Factorio: Complete Guide (Base Game + Space Age)

A practical guide to Factorio from your first burner drill to launching rockets, then taking the factory into orbit and across the five planets of the Space Age expansion.

Researched September 2026 — current as of stable 2.0.77, with the 2.1 experimental branch (2.1.20) noted where it changes things. Live games change; check the linked sources if something differs.

Version note: 2.0.77 is the stable build (June 2026). Version 2.1 has been on the experimental branch since June 26, 2026 and is still being tuned. Wube warns that 2.1 saves and blueprints cannot be downgraded to 2.0 and that mods may not be updated yet, so back up your save before you opt in. Everything in this guide works on 2.0. Where 2.1 differs, it's flagged.

Quick Start

  1. Automate early, handcraft less. Your first real goal is a burner or electric mining drill feeding a furnace, then assemblers making gears and belts. Handcrafting doesn't scale.
  2. Research drives everything. Press T for the tech tree. Keep labs fed with red (automation) science, then red + green, and work out from there.
  3. Build a main bus, or at least leave space. Beginners run out of room more than anything else. Leave wide gaps between production lines and run ore and plate belts in parallel.
  4. Power is the heartbeat. Offshore pump, boilers and steam engines come first. If your machines slow down, check power before anything else (hover over any power pole).
  5. Pollution attracts biters. Every machine gives off pollution, and when the pollution cloud reaches enemy nests they attack. Get turrets up early and research military tech before it's urgent.
  6. Copy-paste everything. Shift + right-click copies an entity's settings, Shift + left-click pastes them. Ctrl+C / Ctrl+V copy whole layouts. Blueprints save you hours.
  7. Use the pipette. Q over any building puts that item in your hand. It's the most-used key in the game.
  8. Trains solve distance. Once ore patches are far away, rail beats long belts. Learn train stops and signals before the mid-game.
  9. Construction robots change the game. When you research them, your blueprints build themselves. Aim for that milestone.
  10. Space Age: planets are unlocked by research, not all at once. You need to launch a rocket and build a space platform before you can travel anywhere. Vulcanus, Fulgora and Gleba can be visited in any order; Aquilo comes later and needs their tech.

Core Controls (default keyboard)

Key Action
W A S D Move
E Inventory / crafting
T Technology tree
M or Tab Map (remote view in 2.0)
P Production statistics
Q Pipette (pick the item under the cursor) / clear cursor
R / Shift+R Rotate / reverse rotate
H / V Flip horizontally / vertically (2.0+)
F Pick up items on the ground
Z Drop one item
Alt Toggle "alt mode" (shows machine recipes and contents)
Shift + right-click / left-click Copy / paste entity settings
Ctrl+C / Ctrl+X / Ctrl+V Copy / cut / paste selection
Ctrl+Z Undo
Space Shoot

You can rebind all of these in Settings > Controls. Turn on alt mode and leave it on. Seeing every machine's recipe at a glance is huge.

Science Packs and Progression

Factorio's progression is a chain of science packs. Each tier needs the previous chain to be automated.

Pack Common name What it unlocks broadly
Automation science pack Red Basic logistics, electricity, assemblers
Logistic science pack Green Trains, fast belts, oil prerequisites
Military science pack Black/grey Better turrets, ammo, armor
Chemical science pack Blue Oil products, robots, advanced circuits
Production science pack Purple Modules, advanced furnaces/assemblers
Utility science pack Yellow Robots upgrades, power armor, late tech
Space science pack White Late research (base game) and space progression

Space Age adds planetary science packs, each made on (or from resources of) a specific planet:

Pack Planet Signature machine
Metallurgic science pack Vulcanus Foundry
Electromagnetic science pack Fulgora Electromagnetic plant
Agricultural science pack Gleba Biochamber
Cryogenic science pack Aquilo Cryogenic plant
Promethium science pack Made in deep space from promethium asteroids Late-game

Early build order that works

  1. Hand-mine a little stone, craft burner mining drills and stone furnaces, and set up drills that feed each other: coal onto coal, iron and copper into furnaces.
  2. Place an offshore pump > boiler > steam engines setup. One boiler supplies two steam engines, and one offshore pump can supply 20 boilers.
  3. Switch to electric mining drills, belts and inserters into rows of furnaces.
  4. Automate iron gear wheels, then red science, then green science (belts and inserters are its ingredients, so automate those as well).
  5. Build gun turrets and give them ammo before your pollution reaches nearby nests.
  6. Research oil processing, find crude oil, and set up pumpjacks > oil refinery > chemical plants for plastic and sulfur. That opens up blue science.
  7. Scale up, build trains, and get construction robots and logistic robots.

Handy ratios (base game)

These are stable rules of thumb that don't depend on the patch:

Power

Stage Source Notes
Early Steam (boilers + steam engines) Burns coal/wood/solid fuel. Pollutes.
Mid Solar + accumulators No fuel, no pollution, lots of space
Mid-late Nuclear (reactors + heat exchangers + steam turbines) Neighbouring reactors give a big bonus. Watch for meltdowns if they overheat.
Space Age late Fusion (unlocked via Aquilo) Very high output, fits on space platforms

Make sure your power poles connect the whole network. A single disconnected pole is a classic reason that half the base stops working.

Logistics: Belts, Trains, Robots

Combat and Biters (Nauvis)

Space Age: Going Off-World

Space Age is the paid expansion released with 2.0. It adds space platforms, quality, elevated rails, and four new planets besides Nauvis.

Getting to space

  1. Launch rockets from the rocket silo. In Space Age they carry cargo up to your platforms and planets.
  2. Build a space platform starter pack, launch it, and build the platform in orbit: foundations, asteroid collectors, crushers, thrusters and turrets.
  3. Asteroids are the platform's raw material, and they are also a threat. Use gun turrets with ammo made on board, and later rocket and railgun turrets, to shoot down the larger ones on dangerous routes.
  4. Fly the platform to another planet and send down a starter kit to build a foothold.

The planets

Planet Identity Key threat/mechanic Signature tech
Nauvis Home. Classic resources, biters Biters/pollution Base game tech, and later the captive biter spawner (from Gleba research)
Vulcanus Volcanic. Lava, tungsten, calcite Demolishers, giant worms that own territory Foundry (casts molten metal), big mining drill
Fulgora Stormy ruins. Scrap is the only ore Lightning storms Recycler, electromagnetic plant, lightning rods/collectors
Gleba Swampy biology. Farming Spoilage (items rot) and pentapods Biochamber, agricultural tower, stack inserter tech
Aquilo Frozen ocean Freezing (buildings need heat) Cryogenic plant, fusion power, railgun tech

Common planet order: Vulcanus or Fulgora first (both are fairly forgiving and their tech speeds up everything else), then Gleba, then Aquilo last, since it needs imports from the other planets. Past Aquilo, the solar system edge and Shattered Planet are deep-space destinations for promethium and the endgame.

Quality

Quality tiers are normal, uncommon, rare, epic, legendary. Put quality modules in machines and there's a chance of producing a higher-quality result. The standard loop is quality modules, then the recycler (which returns a quarter of the ingredients), then craft again. Better quality means better stats: faster machines, more module slots and so on.

Spoilage (Gleba)

Some Gleba products spoil into spoilage over time. Design for throughput, not storage. Keep belts short, don't buffer fruit, and send overflow to burners or recycling. Use agricultural science packs quickly, because their freshness affects research.

2.1 Experimental Highlights (as of 2.1.20)

If you play on the experimental branch, these are the headline changes from the Friday Facts:

Common Mistakes to Avoid

Advanced Tips

FAQ

Is Space Age worth it? If you finished a rocket launch and want more, yes. It adds new planets, space platforms, quality, elevated rails and the 2.0 engine improvements. Note that 2.0 itself is a free update for the base game, so you get many of the QoL changes even without the expansion.

Should I play on 2.1 experimental? Only if you want the new features now and don't mind bugs. Saves can't be downgraded, and mods may lag behind. For a long-running save or a heavily modded game, stay on stable 2.0 until 2.1 goes stable.

Does Factorio ever go on sale? Wube's store page says they have no plans to take part in sales or reduce the price for the foreseeable future.

How do I turn off biters? In the map generator settings, disable enemy bases, or pick the peaceful preset. You can also adjust expansion and evolution settings.

What's the fastest way to get construction robots? Get chemical (blue) science automated, then research the robotics techs. That needs oil processing, advanced circuits and steel.

Which planet first in Space Age? Vulcanus (the foundry is a huge upgrade and demolishers can be avoided) or Fulgora (the recycler and EM plant). Leave Aquilo for last.

Can I play multiplayer? Yes. Co-op multiplayer is supported through Steam or dedicated/headless servers. Everyone needs the same version and mods, and Space Age too if the server uses it.

Sources