 speed module)
- Processing unit: 2 green circuits + 20 copper wire + 2 red circuits (this is the wall)
- [ ] Tip: Purple science eats a LOT of circuits. Scale up green + red production.
0.9 — YELLOW (SPACE) SCIENCE PACK
- [ ] Yellow science recipe: 1 rocket control unit + 10 low density structures + 10 rocket fuel
- [ ] ROCKET FUEL: 1 solid fuel (made from light oil) — build a dedicated solid fuel line
- [ ] LOW DENSITY STRUCTURE: 15 steel + 10 copper + 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 100 low density structure + 100 rocket control unit + 100 rocket fuel
- [ ] Wait... and LAUNCH 🚀
- [ ] Achievement: "You have got a rocket to the moon"
- [ ] 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.
- 2026-09-29Checked 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.