Factorio is the factory-building game that has ruined sleep schedules since 2016. You crash-land on an alien planet and must build increasingly complex automated factories to launch a rocket and escape. What starts as hand-mining iron ore evolves into continent-spanning logistics networks with trains, robots, and nuclear power. The 'one more belt' addiction is real — optimizing production ratios, throughput bottlenecks, and logistics creates a satisfaction loop that few games match. The 2.0 update and Space Age expansion added space platforms, new planets, and elevated rails, extending the endgame dramatically.
This walkthrough takes you from your first session to endgame content. Each phase has specific goals, priorities, and milestones. Follow this path to avoid common traps that stall most players.
Quick Progression Summary
| Phase | Area | Focus | Build | Duration |
|---|---|---|---|---|
| 1. Start | Starting Area | belt logistics basics | City Block | 1-2 hours |
| 2. Early | Oil Fields | circuit networks mastery | City Block | 3-5 hours |
| 3. Mid | Uranium Patch | train systems + gear | Main Bus or City Block | 5-10 hours |
| 4. Late | Enemy Bases | Build optimization | Main Bus | 5-10 hours |
| 5. Endgame | Rail Network | Min-max | Main Bus or Death World | Ongoing |
Phase 1: Getting Started — Starting Area
The area cleared of biter nests around your spawn point. Size depends on map settings. Contains your initial iron, copper, and stone patches. Build your starter base here with basic smelting, science production, and your first mall (automated crafting of belts, inserters, assemblers).
Level/Difficulty: First 2-4 hours Key Rewards: First iron/copper patches, starting base location, initial research completion
What to Do in Starting Area
- Learn belt logistics. Transport belts are the backbone of factory logistics, moving items at three speeds: yellow (15 items/s), red (30 items/s), and blue (45 items/s). Spend your first session getting comfortable with this.
- Pick City Block as your starting build. It's the most forgiving option.
- The ratio for Red Science is 1 assembler each for copper plates → gears → red science. For Green Science, you need 6 inserter assemblers per 5 belt assemblers per 1 green science assembler. Use a ratio calculator for complex recipes.
- Acquire your first equipment upgrade — Flamethrower Turret or whatever's available.
- Clear all main content before moving on.
Phase 1 Checklist
- Understand belt logistics fundamentals
- City Block selected and functional
- Starting Area main content cleared
- Ready for Oil Fields
Phase 2: Early Game — Oil Fields
Oil is found in pumpjack-mineable patches, usually at moderate distance from spawn. Oil processing is the first major complexity spike — you must handle three fluid outputs (heavy, light, petroleum) simultaneously. Build your oil processing at the oil field or pipe it home.
Level/Difficulty: Mid game (4-8 hours) Key Rewards: Petroleum gas (plastic, sulfur), lubricant (blue belts, robots), light oil (flamethrower fuel)
What to Do in Oil Fields
- Work on circuit networks. Red and green circuit wires connect machines, allowing conditional logic. This system becomes critical from here on.
- Farm for Flamethrower Turret if you haven't already. It's the key upgrade for this phase.
- Always leave space between production lines. The number one regret of new players is building too tightly — you will need to expand every line as demand increases.
- Complete all objectives before pushing to Uranium Patch.
- Consider whether Main Bus might suit your playstyle better than City Block.
Phase 2 Checklist
- circuit networks integrated into gameplay
- Flamethrower Turret acquired
- Oil Fields fully cleared
- Ready for Uranium Patch
Phase 3: Mid Game — Uranium Patch
Uranium ore patches require sulfuric acid piped to the miner to extract. Uranium processing involves centrifuging ore into U-238 (99.3%) and U-235 (0.7%), then using Kovarex enrichment to convert U-238 into more U-235. The patch is usually far from spawn and requires rail infrastructure.
Level/Difficulty: Late game Key Rewards: Nuclear fuel (fastest train fuel), nuclear reactor power (160MW per pair), atomic bombs, uranium ammo
What to Do in Uranium Patch
- Master train systems. Trains transport bulk materials over long distances faster than belts. This unlocks a new layer of gameplay.
- Start working toward Rocket Launcher. It's the best equipment and becomes accessible around now.
- Flamethrower turrets behind dragon's teeth (alternating wall segments that slow biters) create the most cost-effective defense in the game. One row handles even behemoth biters.
- This area is the main skill check. If you can clear it, you're ready for late game.
- Start investing in nuclear power for the tactical depth you'll need going forward.
Phase 3 Checklist
- train systems mastered
- Rocket Launcher acquired or in progress
- Uranium Patch fully cleared
- Ready for Enemy Bases
Phase 4: Late Game — Enemy Bases
Biter nests cluster in groups called bases. They expand toward your pollution cloud and spawn attack waves. Clearing them requires military force — personal weapons for small bases, artillery for large ones. Cleared territory provides safe expansion space but nests regenerate near pollution sources.
Level/Difficulty: All game phases Key Rewards: Safe expansion territory, reduced attack frequency, alien artifacts (in modded games)
What to Do in Enemy Bases
- Finalize your build. You should be running Main Bus or City Block with optimized gear.
- Rocket Launcher should be your primary. If you don't have it yet, prioritize getting it.
- The Spidertron (late-game personal vehicle) walks over obstacles, fires rockets, and can be remote-controlled or follow you in groups. Build a squad of Spidertrons for automated nest clearing.
- biome defense optimization starts here. Small improvements compound into massive advantages.
- Farm this area for the resources needed to push into Rail Network.
Phase 4 Checklist
- Build fully optimized
- Rocket Launcher upgraded to max
- Enemy Bases fully cleared
- Ready for Rail Network
Phase 5: Endgame — Rail Network
Your rail network is the circulatory system of a large factory. Well-designed rail networks use standard intersection blueprints, proper signaling, and dedicated loading/unloading stations. The rail network connects remote resource patches to your main base and enables the City Block design pattern.
Level/Difficulty: Mid-Late game Key Rewards: Bulk material transport, scalable logistics, City Block factory design
What to Do in Rail Network
- Rail Network tests everything. Come prepared with your best build and gear.
- Efficiency 1 modules are the best pollution reduction per cost. Stuffing them into mining drills dramatically reduces pollution and biter attack frequency, especially on Death World.
- The endgame loop: run Rail Network, optimize gear, push harder content.
- Experiment with Death World for a fresh take once you've mastered the standard builds.
- This is where biome defense mastery separates good players from great ones.
Phase 5 Checklist
- Endgame content on farm
- Best-in-slot gear acquired
- Rail Network fully cleared
- Ready for challenge content
Common Progression Mistakes
- Building production too close together without leaving expansion room — you WILL need to rebuild and expand every line multiple times.
- Ignoring the main bus design and creating isolated production islands that can't share resources — this leads to duplication and inefficiency.
- Not automating turret and wall production — during a biter attack, you need replacement defenses immediately, not handcrafted 30 seconds later.
- Using too few inserters per furnace or assembler — a single inserter cannot keep up with a red belt. Blue inserters or stack inserters are needed for high-throughput machines.
- Trying to clear large biter bases with personal weapons instead of using artillery — artillery has infinite range and clears nests with zero risk to your character.
Key Tips for Smooth Progression
- The ratio for Red Science is 1 assembler each for copper plates → gears → red science. For Green Science, you need 6 inserter assemblers per 5 belt assemblers per 1 green science assembler. Use a ratio calculator for complex recipes.
- Always leave space between production lines. The number one regret of new players is building too tightly — you will need to expand every line as demand increases.
- Flamethrower turrets behind dragon's teeth (alternating wall segments that slow biters) create the most cost-effective defense in the game. One row handles even behemoth biters.
- The Spidertron (late-game personal vehicle) walks over obstacles, fires rockets, and can be remote-controlled or follow you in groups. Build a squad of Spidertrons for automated nest clearing.
- Efficiency 1 modules are the best pollution reduction per cost. Stuffing them into mining drills dramatically reduces pollution and biter attack frequency, especially on Death World.
For detailed build optimization, see Factorio builds. For quick wins, check tips & tricks.



