Vanilla Factorio veterans share one instinct: build until it’s perfect, then build some more. That habit, while responsible for 300-hour save files, is the single biggest mistake you can make when starting Space Age. The DLC’s rocket silo research unlocks faster than you expect, and the players who stall longest are the ones who never got a clear answer to the only question that matters: when is your Nauvis base actually ready to launch?
This guide exists because GameRant, TheGamer, and IGN have no dedicated Space Age hub. Community guides answer individual questions well but rarely frame the full picture for a veteran entering the DLC blind. Here you get the specific factory-state criteria for departure, the rocket silo sequence, asteroid defence basics, the reasoning behind planet order, and the quality system guide covering exact probability tables, the recycler cascade, and when productivity beats quality.
Verified on Factorio Space Age version 2.0 (October 2024 release). Values may change with Wube Software updates — check the official Factorio Wiki for the latest figures. [1]
This is the Factorio Space Age hub — for more Strategy Games guides see our Timberborn beginner’s guide and Slay the Spire 2 hub.
Factorio Space Age Quick Start Checklist
For veterans who want the short version before diving into detail:
- Reach 60 SPM on red, green, and blue science before touching the rocket silo research
- Automate laser turret ammo (uranium cartridges or at minimum magazines) with no manual resupply required
- Deploy a construction + logistics bot network covering your entire base perimeter
- Clear biter nests within and beyond your pollution cloud before leaving
- Pre-stage a return rocket — pack silo parts and fuel in your cargo landing pad before launch
- Build gun turrets along the full southern edge of your space platform before moving
- Bring at minimum 500 steel, 200 iron gear wheels, 100 pipes, and 50 assembling machine 2s in your cargo bay
What Space Age Adds vs Vanilla Factorio
The DLC is not a content pack bolted onto the base game. It restructures the entire late game. Where vanilla Factorio’s goal is launching one satellite-carrying rocket, Space Age shifts the end goal to building a space platform capable of reaching the edge of the solar system. [1]
By the numbers, Space Age adds 22 new buildings, 30 new intermediate products, 5 new science packs, 5 new weapon types, and 2 new enemy families across four planets. Two complete systems — Quality and Elevated Rails — are included as built-in dependencies. The expansion also ships with 8 hours of original music composed for each planet’s environment.
For veterans, the sharpest change is economic compression: the rocket silo research in Space Age only requires 1,000 each of automation, logistics, and chemical science packs — compared to vanilla’s requirement for all science packs. Each rocket needs just 50 parts instead of 100, and each part costs 10 processing units, 10 low-density structures, and 10 rocket fuel. [2] The barrier to first launch is lower by design, because the real complexity starts once you’re in orbit.

The three systems that most surprise vanilla players are the spoilage mechanic on Gleba (biological items degrade on timers from 1 minute to 2 hours), the lightning energy system on Fulgora (solar panels produce only 1% of Nauvis output; lightning rods are your power grid), and the Quality upcycling loop (items can be recycled for 25% of their ingredients and re-crafted with quality modules until they hit higher tiers). None of these have analogues in base Factorio.
The 7 Milestones: Is Your Nauvis Base Ready to Launch?
Your factory keeps running while you’re away. Biters keep attacking. Ore patches keep depleting. Everything that would go wrong while you’re playing continues to go wrong while you’re not. [8] The threshold question isn’t “is my base big enough?” — it’s “can my base survive and produce without me for at least 10 hours of playtime on another planet?”
Here are the 7 milestones that define a launch-ready Nauvis:
1. 60 SPM on red, green, and blue science. Not a magic number — it’s the threshold at which your research queue on Nauvis keeps ticking over while you establish your Vulcanus outpost. Below 45 SPM, you’ll return to Nauvis before Vulcanus is functional. Above 80 SPM, you’re over-investing in pre-launch infrastructure that Vulcanus will make redundant anyway.
2. Blue science (Chemical Science Pack) researched and producing. Blue science unlocks laser turrets, construction robots, and the logistic system. Without it, your base cannot defend itself autonomously or repair itself remotely. This is a hard prerequisite, not optional.
3. Laser turret coverage on all four sides of your base perimeter. Magazine-fed gun turrets running out of ammo while you’re on Vulcanus is how 80-hour saves end. Laser turrets draw from your power grid instead. Eight laser turrets on your high-voltage poles is enough to handle small biter waves indefinitely. [9]
4. Nuclear power or a stable coal/solar hybrid producing at least 50 MW. Laser turrets and a bot network will spike your power draw. A factory limping on 20 MW of steam power will brownout under biter pressure. Nuclear unlocks at purple science — if you haven’t reached it yet, aim for a dedicated solar+accumulator array to buffer overnight demand before launch.
5. Construction and logistics bots deployed with full base coverage. Roboports covering every building in your base allow the network to repair walls, refill ammo chests, and replace structures automatically. Without bots, any damage to your base while you’re away requires manual intervention. Remote tank piloting is an emergency backup, not a maintenance strategy. [8]
6. Biter nests cleared beyond your current pollution cloud. Pollution cloud expansion is what triggers new biter attacks. If nests sit just outside your cloud and your cloud is still growing, you will face a major attack wave within hours of departure. Clear the buffer zone before you launch, or enable efficiency module research to slow cloud growth.
7. 200+ steel chests in your cargo landing pad buffer, plus a second rocket staged to launch. Your first trip to Vulcanus will consume more materials than you expect — belts, inserters, power poles, assembling machines, pipes. The cargo landing pad on Nauvis and a second rocket standing by means you can restock within minutes rather than rebuilding the silo from scratch mid-session. [2]
You do not need a megabase. A clean, automated mid-game factory hitting these 7 criteria is better than a sprawling mess of spaghetti that technically produces more per minute but requires constant attention.
The Rocket Silo Launch Sequence
The rocket silo itself requires 1,000 steel plates, 1,000 concrete, 200 processing units, 200 electric engine units, and 100 pipes to construct. [2] Budget roughly 10 to 15 minutes of build time on a mid-game factory. Place it with at least 10 tiles of clearance on all sides — the launch animation spans a large area and nearby buildings will be flagged as obstructions.
Before launching, place a cargo landing pad somewhere on Nauvis. Only one is allowed per surface, and there’s no distance restriction from the silo. This landing pad is where cargo from space arrives — if it doesn’t exist, your interplanetary logistics have nowhere to land.
For your first launch, load a space platform starter pack into the rocket. This is crafted from scratch and creates a new platform with a 10×10 foundation and a central hub structure that cannot be removed or moved. [3] Your goal on this first platform is not to build a factory — it’s to build a vehicle capable of surviving the asteroid field between Nauvis and Vulcanus.
Once the platform exists, subsequent rockets deliver cargo to it directly. Each rocket launch costs the same 50-part payload regardless of what’s inside. Since shipping is free after the first rocket, the only incentive to minimise cargo is launch frequency — not per-item cost.
Building Your First Space Platform
Your space platform is a spaceship, not a factory. The fundamental mistake on a first platform is designing it like a Nauvis production facility — sprawling belts, multiple assemblers, nested logistics. The first platform has one job: reach Vulcanus intact. [7]
Four asteroid types appear during space travel: metallic chunks (yield iron ore and copper ore when crushed), carbonic chunks (yield coal synthesis materials), oxide chunks (yield water and calcite), and promethium chunks (available only in deeper regions). [3] Small chunks can be collected by asteroid collectors and processed by crushers. Large asteroids cannot be collected — they must be destroyed by turrets before they impact the platform.
For the Nauvis-to-Vulcanus run, gun turrets are the correct defensive choice. [7] Build them in a continuous line along the southern edge of your platform (the direction of travel, where asteroids approach from). Eight gun turrets is a workable minimum; twelve is comfortable. Automate ammo production on the platform itself using iron ore from collected metallic chunks — shipping ammunition from Nauvis adds weight and complexity with no advantage.
Essential first platform buildings in order of priority:
- Thrusters (southern edge only — thrusters placed on other edges have no effect) [3]
- Asteroid collectors and crushers (one collector per 3 tiles of southern edge is a practical starting ratio)
- Gun turrets (full coverage of the direction of travel)
- Ammo production chain (iron plate smelter — magazine assembler)
- Cargo bays (for the supplies you’re bringing to Vulcanus)
Platform speed scales the frequency of asteroid impacts. A faster platform hits more asteroids per second — don’t add thrusters faster than you add defensive capacity.
Planet Order: Why Vulcanus Must Be First
The four planets — Vulcanus, Fulgora, Gleba, Aquilo — are not equally accessible. Aquilo requires fusion power technology from earlier planets to function at all. Gleba’s spoilage mechanic punishes players who haven’t built fast logistics pipelines before arriving. Fulgora’s oil sand terrain requires elevated rail infrastructure that becomes far easier once you have the Vulcanus Foundry’s production bonuses feeding your Nauvis factory.
Vulcanus is recommended first because its unlocks directly reduce the constraints on every subsequent planet: [5]
| Planet | Recommended Order | Key Unlock | Why It Matters |
|---|---|---|---|
| Vulcanus | 1st | Foundry, Big Mining Drill, Artillery | Foundry gives 50% production bonus on metal chains; Artillery clears biter nests automatically |
| Fulgora | 2nd | Recycler, Quality Module 3, Tesla Turret | Recycler enables quality upcycling; Quality Module 3 required for Epic+ items |
| Gleba | 3rd | Spidertron, Stack Inserter, Rocket Turret | Spidertron transforms Nauvis base mobility; Stack Inserter massively increases throughput |
| Aquilo | 4th (final) | Fusion Reactor, Cryogenic Plant, Railgun Turret | Fusion power enables unlimited energy; requires techs from all prior planets |
The Vulcanus Foundry specifically replaces electric furnaces across nearly all metal production chains with a 50% throughput bonus. The Big Mining Drill covers a 5×5 ore patch area at twice the speed of an electric mining drill, effectively doubling the lifespan of every ore patch for the rest of your run. [6] These two buildings alone justify the detour to a hostile volcanic world before touching anything else.
If you want to deviate: Fulgora first is viable if you prioritise the Recycler and quality loop early. Gleba first is the highest-skill option — the spoilage system punishes players who haven’t optimised throughput before arriving. Aquilo first without prior planet techs is not currently achievable.
All Four Planets at a Glance
| Planet | Environment | Primary Resources | Main Enemy | Key Exclusive | Hardest Mechanic |
|---|---|---|---|---|---|
| Vulcanus | Volcanic, lava pools, ash plains | Coal, Tungsten, Calcite, Sulfuric Acid | Demolisher (territorial patrol) | Foundry, Artillery, Turbo Belts | Demolisher territory routing |
| Fulgora | Desert with lightning storms, oil sand terrain | Scrap (yields circuits, steel, batteries), Holmium Ore | Lightning (not biters) | Recycler, Quality Module 3, Tesla Turret | Solar only 1% — lightning energy is mandatory |
| Gleba | Jungle swamp, fungal hills | Yumako, Jellynut, Iron Ore, Copper Ore | Pentapods (Wrigglers, Strafers, Stompers) | Spidertron, Stack Inserter, Rocket Turret | Spoilage — biological items decay in 1min–2h |
| Aquilo | Frozen ammonia ocean, no solid ground | Ammoniacal Solution, Lithium Brine, Fluorine, Crude Oil | Cold (machines freeze without heating) | Fusion Reactor, Cryogenic Plant, Railgun Turret | Heating every machine, 0.6% solar output |
The Quality System: What Beginners Actually Need to Know
The Quality system has five tiers: Normal, Uncommon, Rare, Epic, and Legendary. The jump from Epic to Legendary is worth noting — it skips a numerical value in the progression, meaning Legendary items are proportionally stronger relative to Epic than any other adjacent tier. [4]
Each tier provides +30% crafting speed, +30% health, +30% chest inventory size, and −16.67% resource drain on miners. For turrets, each tier adds +10% range. The compounding effect across your logistics and production chain is significant at Rare and above.
Quality modules create higher-quality products probabilistically. A Quality Module 3 has a +2.5% base chance of upgrading an item to the next tier per craft. If an upgrade triggers, the machine rolls again at a flat 10% chance for a further upgrade — cascading all the way to Legendary in theory. [4] Practically, targeting Rare and Epic items requires Fulgora’s Recycler and Quality Module 3 (which is itself unlocked on Fulgora). Don’t invest heavily in quality before you have that infrastructure.
Three practical rules for beginners:
- Don’t mix quality tiers in recipes. A recipe requiring 10 iron plates will not accept 9 Normal + 1 Uncommon. The crafting machine pulls from the same quality stack. [7]
- Automate quality for bulk intermediates. Steel, copper plates, and iron gears benefit most from quality automation because they appear in hundreds of recipes downstream.
- Epic and Legendary require Gleba and Aquilo techs. The top two tiers are locked behind the final two planets. Don’t plan your factory around Legendary items before you’ve finished the planet progression. [4]
What NOT to Do on Your First Space Platform
Five mistakes that will cost you hours of progress:
1. Over-engineering ammunition production before you understand asteroid ratios. The split between metallic, carbonic, and oxide chunks varies by region. A platform designed for one chunk type will run out of ammo for others. Start simple: one crusher per collector, one turret per 2 tiles of southern edge, adjust after your first crossing.
2. Ignoring large asteroids while your collectors are full. Asteroid collectors stop collecting when full. If your crushers can’t keep up, collectors back up, large asteroids stop being targeted by auto-attack, and one impact on your platform hub will strand you. Keep crusher throughput ahead of collector throughput.
3. Shipping fuel for thrusters from Nauvis. Thrusters can run on rocket fuel produced from carbonic chunks collected in space. Setting this up on the platform eliminates one of the heaviest recurring cargo costs from Nauvis launches. [7]
4. Placing thrusters anywhere except the southern edge. Thrusters on east, west, or north edges produce zero thrust. [3] This is a common first build error that leaves your platform stationary and confused.
5. Leaving Nauvis without a tank staged near your roboport network. Remote driving a tank via the map screen is the emergency repair mechanism for biter breaches while you’re in space. Without a tank in range of your logistics network, a wall breach can escalate to a full base wipe before you return. [8]
After Vulcanus: Returning to Nauvis
The Foundry and Big Mining Drill are the two technologies that justify the entire Vulcanus trip. Ship both home as early as you can build them — the Foundry alone replaces your entire Nauvis smelting column with a 50% production bonus at no additional power cost. [5]
Artillery is the second Vulcanus return cargo that transforms Nauvis. Artillery shells automatically target biter nests within range, clearing the pollution buffer zone you were manually maintaining before launch. With artillery placed on your perimeter, biter pressure drops from an active concern to a passive one.
What changes on Nauvis after your first interplanetary trip:
- Your factory starts receiving interplanetary cargo — build a dedicated unloading area near the landing pad with belts and inserters ready
- Research switches to military science packs and beyond — budget a dedicated military production line if you haven’t already
- Space platform maintenance becomes a recurring task — schedule regular rocket launches for platform repair supplies
- The Metallurgic Science Pack from Vulcanus unlocks a new tier of technologies unavailable in vanilla — prioritise the tech tree before your second planet departure
Do not dismantle your existing Nauvis smelters the moment you ship home a Foundry. Build the Foundry production line in parallel, verify throughput, then retire the old furnace columns. Rushing the transition will interrupt your science pack supply mid-research.
Which Type of Player Are You?
| Player Type | Nauvis Exit Priority | First Platform Focus | Vulcanus Goal |
|---|---|---|---|
| New to Space Age | Hit Milestones 1–5 only, launch early and learn from failure | Survival first — just enough turrets to reach Vulcanus | Establish one Foundry, get home safely |
| Casual player | All 7 milestones, no rush | Automate ammo production on platform before moving | Foundry + Artillery, then return and upgrade Nauvis |
| Hardcore optimiser | 45 SPM minimum, launch aggressively to compress time-to-second-planet | Maximum thruster efficiency, quality iron for turret upgrades | Complete Metallurgic Science research before returning |
| Completionist | All 7 milestones plus 100% of Nauvis tech tree before launch | Full belt-fed ammo automation, redundant power supply | Map all Vulcanus territory before establishing Foundry |
Frequently Asked Questions
Does my Nauvis factory stop when I leave?
No — it keeps running. Biters keep attacking, ore patches keep depleting, your production lines keep ticking. The factory does not pause or slow down in your absence. [8] This is why Milestone 3 (laser turrets) and Milestone 5 (bot network) are non-negotiable before departure: your base needs to handle emergencies without you.
Is Vulcanus actually the best first planet, or is Fulgora viable?
Vulcanus is the recommended first planet for the majority of players because the Foundry and Artillery both reduce the difficulty of every subsequent step. Fulgora first is viable if your primary goal is the quality system — the Recycler and Quality Module 3 are Fulgora exclusives that unlock the quality upcycling loop earlier. The trade-off: Fulgora’s lightning energy system is a harder first introduction than Vulcanus’s familiar ore-smelt-produce loop. [5]
How much does it cost to launch a rocket in Space Age?
Each rocket requires 50 parts. Each part costs 10 processing units, 10 low-density structures, and 10 rocket fuel, totalling 500 of each material per launch. [2] Cargo weight doesn’t change the cost — you pay the same whether the rocket carries a single item or a full cargo bay. This makes over-packing a better strategy than under-packing on every launch.
What is the Quality system and do I need it to progress?
Quality adds five item tiers — Normal through Legendary — with each tier giving +30% crafting speed, health, and inventory size, among other bonuses. [4] It is not required to reach any planet or complete the main progression. It becomes relevant when optimising space platform efficiency and when building end-game production chains on Aquilo. Beginners should understand it exists but not invest in quality infrastructure until after Fulgora, where Quality Module 3 becomes available.
Can I go back to Nauvis from Vulcanus?
Yes, at any time. Your space platform travels on a schedule you set, and you can redirect it back to Nauvis mid-journey. The return trip is the same asteroid field in reverse — your defences need to handle it either direction. Many players make short return trips to Nauvis between each planetary milestone to upgrade their home factory with new technologies before proceeding to the next planet.
For the complete spidertron drone workflow — waypoint queueing, squadron control, and cross-planet remote management — see our Factorio Spidertron Guide.
Sources
- Space Age — Official Factorio Wiki
- Rocket silo — Official Factorio Wiki
- Space platform — Official Factorio Wiki
- Quality — Official Factorio Wiki
- Factorio Planets Guide — Bisect Hosting
- Factorio Space Age: All Planets at a Glance — en.number13.de
- Factorio Space Age Beginner’s Guide — Gamesear
- What happens on Nauvis when you go to a different planet? — Steam Community
- It takes too long to get to new Space Age content — Factorio Forums
- 9007
- 9017
- Factorio Vulcanus Guide
- 9016
- Factorio Aquilo Guide: How to Stop the Ground Melting
- 10 Factorio Space Age Mods That Still Work in 2.0
- Factorio Space Age Endgame Guide: Aquilo Objective, Infinite Research, and Legendary Completion
- Factorio Space Age Train Network Guide: Platform Arrival Windows, Cargo Bay Handoff Timing, and 3 Deadlocks Fixed
I've been playing video games for over 20 years, spanning everything from early PC titles to modern open-world games. I started Switchblade Gaming to publish the kind of accurate, well-researched guides I always wanted to find — built on primary sources, tested in-game, and kept up to date after patches. I currently focus on Minecraft and Pokémon GO.
