GWGridworks Guidesguides stay free
Home/Final Factory/Build guides

Final Factory — station build guide: stability, power, heat and ratios

Final FactoryBuild guidesupdated 2026-09-3015 min read

Final Factory (Never Games Limited, Early Access since 9 April 2024) is a space factory game where the thing you build is not a building but a station grid: a set of structures physically joined together that shares power, heat and one shared stability budget. Almost every mistake a new player makes comes from building the factory first and discovering those three budgets afterwards.

This guide is the order to build in, the recipes with their ratios attached, and the numbers behind stability, power and heat. It is written for Final Factory 0.21.0.23 (Steam news, 9 September 2026), with the caveat that the community wiki's data tables predate the 0.21 heat rework and cargo-ship rebalance — every place that matters is flagged in the text.

What a station actually is

Three production buildings do all the crafting, and the split matters:

BuildingMakesInput tierSpeed
Atomic PrinterComponents (Low Density Structure, Medium Density Structure, AI Controller Circuit)Ores50% production speed
AssemblerIntermediates (Robotic Parts, Fabricator, Plasma Engine Parts, Solid State Laser) and every structureComponents50% production speed
Ship AssemblerWorking ships and combat shipsComponentsinfobox says Production Speed 40, the page text says 25% — unresolved

Three rules bind the grid together:

  • Structures must be connected to share power, heat and stability. Two Mining Stations placed side by side count as two separate stations until a Connector, Strut or Armor Block joins them.
  • Stability is a per-grid budget. Over it, structures stop functioning.
  • Heat is per-grid too, and only some structures produce it.

Ships are emitted into the ship logistics network, not into Connectors — a Ship Assembler will not feed a belt.

Stability: the budget that decides your layout

The rule of thumb from the wiki: a structure's stability cost equals the number of tiles it occupies. A Solar Panel costs 2, a Station Core costs 9. Each grid gets 50 free stability before you need to add anything.

What fixes stability:

StructureEffectCostNotes
Station Core+91 stability10 MDS + 8 Robotic Parts (36 Iron Ore), 4 kW, 300 HPOnly the first core on a grid gives the full bonus; extra cores give a portion
StrutReduces the stability cost of the smaller structure it connects, by up to 54 MDS (8 Iron Ore)Costs 1 stability itself; directional, and there is no visual cue for which structure it relieves — rotate and compare
Stabilizer ArtifactFlat stability bonusartifact dropDiminishing returns after the first
Armor BlockBridges structures and transfers heat and powerStation Armor researchCosts no stability

Struts are more potent than they read: one strut on an Assembler (4 stability) attached to another Assembler can take it to zero. The wiki's own tip goes further — good strut work "mostly render[s] Station Cores unnecessary". The trap is that they are directional, so a strut can silently be relieving a structure that is already at zero.

Two stability numbers I could not verify. The community beginner guide states that a core-less grid fails at "~35" stability and that a grid with a basic Station Core "cannot exceed 115 Station Stability". The datamined values (50 free, +91 per first core) do not reproduce that 115 figure, so treat both as unverified. Plan with the 50-plus-core numbers, and read the current stability value off a connected Station Core.

Power

Every powered structure has two draws: an idle draw that is on all the time it is connected, and a max draw when it is actually working. Insufficient power means slower production or a full stop — not a shutdown.

Consumption for the structures you will build in the first few hours:

StructureIdleMax
Connector1 kW1 kW
Junction1 kW1 kW
Cargo Hold1 kW1 kW
Logistics Bay1 kW1 kW
Repair Center1 kW5 kW
Atomic Printer2 kW5 kW
Assembler2 kW10 kW
Ship Assembler2 kW10 kW
Mining Station3 kW3 kW
Asteroid Research Station3 kW5 kW
Station Core4 kW4 kW
Defense Platform6 kW6 kW
Exploration Center10 kW10 kW
Comet Catcher15 kW60 kW
Ship Yard20 kW20 kW
Networked Storage Hold8 kW8 kW
Power Transmitter0 kW64 kW

Production:

StructureOutput
Solar Panel7 kW per the Power page, 5 kW per its own page — unreconciled
Antimatter Power Station14 kW, plus 12 kW per Antimatter Collector, up to 3 collectors
Singularity Power Stationdepends on fuel
Dyson Power Transmitterup to 100,000 kW

Worked example — a first printing block. One Atomic Printer, one Assembler, six Connectors, one Logistics Bay, one Cargo Hold and one Station Core:

  • idle: 2 + 2 + 6 + 1 + 1 + 4 = 16 kW
  • max: 5 + 10 + 6 + 1 + 1 + 4 = 27 kW

At 7 kW per panel that is 3 panels to cover idle and 4 to cover max; at the contested 5 kW figure it is 4 and 6. Two Antimatter Power Stations (28 kW) cover the whole block, or one station with two collectors (38 kW) does it with room to grow.

The reason to care about the split: idle draw is what your power budget must permanently carry. Late game the wiki's recommended trick is a Power Receiver — move the generation off the assembly station entirely so it stops burdening that grid's stability, and beam it in from a station that has nothing else to do.

Heat

Only these structures generate heat:

StructureHeatMax temp
Atomic Printer0.50 C/s102 C
Assembler0.50 C/s102 C
Ship Assembler0.40 C/s103 C
Comet Harvester1 C/s115 C
Ship Reprocessing Plant2 C/s105 C
Planetary Research Station0.20 C/s105 C
Stellar Research Station0.60 C/s120 C
Quantum Printer0.60 C/s104 C
Advanced Assembler0.60 C/s105 C
Advanced Ship Assembler0.60 C/s105 C
Abduction Machine5 C/s102 C
Antimatter Power Stationvaries105 C
Singularity Power Stationvaries130 C

Cooling:

StructureDissipation
Heat Exchanger1.0 C/s on its own, and it is the hub for Radiators
Radiator5.0 C/s, attaches to a Heat Exchanger
Radiator Artifact3.0 C/s

Each Heat Exchanger accepts up to 3 Radiators, so a single exchanger covers anywhere from 1 to 16 C/s. Placement rules: the exchanger needs a 2-block-wide connection to the station and is 3 blocks long; radiators are 2×3 and attach on the exchanger's centred 2-block side. If the exchanger has more than one connection point, all of them must be attached or it will not work.

Worked example. Four Atomic Printers feeding one Assembler is 4 × 0.50 + 0.50 = 2.5 C/s. One Heat Exchanger with a single Radiator is 6.0 C/s — nearly 2.5× headroom. A bare Heat Exchanger (1.0 C/s) is not enough for that block.

The 0.21 heat rework changes how this feels. As of 0.21.0.21 (11 August 2026): stations take much longer to overheat, overheat is highlighted on the map, unstable stations no longer generate heat at all, and background cooling was slowed to 0.1 C/s — "10x slower than before (no effect on heatsinks)". Read that as: the rates in the tables above are still the wiki's pre-0.21 datamine, and the practical overheat timers are now far more forgiving than those numbers suggest. Budget the 1-to-16 C/s coverage and you are safe either way.

The production chain, with ratios

Everything traces back to three ores and two comet resources:

RawMined fromMassSingularity powerFuel time
Iron OreIron Asteroids74672.4
Bauxite OreBauxite Asteroids30451
Silica OreSilica Asteroids40501
IceComet Fragments, Comet Harvester5557.52.4
Organic CompoundsComet Fragments, Greenhouse Station60602.4

Components (Atomic Printer, always 2 ore per item):

ItemRecipeCraft timeRecipe rate
Low Density Structure2 Bauxite Ore0.4 s150/min
Medium Density Structure2 Iron Ore0.5 s120/min
AI Controller Circuit2 Silica Ore0.4 s150/min

Intermediates (Assembler):

ItemRecipeCraft timeRecipe rate
Robotic Parts1 Medium Density Structure0.5 s120/min
Plasma Engine Parts2 Low Density Structure0.5 s120/min
Solid State Laser2 Low Density Structure + 2 AI Controller Circuit0.5 s120/min
Fabricator2 Robotic Parts + 2 Low Density Structure0.5 s120/min

Because every component is two ore, the ore cost of an intermediate is short:

IntermediateRaw ore equivalent
Robotic Parts2 Iron Ore
Plasma Engine Parts4 Bauxite Ore
Solid State Laser4 Bauxite Ore + 4 Silica Ore
Fabricator4 Iron Ore + 4 Bauxite Ore

One warning about the "recipe rate" column. Every wiki structure and item page quotes an Items per min that is exactly 60 ÷ its craft time — I checked the pairs (0.4/150, 0.5/120, 1/60, 2/30, 3/20, 4/15, 8/7.5) and they all divide exactly. So those rates are 100% speed rates, and the machines that run them are the 50%-speed printers and assemblers. Halve them.

Belt arithmetic. A Connector carries 4.5 items/s = 270 items/min. Since a 2-ore recipe consumes two items per unit produced, one Connector can feed at most 135 items/min of a component recipe — under the quoted 150/min, so the printer is never the bottleneck at the ore end. Mining Stations produce roughly 1–1.5 ore/s each (community figure, approximate), so about 3 Mining Stations saturate one Connector, and that belt then caps Low Density Structure at about 45/min. Chain multiple Mining Stations into one output with Connectors to save space and saturate the belt.

Structures you will build, with their recipes

StructureRecipeCraft timeStabilityIdle/Max power
Connector4 Low Density + 1 Medium Density1.0 s−11/1
Strut4 Medium Density1.0 s−10/0
Junction2 Low Density + 2 AI Controller Circuit1.0 s−11/1
Cargo Hold8 Medium Density2.0 s−11/1
Logistics Bay8 Medium Density1.0 s−21/1
Solar Panel4 Low Density + 2 Medium Density1.0 s−2produces 5–7 kW
Atomic Printer8 Medium Density + 2 Fabricator1.0 s−22/5
Assembler8 Medium Density + 4 Fabricator1.0 s−42/10
Ship Assembler8 Medium Density + 4 Fabricator1.0 s−42/10
Mining Station8 Medium Density + 4 Robotic Parts1.0 snot stated3/3
Mass Driver6 Medium Density + 4 AI Controller Circuit1.0 s−42/6
Heat Exchanger8 Medium Density1.0 s−40/0
Radiator4 Ice + 8 Low Density1.0 s−60/0
Repair Center8 Medium Density1.0 s−41/5
Station Core10 Medium Density + 8 Robotic Parts2.0 s+914/4
Exploration Center8 Medium Density + 4 Robotic Parts2.0 s−910/10
Defense Platform8 Medium Density + 4 Robotic Parts2.0 s−96/6
Asteroid Research Station8 Medium Density + 4 Robotic Parts1.0 s−123/5
Capacitor8 Low Density + 4 AI Controller Circuit2.0 s−11/1
Antimatter Power Station8 Low Density + 2 Solid State Laser1.0 s−40/0
Ship Yard16 Medium Density2.0 s01/1
Laser Turret12 Solid State Laser + 8 Medium Density + 6 Mass Energy Converter2.0 s01/1
Networked Storage Hold2 Cargo Hold + 6 AI Controller Circuit2.0 s−48/8
Comet Harvester16 Medium Density + 16 Solid State Laser4.0 s−154/20
Comet Catcher20 Medium Density + 1 Singularity Field Generator + 8 Robotic Parts8.0 s015/60

Ships (Ship Assembler):

ShipRecipeCraft timeCarryHP
Inserter Bot2 Plasma Engine Parts + 2 Medium Density1 s530
Cargo Drone4 Plasma Engine Parts + 2 Medium Density1 s32120
Bat4 AI Controller Circuit + 2 Plasma Engine Parts1 s—15
Asteroid Research Bot4 AI Controller Circuit + 2 Plasma Engine Parts3 s130

The Bat's combat line: damage 2–3, range 130, cooldown 0.75 s, projectile speed 150, fleet capacity cost 1. The Asteroid Research Bot scans at 8 s per trip, self-destructs after gathering 10, and must be replaced continuously — its production has to be automated or research stalls. (Its speed 25 is slow; it walks to the nearest Asteroid Research Station itself.)

What each structure costs in raw ore

Each wiki page also lists the structure's total raw ore, which is what you actually mine. I recomputed all of them from the recipe chain above and 24 of 26 match exactly:

StructureRaw oreStructureRaw ore
Connector8 Bauxite, 2 IronStation Core36 Iron
Solar Panel8 Bauxite, 4 IronDefense Platform24 Iron
Strut8 IronExploration Center24 Iron
Junction4 Bauxite, 4 SilicaAsteroid Research Station24 Iron
Cargo Hold16 IronMass Driver12 Iron, 8 Silica
Logistics Bay16 IronCapacitor16 Bauxite, 8 Silica
Heat Exchanger16 IronAntimatter Power Station24 Bauxite, 8 Silica
Radiator16 Bauxite, 4 IceShip Yard32 Iron
Mining Station24 IronNetworked Storage Hold32 Iron, 12 Silica
Atomic Printer8 Bauxite, 24 IronCargo Drone16 Bauxite, 4 Iron
Assembler16 Bauxite, 32 IronInserter Bot8 Bauxite, 4 Iron
Ship Assembler16 Bauxite, 32 IronBat8 Bauxite, 8 Silica
Comet Harvester64 Bauxite, 32 Iron, 64 SilicaComet Catcher8 Bauxite, 88 Iron, 12 Silica

The two that do not reconcile, and which I am flagging rather than copying:

  • Connector — the page lists Ice 2 in its ore column, but the Connector's recipe (4 Low Density + 1 Medium Density) contains no Ice anywhere in the chain.
  • Repair Center — the page lists 32 Iron, but its recipe is 8 Medium Density Structure, which is 16 Iron. (32 is what Ship Yard's 16 Medium Density costs; the two pages also share the same Total Mass figure.)

Neither error changes how you play, but they are the reason to compute a build cost from the recipe instead of reading a single number off a table. Laser Turret and Comet Catcher include Mass Energy Converter and Singularity Field Generator in their chains; those two item pages did not load for me, so their raw-ore columns are the wiki's claim and not something I could check.

The opening: research, then automation

The tutorial hands out research points for completing its steps, and the first five technologies are cheap:

ResearchRequiresUnlocksNew Research
Mining Logistics—Mining Station, Miner Bot5
Atomic PrintingMining LogisticsAtomic Printer5
AutomationAtomic PrintingAssembler15
Ship AssemblyAutomationShip Assembler15
Mass DriversShip AssemblyMass Driver15

Two things to know going in:

  • The tutorial's "complete step" button pays out whether or not you did the step. That is the fastest research you will ever get; take it.
  • Automate the three components immediately. Low Density Structure, Medium Density Structure and AI Controller Circuit appear in nearly every structure recipe. The wiki's blunt warning: skip this and you will spend a large part of the early game hand-crafting.

Hand-crafting controls worth memorising: left click crafts one item, right click crafts five; Ctrl+click a structure to pull a stack without opening it; Shift+right click copies a structure's settings and shift+left click pastes them; Q samples a structure; R rotates; Ctrl+X/C/V cut/copy/paste a box (and save it as a blueprint); Alt+D mass-deletes a box.

The early mining loop: place Mining Stations as close to the asteroid as possible (output falls off with distance and fluctuates with how many bots are active), and keep them supplied with Miner Bots from the Ship Assembler — an unfed Mining Station does nothing. Place the Asteroid Research Station near an asteroid the same way, and automate Asteroid Research Bots so research never stops while you build.

Layout: the three-bay backbone

The community beginner guide's layout, which is the one to copy: build a production line, not a blob.

  1. Build 3 Logistics Bays and feed them the backbone components — Low Density Structure, Medium Density Structure and AI Controller Circuit — from the stations where they are produced (ideally at the asteroid mining areas).
  2. Build factory sections forward from the bays in a line, adding extra Logistics Bays as each section needs them. Injecting a new resource later is easy on a backbone and painful in a blob.
  3. Give each finished output a Cargo Hold so you can pull structures by hand quickly.
  4. Keep the factory modular. This is a stability constraint before it is a taste: strain on one huge grid forces cores, cores cost stability, and the wiki's advice is to keep each Station Grid focused on one job and link grids through the space logistics network.

Logistics rules that decide whether the layout works:

PieceCapacityRule
Connector4.5 items/sMoves items and power; set a filter per direction; several can leave one structure; connect one to the side of another for a 90° turn or a merge
Logistics Bay2 stacksUse both slots — a bay with one item in it wastes half its capacity
Cargo Hold4 stacksEasy hand-pickup point for structures
Networked Storage Hold8 stacksFeeds Construction Bots for auto-rebuild
Junction2 stacksSplits evenly, or prioritises one output; needs a Connector between it and a building — it does not work attached directly; merging belts is cheaper with plain Connectors
Mass Driver10 items/sOmnidirectional, limited range, each one needs its target set individually; also works as a logistics bay
Cargo Drone32 carryOnly connects to Logistics Bays
Inserter Bot5 carryPasses over solar panels, antimatter wings, repair centres and perpendicular connectors/struts
Ship Yard60 shipsCosts no stability

Pathing trivia that saves rebuilds: Cargo Drones fly over almost everything except Logistics Bays and other drones, so drone lanes and bays need planned lanes. Inserter Bots ignore drone paths. F5 hides drones and F3 hides the fleet when you need to build underneath them.

Research order

Research is split in two: New Research is the amount you must spend, while Asteroid / Planetary / Stellar / Black Hole Research are typed pools you must actually generate — by Asteroid Research Stations at asteroids, Planetary Research Stations at Terra Worlds, Stellar Research Stations at stars, and later from black holes. Higher-tier technologies therefore require you to have physically expanded to that kind of object.

Asteroid Research (the whole tier)

ResearchRequiresUnlocksNewAsteroid
Asteroid ScienceMass DriversAsteroid Research Station, Asteroid Research Bot15—
Defense PlatformsAsteroid Science, Ship AssemblyDefense Platform15—
LasersAsteroid Science, Ship AssemblySolid State Laser15—
ExplorationAsteroid Science, Ship AssemblyExploration Center20—
LightsAsteroid Science, Ship AssemblyLight Structure25—
JunctionsAsteroid Science, Ship AssemblyJunction25—
Logistics ManagementAsteroid Science, Ship AssemblyShip Yard5030
Cargo LogisticsAsteroid Science, Ship AssemblyCargo Drone, Logistics Bay8080
Station RepairAsteroid Science, Ship AssemblyRepair Center50—
Mass Fuel ConsumerAsteroid Science, Ship AssemblyMass Energy Converter9050
Thermal ManagementAsteroid Science, Ship AssemblyRadiator, Heat Exchanger50—
CapacitorsLasersCapacitor100100
OverdriversThermal ManagementOverdriver100100
Mobile StationsMass Fuel ConsumerRocket Adapter100100
Antimatter PowerThermal Management, LasersAntimatter Power Station, Antimatter Collector5050
Laser TurretsThermal Management, CapacitorLaser Turret200250
Power DistributionThermal ManagementPower Transmitter, Power Receiver200200
Station ArmorDefense PlatformsArmor Block, Triangle Armor Block200—
Signal DampeningStation RepairSignal Dampener100300
Station Movement ProgrammingMobile StationsCommand Core3001000
Singularity GenerationPower Distribution, Overdrivers, Mass Fuel ConsumerSingularity Field Generator250500
KnightsSingularity GenerationKnight2001000
Comet CatchingPlanetary Science, Singularity GenerationComet Catcher, Comet Harvester300Planetary 800

Two ordering notes from that table: Thermal Management (50 New) is the gate behind Antimatter Power, Laser Turrets and Power Distribution — it is the cheapest high-value unlock in the tier, and Power Distribution is what lets you move generation off your production grids. Cargo Logistics (80 New, 80 Asteroid) is the one technology that changes your layout rather than your capabilities.

Planetary and Stellar Research (abridged to the shape of the tier)

ResearchRequiresUnlocksNewTyped cost
Planetary ScienceShip Reprocessing, Advanced MaterialsPlanetary Research Station, Planetary Research Bot300Asteroid 1000
Advanced MaterialsPower DistributionComplex materials and stations200Asteroid 500
GreenhousesPlanetary ScienceGreenhouse Station, Biological Substrate150Planetary 150
High Density MaterialsGreenhouses, Comet CatchingHigh Density Structure600Planetary 800
High Density Station CoreHigh Density MaterialsHigh Density Station Core750Asteroid 1800, Planetary 800
High Energy MiningSingularity GenerationAdvanced Miner Bot, Advanced Mining Station800Asteroid 2000
Quantum ComputingHydrocarbon DevelopmentQuantum Computer1000Asteroid 2000, Planetary 1500
Quantum Printing—Quantum Printer600Asteroid 3000, Planetary 1000
Advanced AssemblyQuantum ComputingAdvanced Assembler800Asteroid 2000, Planetary 3000
Advanced Ship AssemblyQuantum ComputingAdvanced Ship Assembler800Asteroid 2000, Planetary 3000
High Energy ManipulationQuantum ComputingHigh Energy Laser1500Planetary 3000
High Energy ConnectorsHigh Energy ManipulationHigh Energy Connector800Planetary 3500
Remote ConstructionQuantum ComputingConstruction Tower, Networked Storage Hold, Provider Cargo Hold1500Planetary 3000
Stellar ScienceHigh Energy ManipulationStellar Research Station, Stellar Research Bot2000Planetary 6000
Metal Matrix CompositeHigh Energy ManipulationMetal Matrix Composite1500Stellar 2000
Mega StructuresMetal Matrix CompositeFullerene Structure5000Asteroid 12000, Stellar 2000
Dyson SpheresMega StructuresDyson Platform, Exotic Matter10000Stellar 10000
Singularity EnginesSingularity CircuitrySingularity Engine2000030000 each of Asteroid, Planetary, Stellar
Singularity NavigationSingularity Engines, ReplicationDark Star Gate, Singularity Vessel4000050000 each of the three

The last tier is a single node: Dark Clip Manufacturing, 50,000 New Research plus 5,000 Black Hole Research, requiring Singularity Navigation.

Technical research (repeatable, and worth it)

  • Fleet Command raises fleet capacity. Level 1 costs 20 New Research for +20 capacity; the ladder runs 80 / 150 / 200 / 1000 / 6000 / 10000 New Research with +20 +20 +20 +20 +40 +40 +40, then an infinite tier at +5 each.
  • Bat Damage is 15% per level, level 1 for 20 New Research, up to level 7 (level 7 is 2000 New Research + 10000 Asteroid Research). Note the wiki's row for level 2 has its amount fields transposed onto the level-3 row — read it as a gap, not a free level.
  • Mining Productivity (5 levels then infinite) and Fleet Repair Augments also exist; the mining ladder runs 1000 → 5000 New Research over five levels, then infinite tiers from 5000 New + 1500+ Asteroid + 3000+ Planetary, adding Stellar and finally Black Hole Research.

Defense

Enemy pressure is driven by global stability — the wiki's phrasing is that higher global stability attracts tougher and more frequent attacks, and the number is visible in the statistics panel. Two 0.21 changes to know:

  • Defense Platforms and Solar Panels no longer generate signal, which softens the early game threat considerably (0.21.0.21).
  • Overheating and unstable stations are no longer the aggro problem they were — unstable stations stop generating heat at all.

Early: overlap Defense Platforms fitted with Bats around the perimeter. Bats have 15 HP and are cheap; they die fast by mid game. Research Laser Turrets early and prepare a defence blueprint.

The turret platform from the community guide, which is a complete recipe:

  1. Station Core, with 8 Laser Turrets around one side at 1-tile spacing so a Connector can run past and fuel them.
  2. Add an Exploration Center to push back the fog, and 1–2 Defense Platforms to add combat ships.
  3. Add a Logistics Bay to feed turret fuel automatically, Antimatter Power Station for power (better power per structure point than solar here), and a couple of Repair Centers so the platform heals between waves.
  4. Ring the outside with Armor Blocks — they cost no stability and still carry power and heat.
  5. Set the Defense Platform's Attack Range below the turrets' range so its ships do not fly out and suicide, and set Alert Range 50–100 m outside your armour so neighbouring platforms join the fight. Attack range is settable 0–450 m, alert range 0–150 m; platforms within alert range of each other fight as one squad, and that is what cuts your losses.
  6. Ctrl+C over the finished station and save it as a blueprint; place copies with R to rotate.

Fuel is the ongoing cost. Laser Turrets run on charge from a Capacitor (max charge 30) and burn whatever item you feed them — every item on the wiki lists a Fuel Time. The guide's advice is to rush Comet Catching and use Comet Catchers for a permanent Ice supply rather than burning finite ore.

Knights (200 New + 1000 Asteroid Research, after Singularity Generation) are worth researching before the base gets big: they are far more durable than Bats and mix well with them.

Two structural facts that catch people out:

  • Ship requests are range-limited. Ships cannot be requested from a Ship Assembler 600 m or more away, so reinforcing a distant station fails. Ship Yards have infinite request range, so keep one near where you actually fly.
  • Comet Catchers kill things. Comets damage anything in their path, including your own ships — decide where that is deliberately.

Ore, asteroids and comets

  • Asteroids hold finite ore, starting from about 100k; further asteroids hold more, and Bauxite Asteroids alone range from under 100,000 to over 1 million ore.
  • When an asteroid is nearly finished it glows, then explodes. Stage a backup asteroid before that happens or the line stops.
  • Three asteroid types — Iron, Bauxite and Silica — each give 25 Asteroid Research when researched, and each feeds one base component.
  • Ice is not on asteroids. Early on it comes from Comet Fragments, which is why the first exploration push is for comets; Organic Compounds come from the same place and are what you need before Greenhouse Stations.
  • Terra Worlds give 75 Planetary Research and are mined for Urso Citizens (feeding Dark Matter Structures). Main Sequence Stars give 300 Stellar Research, Red Giants 350, Neutron Stars 400 — the further out, the more research per object.

Traps

  1. Hand-crafting the three components. They are in nearly every structure recipe; the wiki says automating them is the difference between a factory and a grind.
  2. Assuming adjacent structures are one station. They are not until a Connector, Strut or Armor Block connects them, and until then they do not share power, heat or stability.
  3. Discovering stability when structures stop working. Watch the stability readout on a connected Station Core and add Struts (which cost stability themselves) rather than reflexively adding cores.
  4. One giant grid instead of modular grids. The wiki's own advice is one job per Station Grid, linked by the space logistics network.
  5. Budgeting power on max draw only. Idle draw is permanent — sixteen kilowatts of it in a single early printing block.
  6. Expecting a Heat Exchanger to be enough on its own. It dissipates 1.0 C/s without Radiators; four printers and an assembler make 2.5 C/s.
  7. Attaching a Junction straight to a building. It needs a Connector in between.
  8. Guessing which way a Strut points. There is no visual cue, so rotate and compare the stability number.
  9. Placing Mining Stations away from the rock. Output drops with distance and fluctuates with active bots; an unfed Mining Station does nothing at all.
  10. Leaving a Logistics Bay half used. Two stacks of one item wastes the other slot — plan two items per bay.
  11. Burning ore in Laser Turrets. Fuel time is a per-item stat; infinite Ice from Comet Catchers is the answer.
  12. Expecting a distant Ship Assembler to resupply you. 600 m is the limit; Ship Yards have none.
  13. Trusting one ore figure off a table. Two of the wiki's raw-ore columns do not reconcile with their own recipes (Connector's phantom Ice 2, Repair Center's 32 vs 16 Iron) — compute from the recipe.
  14. Treating the wiki's numbers as current. Its data tables predate 0.21: cargo ships are now called Barges (more storage, load speed and range, slower acceleration, and a configurable range slider shared with Inserter Bots), heat works differently, and Logistics Bay inventory size was still being rebalanced at that point.

Sources

Every number above was read from these pages. Game version: 0.21.0.23, released 9 September 2026; the previous significant releases were 0.21.0.22 (24 August 2026) and 0.21.0.21 (11 August 2026, heat rework and cargo-ship rebalance).

  • https://finalfactory.game-vault.net/wiki/Main_Page and https://finalfactory.game-vault.net/wiki/Guide:Contents (community wiki, the game's main data source; Fandom has no Final Factory wiki and the wiki's own data tables are the community's datamine)
  • https://finalfactory.game-vault.net/wiki/Guide:Ultimate_Final_Factory_Beginners_Guide (layout, defence-platform recipe, mining-station saturation, printer/assembler ratios)
  • https://finalfactory.game-vault.net/wiki/Stability (50 free stability, cost equals tiles, Station Core bonuses, Strut behaviour)
  • https://finalfactory.game-vault.net/wiki/Power (consumer idle/max table, producer outputs)
  • https://finalfactory.game-vault.net/wiki/Heat (producer heat and max temperatures, dissipation values)
  • https://finalfactory.game-vault.net/wiki/Resource_Points (asteroid types and ore totals, research bonuses, comets, space rocks)
  • https://finalfactory.game-vault.net/wiki/Research (the full research tree and every cost quoted above)
  • https://finalfactory.game-vault.net/wiki/Tips_and_Tricks (structure binding, strut behaviour, pathing, hotkeys, tutorial points, ship-request range, global-stability aggro)
  • https://finalfactory.game-vault.net/wiki/Combat (fleet abilities, laser turret fuel, comet catcher hazard)
  • https://finalfactory.game-vault.net/wiki/Items_and_Recipes and the individual structure and item pages: Atomic_Printer, Assembler, Ship_Assembler, Connector, Junction, Strut, Cargo_Hold, Logistics_Bay, Mass_Driver, Mining_Station, Station_Core, Ship_Yard, Repair_Center, Exploration_Center, Defense_Platform, Asteroid_Research_Station, Heat_Exchanger, Radiator, Solar_Panel, Capacitor, Antimatter_Power_Station, Comet_Catcher, Comet_Harvester, Laser_Turret, Networked_Storage_Hold, Low_Density_Structure, Medium_Density_Structure, AI_Controller_Circuit, Robotic_Parts, Fabricator, Plasma_Engine_Parts, Solid_State_Laser, Cargo_Drone, Inserter_Bot, Bat, Asteroid_Research_Bot, Iron_Ore, Bauxite_Ore, Silica_Ore, Ice, Organic_Compounds (recipes, craft times, stability, power, heat, ore columns)
  • Steam news for app 1383150: https://api.steampowered.com/ISteamNews/GetNewsForApp/v2/?appid=1383150 (0.21.0.23, 0.21.0.22, 0.21.0.21 — heat rework, barge rename and rebalance, aggro rebalance, connector speed fix)
  • https://store.steampowered.com/app/1383150/Final_Factory/ (Early Access since 9 April 2024, developer Never Games Limited)

Things I could not verify, and did not fill in: the reliability of the community guide's stability figures ("~35" without a core, 115 with a basic Station Core) — they do not reconcile with the datamined 50/+91; whether a Solar Panel makes 5 kW or 7 kW; whether the Ship Assembler runs at the 40 its infobox claims or the 25% its text claims; the Mass Energy Converter and Singularity Field Generator recipes (their pages would not load), so the Laser Turret and Comet Catcher raw-ore columns are the wiki's claim only; Mining Station and Ship Yard stability costs, which the pages do not state; and the exact "Items per min" a machine achieves, since those figures are 100%-speed rates against 50%-speed buildings. The wiki's per-structure numbers are a datamine of a pre-0.21 build; the 0.21 heat rework in particular means the practical overheat timings now differ from the rates tabulated above.

Guide changelog

What has changed in this guide, newest first.

  • 2026-09-30Published. Final Factory 0.21.0.23 (Steam news, 9 September 2026). Built from the community wiki at finalfactory.game-vault.net - Stability, Power, Heat, Research, Resource Points, Tips and Tricks, Combat, the Ultimate Beginners Guide, and the individual structure and item pages - plus the Steam news feed for 0.21.0.21 (heat rework, cargo ships renamed to Barges), 0.21.0.22 and 0.21.0.23. Every structure's raw-ore cost was recomputed from the recipe chain and 24 of 26 reconcile exactly. Flagged rather than smoothed over: the wiki's data tables are a pre-0.21 datamine; the Connector ore column lists Ice 2 with no Ice in its chain; the Repair Center lists 32 Iron against its own 8 Medium Density Structure recipe (16 Iron); Solar Panel is 5 kW on its page and 7 kW on the Power table; the Ship Assembler infobox says Production Speed 40 and its text says 25%; the community guide's stability figures (~35 core-less, 115 with a basic core) do not reconcile with the datamined 50 free plus 91 per core; the Mass Energy Converter and Singularity Field Generator item pages would not load, so the Laser Turret and Comet Catcher ore columns are the wiki's claim only. Research costs, power draws, heat rates and max temperatures were taken from the wiki's pages as printed.