🚀 Factorio Space Age Expansion Guide
Version: 2.0 Space Age | Last updated: July 2026
The Space Age expansion transforms Factorio from a single-planet factory game into a multi-planet logistics empire. Four new worlds — each with unique resources, mechanics, and challenges — must be colonized, automated, and connected by interplanetary transport.
This guide covers everything you need: what to bring, what to build, and what traps to avoid on every planet.
📋 Overview — The Four Planets
| Planet | Theme | Science | Difficulty | Key Mechanic |
|---|---|---|---|---|
| 🌋 Vulcanus | Lava & foundries | Metallurgic Science | Medium | Lava casting, big drills, artillery |
| ⚡ Fulgora | Lightning & ruins | Electromagnetic Science | Medium | Scrap recycling, lightning harvesting |
| 🧫 Gleba | Fungal swamps | Agricultural Science | Hard | Bio-processing, spoilage, pentapods |
| ❄️ Aquilo | Frozen ocean | Cryogenic Science | Very Hard | Freezing mechanics, heating, ice platforms |
| 🛰️ Orbit | Space platform | Space Science | Variable | Zero-gravity platform construction |
🌋 Vulcanus — The Forge World
Vulcanus is a volcanic planet with seas of molten lava, calcite deposits, and aggressive demolishers — giant worm-like enemies that guard resource-rich territories.
Unlock Requirements
| Requirement | Detail |
|---|---|
| Tech researched | Rocket Silo + Rocket Launch |
| Minimum cargo | 1 rocket of construction supplies (bots, solar panels, accumulators, assemblers) |
| Recommended | Personal laser defense, nuclear reactors, cliff explosives |
Core Resources & New Materials
| Resource | Found On | Used For |
|---|---|---|
| Calcite | Lava shoreline deposits | Steel smelting (direct iron → steel), sulfuric acid production |
| Lava | Pumpable from lava seas | Molten iron/copper casting (infinite, no mining needed) |
| Tungsten Ore | Mineable deposits | Tungsten carbide, tungsten plates |
| Carbon Fiber | Assembled | Spidertron equipment, rocket parts |
New materials unlocked:
| Material | Recipe | Purpose |
|---|---|---|
| Tungsten Plate | Tungsten ore → smelting | Stronger belts, mech armor |
| Tungsten Carbide | Tungsten + Carbon | Mining drill upgrades, foundry |
| Metallurgic Science Pack | Tungsten plate + Carbon fiber + Steel | Core space science progression |
Recommended Landing Prep
Essential items for first landing:
☐ 50+ Construction robots + 10 roboports
☐ 100+ Solar panels + accumulators
☐ Assemblers (AM2, AM3), chemical plants
☐ 4+ Rocket silos on Nauvis (for resupply)
☐ Personal defense: Shield MK2 + laser defense
☐ Cliff explosives (Vulcanus terrain is rugged)
☐ Nuclear reactor + heat exchangers (or solar)
☐ Belts, undergrounds, splitters (red/blue)
Unique Buildings
🏭 Foundry
The Foundry replaces furnaces on Vulcanus. It accepts molten metals directly from lava and produces plates, gears, pipes, and beams in a single building.
| Feature | Detail |
|---|---|
| Input | Molten iron/copper (from lava) or standard ore |
| Output | Plates, gears, pipes, steel, copper wire |
| Bonuses | +50% productivity over standard furnaces |
| Module slots | 4 (vs 2 on electric furnace) |
💡 Key trick: The Foundry can cast molten iron directly into steel with calcite — no need for the steel furnace step. This is the primary reason to visit Vulcanus.
⛏️ Big Mining Drill
A massive 5×5 mining drill that covers a 5×5 chunk area (80×80 tiles). Produces ore from the entire area with no resource drain — it effectively mines all nodes in its coverage zone simultaneously.
| Feature | Detail |
|---|---|
| Size | 5×5 tiles |
| Coverage | 5×5 chunk area (configurable) |
| Mining speed | 2.5× standard drill |
| Resource drain | None — mines all patches in area |
💡 Key trick: Place Big Drills overlapping multiple ore patches for massive throughput. On Nauvis, a single Big Drill can cover 3-5 iron patches.
Tech Tree Highlights
| Tech | Unlocks | Priority |
|---|---|---|
| Metallurgic Science | Foundry, lava pumping | ⭐⭐⭐ First priority |
| Tungsten Alloy | Big mining drills | ⭐⭐⭐ Essential |
| Foundry | Advanced casting recipes | ⭐⭐⭐ Game-changer |
| Artillery Range | Artillery shell, remote targeting | ⭐⭐ For expansion |
| Artillery Shell Range | Longer-range artillery | ⭐ |
| Planet Discovery: Vulcanus | Actually getting there | ⭐⭐⭐ |
Strategy & Tips
- Kill your first demolisher with poison capsules + personal lasers. They don't regenerate quickly.
- Calcite is finite on shoreline deposits but infinite from space platform (crush asteroids). Ship calcite down from orbit for Nauvis steel.
- Set up lava pumping immediately — it's infinite ore that never depletes.
- Foundry + calcite produces steel at 2× speed with 50% productivity. Ship this recipe back to Nauvis.
- Artillery is unlocked on Vulcanus. Use it to clear demolishers from range and claim territory.
Common Traps
| Trap | Why It's Bad | Fix |
|---|---|---|
| Underestimating demolishers | They 1-shot you early on | Bring poison capsules + shields |
| Not shipping calcite back | Missing infinite steel recipe | Set up interplanetary calcite delivery |
| Building on lava shores | Cliff terrain blocks expansion | Bring cliff explosives |
| Ignoring artillery | Can't clear big demolishers | Rush artillery after landing |
⚡ Fulgora — The Lightning World
Fulgora is a ruined world covered in scrap metal deposits and constant lightning storms. There is no stone, no coal, and no uranium — but the scrap contains everything you need.
Unlock Requirements
| Requirement | Detail |
|---|---|
| Tech researched | Rocket Silo + Rocket Launch |
| Minimum cargo | 1 rocket of solar panels (critical — no coal for power), accumulators, construction bots |
| Recommended | Lightning rod blueprints, recycler setup, accumulator array |
Core Resources & New Materials
Fulgora has no mining drills. Instead, you collect scrap from the ruins and recycle it:
| Scrap → Recycling Output | % Chance | Used For |
|---|---|---|
| Iron ore | ~25% | Smelting |
| Copper ore | ~20% | Smelting |
| Stone | ~5% | Brick, concrete |
| Concrete | ~20% | Construction |
| Batteries | ~10% | Accumulators, science |
| Holmium Ore | ~8% | Electromagnetic science |
| Ice | ~5% | Water (via heating) |
| Steel plate | ~4% | Various |
| Solid fuel | ~2% | Backup power |
New materials unlocked:
| Material | Recipe | Purpose |
|---|---|---|
| Holmium Plate | Holmium ore → processing → plate | Superconductors, EM science |
| Superconductor | Holmium + copper wire | Electromagnetic science pack, advanced modules |
| Electromagnetic Science Pack | Superconductor + battery + processing unit | Core space science |
Recommended Landing Prep
Essential items for first landing:
☐ 100+ Solar panels (CRITICAL — no coal for steam)
☐ 200+ Accumulators (for lightning-buffered power)
☐ 50+ Construction robots + roboports
☐ Lightning rods (research before departure)
☐ Accumulator blueprints (pre-built)
☐ Recyclers (must be researched on Fulgora)
☐ Belts for scrap sorting (lots of splitters)
Unique Buildings & Mechanics
⚡ Lightning Collection
Fulgora has constant lightning that damages buildings. But lightning = free power if harvested.
| Building | Purpose | Range |
|---|---|---|
| Lightning Rod | Attracts lightning, protects 9×9 area | 9×9 tiles |
| Lightning Collector | Harvests lightning into accumulators | Stores up to 500 MJ |
Design rule: Place a Lightning Collector every 3×3 grid of buildings. Chain collectors to accumulator banks.
🏚️ Recycler
Scrap must be processed through the Recycler — a 3×3 building that outputs random components at 25% of original value (infinite resource efficiency).
| Feature | Detail |
|---|---|
| Input | Scrap (from ruins) |
| Output | Random assortment of base resources |
| Module slots | 4 (productivity modules increase scrap output) |
| Power | 1.8 MW |
🔋 Charging Tower
Wireless power transmission for vehicles. Any vehicle within range (40 tiles) recharges its internal battery. Essential for Fulgora's sprawling scrap fields.
Tech Tree Highlights
| Tech | Unlocks | Priority |
|---|---|---|
| Electromagnetic Science | Recycling, superconductors | ⭐⭐⭐ First priority |
| Lightning Collection | Lightning rod, collector | ⭐⭐⭐ Safety first |
| Recycler | Scrap processing | ⭐⭐⭐ Essential |
| Accumulator MK2 | Better energy storage | ⭐⭐ |
| Charging Tower | Vehicle charging | ⭐ |
Strategy & Tips
- Scrap sorting is the core challenge. You get random outputs — build a sorting system that filters each resource type to dedicated storage/belts.
- Use circuit-controlled splitters to manage overflow. Overabundant items (stone, concrete, iron) should be recycled again or voided.
- Holmium is the bottleneck. It drops at only ~8% per scrap. Mine lots of scrap fields.
- Build lightning collector farms early — they provide nearly infinite free power once storms hit.
- Recycle excess batteries into more scrap processing. Batteries are common and not needed in huge quantities.
Common Traps
| Trap | Why It's Bad | Fix |
|---|---|---|
| Not building lightning rods first | Everything gets destroyed | Rod everything before placing machines |
| Sorting scrap manually | Impossible to manage | Build a circuit-controlled sorting bus |
| Running out of holmium | Stalls EM science production | Expand scrap mining aggressively |
| No backup power | Dust storms reduce solar | Build accumulator banks charged by lightning |
| Forgetting charging towers | Vehicles stranded in scrap fields | Place towers at 40-tile intervals |
🧫 Gleba — The Fungal World
Gleba is a hostile swamp planet where everything spoils. Production must be continuous — you cannot buffer items. Aggressive pentapod enemies replace biters.
Unlock Requirements
| Requirement | Detail |
|---|---|
| Tech researched | Rocket Silo + Rocket Launch |
| Minimum cargo | 2+ rockets (Gleba has nothing initially — bring everything) |
| Recommended | Tesla turrets, rocket turrets, flamethrowers, heating towers, biochamber blueprints |
Core Resources & New Materials
Gleba has no traditional ore. Instead, you farm bio-flora:
| Resource | Source | Used For |
|---|---|---|
| Yumako | Yumako tree (fruit) | Mash → Nutrients, bioflux |
| Jellynut | Jellynut tree (fruit) | Jelly → Nutrients, bioflux |
| Bioflux | Mash + Jelly → Biochamber | Agricultural science, alien research |
| Nutrients | Mash or Jelly | Biochamber fuel |
| Spores | Decaying flora | Pentapod attraction |
The Spoilage System:
Every Gleba product has a spoilage timer. When it expires, the item turns into spoilage — a waste product that can be composted into nutrients or disposed of.
| Item | Spoilage Time | Turns Into |
|---|---|---|
| Yumako Fruit | 10 minutes | Spoilage |
| Jellynut | 10 minutes | Spoilage |
| Mash | 5 minutes | Spoilage |
| Jelly | 5 minutes | Spoilage |
| Bioflux | 30 minutes | Spoilage |
| Nutrients | 5 minutes | Spoilage |
| Agricultural Science Pack | 60 minutes | Spoilage |
New materials unlocked:
| Material | Recipe | Purpose |
|---|---|---|
| Bioflux | Mash + Jelly (Biochamber) | Science, biter genetics research |
| Nutrients | Mash or Jelly | Biochamber fueling |
| Agricultural Science Pack | Bioflux + Nutrients + Egg (Biochamber) | Core space science |
Recommended Landing Prep
Essential items for first landing:
☐ ALL construction materials (no ore on Gleba!)
☐ Solar panels + accumulators + nuclear reactor
☐ Tesla turrets + rocket turrets + ammo (pentapods)
☐ Assemblers, chemical plants (biochamber is fragile)
☐ Heat pipes + heat exchangers (for energy from burning)
☐ Heating towers (burn spoilage for power)
☐ Circuit network components (for spoilage timing)
☐ Belt + inserter blueprints for loop-based production
☐ Personal: Power armor MK2, shields, exoskeleton
Unique Buildings
🧪 Biochamber
A 4×4 building that replaces the assembling machine for all biological recipes. It consumes nutrients as fuel to operate.
| Feature | Detail |
|---|---|
| Fuel | Nutrients (5 sec per operation) |
| Productivity | +50% base over assemblers |
| Module slots | 3 |
| Speed | 1.25 (base) |
| Crafting categories | Bio-processing, basic crafting |
💡 Key trick: Biochambers need constant nutrients. A single Biochamber making nutrients can fuel ~10 other Biochambers. Plan nutrient production as a dedicated sub-factory.
🔥 Heating Tower
Burns spoilage, wood, and biofuel for heat — connect to heat exchangers for power. Essential for Gleba's power grid.
| Feature | Detail |
|---|---|
| Heat output | 4 MW |
| Fuel | Spoilage, wood, solid fuel |
| Max temperature | 1000°C |
| Bonus | 250% efficiency when burning spoilage |
💡 Key trick: Your base will generate spoilage. Burn it in Heating Towers for power. This creates a self-sustaining loop: farm → process → spoilage → burn → power → farm.
Tech Tree Highlights
| Tech | Unlocks | Priority |
|---|---|---|
| Agricultural Science | Biochamber, farming | ⭐⭐⭐ First |
| Bioflux Processing | Bioflux → science | ⭐⭐⭐ |
| Spidertron MK2 | All-terrain vehicle | ⭐⭐ |
| Overgrowth Soil | Convert land to fertile soil | ⭐ |
| Biolab | Advanced bio-processing | ⭐⭐ |
Strategy & Tips
- Build in loops. Because everything spoils, a line that backs up means everything in it rots. Use circuits to monitor freshness and priority-split old items to spoilage disposal.
- Nutrients must be fresh. A nutrient that's 50% spoiled only gives half its fuel value. Refresh nutrient production constantly.
- Burn spoilage — don't let it pile up. Heating Towers turn waste into free power.
- Pentapods attack based on spore production. More production = more spores = more attacks. Defend heavily.
- Ship bioflux back to Nauvis. It's used for biter egg production and advanced module research. Set up interplanetary bioflux export.
Common Traps
| Trap | Why It's Bad | Fix |
|---|---|---|
| Building a linear production line | Spoils when backed up | Build loop-based production with priority splitters |
| Not enough pentapod defense | Constant attacks destroy base | Tesla turrets + walls as soon as you land |
| Ignoring nutrient freshness | Machines stall with old fuel | Build a nutrient freshness circuit monitor |
| Stockpiling science packs | They spoil before you use them | Ship science immediately, don't stockpile |
| No spoilage disposal | Machines jammed with spoilage | Heating Tower + circuit-controlled belt loops |
❄️ Aquilo — The Ice World
Aquilo is a frozen ocean with no land. Everything must be built on ice platforms. The extreme cold means machines stop working without heating — you need heat pipes everywhere.
Unlock Requirements
| Requirement | Detail |
|---|---|
| Tech researched | All 3 inner planet science packs (Metallurgic + Electromagnetic + Agricultural) |
| Minimum cargo | 3+ rockets (Aquilo has nothing — bring everything) |
| Recommended | Nuclear reactor (mandatory), heat pipes, heat exchangers, ice melting setup, fusion reactor tech |
Core Resources & New Materials
Aquilo's only natural resource is ammoniacal solution — a liquid that can be extracted from special deposits. Everything else must be imported or made from ice.
| Resource | Source | Used For |
|---|---|---|
| Ammoniacal Solution | Extractors on deposits | Liquid for cryogenic science |
| Ice | Ice platforms (meltable) | Water for everything |
| Lithium Brine | Byproduct of ammoniacal processing | Advanced batteries, science |
New materials unlocked:
| Material | Recipe | Purpose |
|---|---|---|
| Lithium Plate | Lithium brine → processing | Fusion cells |
| Cryogenic Science Pack | Superconductor + Lithium + Processing unit | Final space science |
| Fusion Cell | Lithium + fluorine krypton gas | Fusion reactor fuel |
Recommended Landing Prep
Essential items for first landing:
☐ EVERYTHING — no resources except ammoniacal solution
☐ Nuclear reactor + heat exchangers + turbines (CRITICAL)
☐ Heat pipes + heat diffusers (keep machines warm)
☐ Ice platform tiles (the only buildable surface)
☐ Rocket fuel for interplanetary resupply
☐ Superconductors, holmium, processing units
☐ Fusion reactor tech (for endgame power)
☐ Personal: Fusion reactor in armor, shields, legs
Unique Buildings & Mechanics
❄️ Freezing Mechanic
Every building on Aquilo has a minimum temperature requirement. If the building's temperature drops below threshold, it slows down and eventually stops.
| Building Class | Min Temp | How to Heat |
|---|---|---|
| Assembler / Furnace | -20°C | Heat pipe adjacent |
| Refinery / Chemical Plant | -10°C | Heat pipe adjacent |
| Pump / Inserter | -30°C | Proximity to warm machines |
| Offshore Pump | -50°C | Build on heated foundation |
💡 Key trick: Run heat pipes under every machine. A single heat pipe line can warm a row of 20+ machines. Every heat source (nuclear reactor, heating tower) generates heat.
🧊 Ice Platform
Aquilo has no ground. Ice platforms are the only buildable surface. Each tile costs ice (melted from the frozen ocean).
| Feature | Detail |
|---|---|
| Cost | 5 ice per tile |
| HP | 50 (fragile — pentapods can destroy) |
| Upgrade | Reinforced ice platform (10x HP) |
| Heat transmission | Yes — heat pipes on platforms work normally |
🛰️ Orbital Platform Trunk
Aquilo is the only planet where you can directly build ship parts using the orbital platform overhead. This is the key mechanic for building your endgame interplanetary ship.
Tech Tree Highlights
| Tech | Unlocks | Priority |
|---|---|---|
| Cryogenic Science | Fusion reactor, advanced modules | ⭐⭐⭐ Top priority |
| Ice Platform | Buildable ice surface | ⭐⭐⭐ Essential |
| Fusion Reactor | Endgame power (120 MW per reactor) | ⭐⭐⭐ Game-changer |
| Railgun | Interplanetary weapon system | ⭐⭐ |
| Orbital Platform Expansion | Larger space platforms | ⭐⭐ |
| Cryogenic Plant | Advanced ice processing | ⭐ |
Strategy & Tips
- Bring a nuclear reactor as your first cargo. Without one, you cannot heat anything, and you cannot build anything.
- Build heat pipe grids — run a main heat trunk under your base and branch to every machine.
- Ice is water. Melt ice for all fluid needs. You never need to pump water on Aquilo.
- Fusion reactor is Aquilo's endgame prize. One reactor provides 120 MW with no fuel consumption (fusion cells are cheap). Build it before leaving.
- Ship everything from Nauvis. Aquilo has almost no raw materials. You will run a constant interplanetary supply chain.
Common Traps
| Trap | Why It's Bad | Fix |
|---|---|---|
| Not enough heat pipes | Machines freeze mid-production | Run heat pipes everywhere before connecting machines |
| Forgetting ice platforms | No buildable surface | Research and build ice platforms first |
| Running out of power | No sun (solar = 10% efficiency) | Nuclear → Fusion as fast as possible |
| Not importing enough | Running out of basic materials | Set up automated Nauvis→Aquilo rocket supply |
| Ignoring pentapods | They destroy ice platforms | Turrets on heated foundations |
🚀 Interplanetary Logistics
Space Age adds a full interplanetary logistics layer. Managing cargo between Nauvis and the four planets is a game in itself.
🛰️ Space Platforms
Space platforms are the backbone of interplanetary transport. They orbit Nauvis and can travel between planets.
| Feature | Detail |
|---|---|
| Size | Start at 3×3, expand with platform tiles |
| Build | Via rocket from Nauvis surface |
| Power | Solar panels only (in space) |
| Storage | Cargo bays (upgradeable) |
| Defense | Turrets against asteroid impacts |
Building a platform:
- Launch rocket parts to orbit
- Build platform scaffolding on the orbital hub
- Add solar panels, cargo bays, and turrets
- Add engines for interplanetary travel
🚀 Rocket Transport System
| Item | Purpose |
|---|---|
| Rocket Silo | Launches cargo to orbit |
| Cargo Rocket | Ships items between planets |
| Orbital Request | Automate from Nauvis → planet |
| Planetary Landing | Items land at designated landing pad |
Automated supply chain:
Nauvis Silo ← Request (circuit network)
↓ Launch
Space Platform ← Sort by destination
↓ Interplanetary
Planet Surface ← Landing Pad
Cross-Planet Resource Shipment Priorities
| Import From | Export To | What | Why |
|---|---|---|---|
| Vulcanus | Nauvis | Calcite, Foundry recipes | Infinite steel smelting |
| Vulcanus | All planets | Tungsten, Big Drills | Mining efficiency |
| Fulgora | Nauvis | Holmium, Superconductors | Advanced modules |
| Fulgora | Aquilo | Accumulators | Energy storage |
| Gleba | Nauvis | Bioflux | Productivity modules, biolab |
| Gleba | Aquilo | Nutrients | Biochamber fuel |
| Aquilo | All planets | Fusion cells, Cryogenic science | Endgame power |
Orbital Defense — Asteroid Management
As your platform travels between planets, it passes through asteroid belts. Asteroids damage your platform and must be destroyed or deflected.
| Asteroid Type | Threat | Defense |
|---|---|---|
| Small asteroids | Damage tiles | Gun turrets |
| Medium asteroids | Damage structures | Rocket turrets |
| Large asteroids | Critical damage | Railgun (late game) |
💡 Key trick: Collect asteroid chunks with collectors and crush them into iron ore, coal, and water. A well-designed platform is self-sustaining — no resupply needed.
📊 Space Age vs Vanilla Comparison
| Aspect | Vanilla (1.1) | Space Age (2.0) |
|---|---|---|
| Planets | 1 (Nauvis) | 5 (Nauvis + 4 + space platforms) |
| Science packs | 7 (red through space) | 11 (4 new planetary sciences) |
| Endgame goal | Launch ~100 rockets | Infinite research, interplanetary empire |
| Mining | Electric mining drill | + Big mining drill (5× coverage) |
| Smelting | Furnaces (stone/steel/electric) | + Foundry (lava casting, 50% prod) |
| Power | Nuclear capped at ~4 GW per plant | + Fusion reactor (120 MW no fuel) |
| Armor | Power armor MK2 | + Mech armor (flight, immunity) |
| Transport | Trains, bots, spidertron | + Interplanetary rockets, space platforms |
| Enemies | Biters | Biters + Demolishers + Pentapods |
| Building logic | Static factories | Dynamic (spoilage, scrap random, heat mechanics) |
| Research progression | Linear | Branching per planet |
| Base complexity | Complex | Extremely complex (multi-planet) |
| Typical playthrough | 40-80 hours | 150-300 hours |
🗺️ Suggested Planet Order
| Order | Planet | Why This Order |
|---|---|---|
| 1️⃣ | Vulcanus | Foundry + Big Drills massively boost Nauvis production. Calcite enables infinite steel. Easiest planet. |
| 2️⃣ | Fulgora | Holmium and superconductors unlock advanced modules and logic components. Medium difficulty. |
| 3️⃣ | Gleba | Agricultural science needs pentapod defense and bio-processing mastery. Hardest of the three inner planets. |
| 4️⃣ | Aquilo | Requires all three inner planet science packs. Fusion reactor and cryogenic science are endgame. |
🔗 Related Guides
- Factorio Complete Guide — Main hub
- Production Ratios Guide — Exact ratios for every recipe
- Rail System Design — Train networks for multi-planet logistics
- Circuit Networks — Advanced circuit-controlled sorting
- Megabase Strategies — Scaling from 100 to 10K SPM
🎮 Get Factorio Space Age
Space Age DLC required. Base game v2.0+ compatible.
Last updated: July 2026 | Game version: Factorio 2.0 Space Age
