【Factorio】Rocket Launch Procedures and Required Materials
After automating purple and yellow science packs and feeling like rockets are within reach, you build a silo—then copper plates and crude oil vanish instantly, forcing a complete rewiring of your factory ratios. This wall stops a lot of players.
【Factorio】Rocket Launch Procedures and Required Materials
After automating purple and yellow science packs and feeling like rockets are within reach, you build a silo—then copper plates and crude oil vanish instantly, forcing a complete rewiring of your factory ratios. This wall stops a lot of players.
This article addresses players launching a rocket for the first time in Factorio. It clarifies the key difference—100 components for vanilla, 50 for Space Age—then walks you through research, silo construction, component production, payload decisions, and launch in sequence.
You'll also see the total amounts of major materials and raw inputs needed in vanilla, making it clear which bottlenecks to reinforce first: advanced circuits, lightweight structures, or rocket fuel.
On the first launch, whether to include a satellite, or on Space Age to prioritize space platform logistics—this guide cuts through those decisions by situation, so you can avoid the mistake of rushing in half-prepared and watching your factory grind to a halt.
Factorio Rocket Launch Prerequisites: Vanilla vs. Space Age Differences
How to Tell Your Version Apart
Before reading launch conditions, split your save between vanilla and Space Age. Space Age is a DLC released October 21, 2024, and the meaning of "rocket launch" changes significantly in-game.
Three things make this easy to spot. First, check if Space Age is enabled as a DLC at startup or in save settings. Second, look at research tree progression—Space Age accelerates the path to rocket silo significantly. Third, the decisive indicator is whether you see space logistics UI elements for orbital operations. If those show up, you're basically in Space Age mode.
The feel is quite different too. In my experience on similar factory scales, Space Age felt surprisingly light on component requirements—I was almost disappointed by how quickly rocket prep seemed ready. If you plan your resources with vanilla assumptions, you'll often overbuild in Space Age.
Note: recent entries mention Processing unit (control circuit) instead of older RCU terminology. This guide covers 2.0+ conventions with that in mind.
💡 Tip
バニラ前提の古い設計をそのままSpace Ageに持ち込むと、ロケット周辺だけ生産が過剰になりやすいです。部品数が100から50に落ちるので、青基板・軽量化素材・燃料の増設量も半段階ほど控えめに見積もるほうが実感に近いです。
Vanilla vs. Space Age Launch Requirements
The biggest difference is vanilla treats rockets as effectively the end game, while Space Age treats them as the beginning of space expansion. This distinction changes what you should load on your first launch.
Space Age - Factorio Wiki introduces space platforms and new tech trees. Unlike vanilla's "launch and you're done," Space Age is built around "this is where orbital logistics begin."
The comparison is stark:
| Item | Vanilla | Space Age |
|---|---|---|
| Rocket positioning | Effectively the victory condition | Starting point of space expansion |
| Required rocket components | 100 | 50 |
| Rocket silo research stage | Late game. Final technologies excluding military science | Community sources suggest earlier (official unlock stage requires verification) |
| Recommended first payload | Empty or satellite | Space platform-related cargo (per community examples; verify official specs) |
| Post-launch main return | Victory screen; can continue playing | Connects to space platform operations |
The numbers make the gap crystal clear. Vanilla needs 100 rocket components, which by wiki totals requires something like 1,000 lightweight structures, 1,000 rocket fuel, 1,000+ control system items—rough as that sounds. Copper and oil bottlenecks become obvious when you see those numbers.
Space Age only needs 50. Half the parts means dramatically lighter resource burden, faster progress, and way more room for error before things grind to a halt. That sense of "surprisingly easy" comes directly from this halving.
Payload logic also splits. Vanilla debates between launching empty or with a satellite. Space Age typically chains toward space platform setup from the start, making first-launch payload strategy fundamentally different goals on the same mechanic.
💡 Tip
Bringing vanilla design assumptions into Space Age tends to overbuild just the rocket section. Since parts drop from 100 to 50, you can dial back advanced circuit, lightweight material, and fuel ramp-ups by roughly a tier and match the expected reality better.

Space Age
wiki.factorio.comTerminology: Rocket Silo / Rocket Components / Satellite / Space Science
Keeping these terms separate makes guide-hopping way less confusing.
Rocket silo is the building where you assemble and launch rockets. Parts aren't hand-assembled; they stack internally until complete. Easy to miss: demolishing the silo destroys in-progress rocket components. Treating it as temporary is expensive.
Rocket components are your unit of progress. Vanilla needs 100, Space Age needs 50. Older guides mention "rocket control units" as inputs, but 2.0+ shifted to "control circuits." Old videos saying "mass-produce RCU" may need translation to current terms. Check patch notes for version specifics.
Satellites are the signature payload. Loading one satellite and launching gives you 1,000 space science packs (white packs). You can launch empty, but white packs come only from satellites. Satellites need: 100 solar panels, 100 batteries, 100 lightweight structures, 100 control circuits, 50 rocket fuel, 5 radars. After finishing the rocket itself, adding satellite production often chokes advanced circuits again—those numbers explain why.
Space science packs (white packs) are research items, not craftable normally—only from satellite launches. Silos hold max 2,000, so two satellite launches worth. Exceeding that capacity while ignoring white pack research wastes the payoff.
Snap these four definitions together: silo is infrastructure, components are progress counters, satellites are reward-bearing cargo, space science is the reward itself. That alone makes rocket specs way easier to follow across both versions.
Launch Path 1: Research & Science Packs
Target Research Stages (Vanilla / Space Age)
Rocket prep starts with running research at your labs. Factory looks mean nothing if the tech tree hasn't unlocked the silo. Beginners often get confused because vanilla and Space Age point at different endpoints.
Vanilla's target is clear: Rocket silo research, found on Rocket silo - Factorio Wiki as a final-tier technology. Rocket silo uses all science packs except military, putting it at the very late end. Realistically, you need red, green, black plus blue, purple, and yellow flowing reliably to even attempt it. Translation: you don't think about launching—you think about completing rocket silo research.
Some community sources claim Space Age unlocks silo earlier (around chemical science territory). Official patch details on exact stages are worth verifying. This guide assumes "early silo unlock is common in Space Age," so plan accordingly.
Research order works better if you front-load technologies that choke the sprint: oil processing, advanced circuits, control circuits, lightweight structures, rocket fuel. 2.0 leans on control circuits over the old RCU; copying old "mass-produce RCU" blueprints often misses the mark. Focusing on advanced circuit production matches current bottlenecks better.
Honestly, judging "ready for rockets" by the tech tree name is misleading. The real checkpoint is can you sustain purple and yellow packs without stalling? Tree unlocks and factory readiness are different things. A factory that "researched" silo tech but chokes on resources the moment you start building it is research-unlocked, not launch-ready.

Rocket silo - Factorio Wiki
wiki.factorio.comThe Purple/Yellow Science Automation Pitfall
The real wall isn't the tech tree's end—it's reliably sustaining purple and yellow science through your first rocket build. You'll feel like you've "cracked it" after automating those, right before the silo consumes both your copper and your crude oil in one brutal gulp.
The usual pain points are advanced circuits, lightweight structures, and rocket fuel. Yellow science chews advanced circuits and lightweight structures hard; the rocket itself demands the same. The moment you switch on rocket production, copper and oil get stretched across research and component manufacturing simultaneously. That's when research didn't actually stall—instead, the oil and copper systems are now overloaded and everything slows down together.
Advanced circuits hit hardest because the chain runs copper wire → advanced circuits → plastic and sulfur processing at the back. Lightweight structures demand tons of copper and steel, stealing copper from advanced circuits. Rocket fuel eats whatever oil spare capacity remains.
So purple/yellow "working" and "working and surviving rocket prep*" are worlds apart. I've had runs where I thought I was golden with purple/yellow flowing, started the silo, and watched science speeds tank to one-third because research and rocket fuel both looted the oil supply. The fix? Separate oil for research from oil for rocket fuel. That alone steadied the rhythms massively. Sometimes the numbers are fine—the design just needs a fork.
💡 Tip
"Working" purple/yellow looks different from "won't collapse when I start rockets." The research line can run, but reserves in advanced circuits and oil processing need headroom for the new drain, or everything feels like it's starving even when it's technically not.
Space Age hits this wall earlier because silo unlocks sooner. Fewer rocket parts needed, sure—but the production base may not be ready yet. Vanilla feels heavy at the end; Space Age feels thin early. Both are the same crunch, just shifted.
Pre-Rocket Research Checklist
Judge research readiness by sustainability, not spreadsheets. These few checks matter:
Purple/yellow SPM target exists? Not a precise number—but do you have a sense of "can my research labs eat purple/yellow forever"? If that's vague, silo construction immediately exposes the gap.
Lab count vs. pack supply balanced? Labs multiply but need fed. Increasing labs without supply just makes them sit idle. Research speed depends on bonuses and pack availability, so "adding labs" only helps if packs can follow.
Oil processing has expansion room? Vanilla yellow science + advanced circuits + rocket fuel all hit oil hard. Refineries might be pinned. Can you add more cracking or refinery capacity if needed? Can research oil and rocket fuel oil separate?
Power survives the next load bump? Chemistry plants and circuit lines multiply near end-game. Electric demand spikes. Power collapse looks like resource starvation—easy to misdiagnose. Silo work simultaneously adds load everywhere; weak power infrastructure hides the real problem.
Boil it down to these four:
- Purple/yellow SPM goal is defined
- Lab count and pack supply roughly balance
- Oil processing & refining have headroom to expand
- Power infrastructure tolerates added chemistry/circuits
If, looking at your factory, purple/yellow run steady, advanced circuits don't hiccup constantly, and oil refining isn't pinned to 100%, you're in decent shape. If any one is maxed out, rocket prep expands exactly that weakness. Vet readiness not by research completion, but by whether your factory still has slack after purple/yellow land.
Launch Path 2: Build the Silo & Produce Components
Once silo research finishes, you're not done—now it becomes a dedicated component-making engine. Unlike assemblers, rocket components only form inside the silo. You mass-produce lightweight structures, rocket fuel, and control systems externally, feed them to the silo, and watch progress count up. Visually quiet, but operationally heavy—production design flaws show up fast here.
Silo Placement, Power, Logistics
Pick a large flat area near power backbone, oil lines, and advanced-material transport routes. Main silo inputs are lightweight structures, rocket fuel, and control systems. Current game favors control circuits over old control units; design mismatches on input assumptions hurt estimates.
Components feed into the silo and instantly convert to progress. Vanilla shows progress as a 1% counter per component—hit 37 parts input, see 37% done; 100 parts = complete. Clear feedback, but also means 97% held up by one material bottle-neck is obvious. Output is transparent: if you're stuck, a supply line died.
Belts or robots work, but silo vicinity must sustain flow, not just move material. Lightweight structures are copper-and-steel-heavy; rocket fuel sucks oil reserves; control circuits chain through red circuits and the whole bus. Thin upstream → silo starves.
Operation-wise, speed modules in the silo, beacons + speed modules around it is powerful. Rocket components scale large, so productivity module savings count. Speed modules slow individual craft but you offset via beacons. Power spikes noticeably.
Supplying Rocket Components
Key: don't drip-feed one component at a time into the silo. Instead, keep the three supply lines flowing simultaneously. Components build only inside the silo—you can't buffer outside—so external duty is feeding the three materials reliably. Silo finish is all internal.
Vanilla's 100-part counter is forgiving. Stop at 60%? Check silo input rates. One supply dried up. Rocket component - Factorio Wiki totals show just how heavy the demand runs—lightweight structures, rocket fuel, and control systems are all extreme. Copper and oil loads are crushing.
Space Age halves component count, easing total burden proportionally. Vanilla is a marathon; Space Age is a hard sprint. But fewer parts doesn't shrink material types, and earlier silo unlock meets less-developed supply. Rushing into a half-ready silo is normal.
I stabilized on my first run by treating three supply chains independently: one for lightweight structures, one for fuel, one for controls. Instead of one main bus feeding everything, splitting lines let me see "oh, that system stopped" immediately. Silo progress is a diagnostic tool for which supply leg failed.

Rocket component - Factorio Wiki
wiki.factorio.comDemolition Risk & Preservation Rules
Easy to overlook: demolishing a silo before completion destroys in-progress rocket components. Built 80 parts? Tear it down and lose 80 components' worth of materials. No refund to a chest. Gone.
Temptation strikes when redesigning the footprint, tweaking orientation, or optimizing modules. Do not demolish mid-build. I learned this the hard way—cleared some silo-adjacent space casually and dumped 80 parts into the void. Factory morale: destroyed.
Rule: Once placed, treat the silo as permanent until complete. Adjust belts, redirect inserters, move power poles, add roboports around it—fine. Demolish? Lock that out until victory or relaunch. Design silo placement as fixed, not temporary.
Plan spacing loosely, leave buffer room, keep expansion margin for input networks. You'll want to tweak things but externally only. Silo preservation is part of launch strategy—losing mid-progress stings far worse than over-building the footprint upfront.
Launch Path 3: Material Breakdown & Common Bottlenecks
Full 100-Part Material Totals (Vanilla)
Numbers first, intuition later. Vanilla's 100 rocket components demand:
Intermediates: ~1,000 lightweight structures, ~1,000 control circuits, ~1,000 rocket fuel. (Exact counts vary by 2.0 recipes; check wiki.)
Raw inputs: This expands fast. You need roughly 49,100 iron plate, 92,500 copper plate, 39,000 electronic circuits, 7,000 advanced circuits, 2,000 steel. Oil scales worse: ~293,519 crude oil splits into ~197,500 petroleum gas, ~154,097 light oil, ~29,352 heavy oil, ~240,370 water. Rocket component - Factorio Wiki totals confirm the scale: this is an all-hands effort, not a side project.
Copper stands out: 92,500 plates. Single-belt copper feels polite until those numbers glare at you, then reality hits. One belt isn't enough; you need 2–3. I doubled my copper supply mid-run and felt the bottleneck dissolve immediately. This is the "moment you truly feel that numbers matter" interval.
The Three Usual Chokepoints: Advanced Circuits / Lightweight Structures / Rocket Fuel
When starved, trace backward—silo blockage rarely comes from direct silo input, but from the tier before. Three repeat offenders:
Advanced circuits are heavy because they chain copper wire + advanced circuits + plastic and sulfur. They hit the wire line and chemistry simultaneously. Starve one circuit source and control systems back up. The upstream bottleneck hides behind a single output name.
Lightweight structures are equally brutal—they're copper-plate and plastic-heavy, stealing copper from advanced circuits too. Research powered through on one copper line; silo prep needs two or three. 70% silo progress stalls; looks like advanced circuit shortage; trace it and find copper ran out feeding both jobs.
Rocket fuel drains oil. If your oil refining doesn't balance heavy/light/gas flows—e.g., heavy oil piles up while gas starves—fuel production chokes the whole oil chain. Advanced circuits and lightweight structures now pause waiting for oil cascades.
Unifying thread: copper and crude oil get hit hardest. Copper 92,500 and oil 293,519 dominate totals. Late-game "starving" almost always traces back to those two resources pinched at the same time.
💡 Tip
When silo stalls, suspect advanced circuits, lightweight structure copper, or fuel oil starvation first, not silo input lines directly. Diagnose one tier back—fixes are usually one or two layers up.
Crude Oil & Copper Expansion
Fix advanced circuits and lightweight structures by widening copper supply. Existing miners won't stretch that far; I often add a second dedicated smelter fed from a new/expanded ore deposit, bypassing the main bus to feed rocket-specific demand. Separating the supply chains lets you see "where it evaporates" clearly. Distant ore? Bring plates or ore by rail.
Crude oil needs more than added refineries—you need additional wells, balanced cracking, and smart routing. Rocket fuel, plastic, and sulfur all want oil simultaneously. Refinery bottlenecks show up as imbalance (heavy oil stacks; gas evaporates). Add fluid buffers to silo input lines (advanced circuits, lightweight structures, fuel). Not long-term storage, but short-term shock absorbers so silo doesn't stall on a supply flutter.
Aggregate: widen copper hard, rebalance oil processing, buffer silo inputs locally. Silo progress stabilizes visibly. Late-game starvation is usually uneven, not absolute.
Launch Path 4: Load Cargo & Launch
Satellite Materials & Assembly
Once the silo finishes, next confusion: "what do I put on it?" Vanilla allows empty launches—rocket itself flies with zero cargo. But satellites yield 1,000 space science packs, so continuing play almost demands one.
Satellite requires: 100 solar panels, 100 batteries, 100 lightweight structures, 100 control circuits, 50 rocket fuel, 5 radars. Same crunch points: lightweight structures and control circuits spike again. Rocket-complete doesn't mean "done"—satellite prep adds another round of advanced circuit demand on an already-fragile system.
Return is steep: 1 satellite = 1,000 white packs. Empty launches reach victory fast; satellite launches unlock research continuation. First playthrough might dash for the win empty; continuing playthroughs need satellites.
Silo holds 2,000 white packs max—two satellite launches' worth. Launch more while research idles and you overflow, wasting payload. Staging white pack research with satellite launches beats spam-firing before unlocking consumption.
Space Age First Launch: Space Platform Payload (Note Required)
Space Age shifts launch purpose entirely. Rocket isn't endgame—it's logistics gateway. Community guides often highlight "space platform starter kit" (community term; not official). This payload opens orbital operations. Official wiki/patch notes should confirm exact recipes and names.
Community guides present this as a coordinated setup to unlock space-side bases, not a decoration. First launch strategy flips: instead of "empty or satellite," you're assembling orbit-support cargo. Vanilla choices (empty vs. satellite) and Space Age's platform-entry cargo solve different problems despite the same button.
Launch UI & Auto-Launch Edge Cases
Mechanically simple: open silo GUI, load payload slots, hit launch. Trivial in theory; beginners miss that rocket doesn't auto-launch on completion—you manually confirm. Payload matters—you can't dismiss it and expect automatic optimal behavior.
One gotcha: weak power silently halts internal completion while looking visually "almost done."Power starvation is easy to overlook; check power state before blaming material shortage.
Another: auto-launch conditions. Space Age adds auto-dispatch logic. If you touch auto settings then forget, manual launch can seem "broken" when it's actually waiting for conditions. Check the UI. Conditions might demand specific cargo or quantity; partial loads block launch.
Hand-fly your first launch: watch the UI, understand payload slots, hit fire manually. Then explore auto-mode. Mistakes on manual runs teach you where auto-mode assumptions live.
💡 Tip
Confirm payload is loaded before assuming silo is stuck. UI confirms, but it's an easy blank spot when you're hyperfocused on materials.
Design Theory: Why Rework Hits Before Rocket
The Copper Pinch Era
Rework becomes necessary because your factory's demand profile flips near end-game. Mid-game copper scarcity feels manageable; end-game rocket prep consumes copper so fast it becomes the primary limiter. 92,500 copper plates isn't just big—it's two different supply chains eating the same source.
Trap: factories "ready" for purple/yellow aren't ready for rockets. Research ran on one copper supply fine; add rocket copper + advanced circuits copper + lightweight copper and the single line evaporates. Ore pile looks robust, but nothing arrives at the smelter fast enough. Numbers look okay; pacing fails.
Design shift: treat end-game as the "copper-starved era" where you specialize copper supply, not multiplex it. Advanced circuit copper line A, lightweight structure copper line B, feeds from separate regions / rail routes. Now supply cuts are identifiable, not blended.
Oil Processing Rebalance
Second major rework: oil refining bottleneck. Late-game simultaneously demands rocket fuel, plastic, and sulfur—all oil-dependent. Refineries don't magically polyglot; fuel starvation happens even with "enough" crude flowing, because heavy/light/gas balance broke.
Solution isn't "more oil"—it's segregate heavy/light/gas flow paths and cracking priorities clear**. Fuel needs light oil? Route light oil directly to fuel cracking, not into the general pool. Plastic leeches gas? Separate gas routing for plastic plants. Rebalance like internal compartments, not one mega-refinery.
Oil rebalancing pays off hard: the moment I committed to heavy→light→gas tiering with explicit cracking, fuel production stabilized and fed the silo continuously.
Research Lab Suspension Strategy
Overlooked: research labs, even idle-researching, cost resources. Late-game research lines gulp advanced circuits + oil derivatives + power permanently. Rocket prep competition = research stall + silo stall simultaneously.
Counter-intuitive: pause research labs during silo sprint. Don't expand—suspend them. Copper and oil flowing to rocket instead of lab tech, finish faster, restart labs. I actually cut power to research labs once silo begun. Silo progress visibly faster. Felt weird, but worked.
Reboot labs once silo runs steady + supply stabilizes. This isn't regression; it's resource triage for a discrete goal. Rocket finish, then scale labs back.
💡 Tip
Research labs are "always on" by default. End-game efficiency sometimes means toggle them off, not expand them. Frees copper and oil for the actual goal.
Ramming everything to max simultaneously is appealing but loses focus. Rocket-focused design sequences demand, not tries to satisfy all channels.
Common Traps & Fixes
Launch Button Unresponsive / Greyed Out
Most confusing: silo looks complete but won't fire. First checks:
Power under the 15% red line? Silo shows as done visually but internal assembly crawls. Labs + oil processing + the silo all spike power near end. Watch the power bar before blaming materials.
Auto-launch condition pending? Space Age especially—clicking auto-settings then forgetting leaves manual launch locked. Peek at the UI to see what's holding it. If a condition is halfway-met, it blocks.
Cargo slot unfilled / misconfigured? Not strictly "won't launch" but feels like a bug. Silo GUIs expect certain cargo; empty or wrong cargo looks "stuck" in settings. Click silo GUI and inspect payload explicitly.
💡 Tip
When stuck, check power bar, then silo GUI conditions, then cargo status—in that order. 90% of "broken" silos are power-starved or condition-waiting.
Payload Confusion
Beginners conflate launch-requirement items and launch-reward items. Vanilla rockets fly empty. Satellite is a bonus, not mandatory. Knowing this distinction cuts confusion in half.
Satellite = white pack payoff. Want research to continue? Load satellite. Want victory screen fast? Bare launch.
Space Age flips it: initial space platform cargo is default, not optional. Setting differs fundamentally.
💡 Tip
Vanilla: empty flies, satellite optionally extends research. Space Age: launch cargo is the primary decision, not an afterthought.
Silo Demolition Total Loss
Don't touch it mid-progress—same lesson, worth repeating. 80 parts input = 80 parts destruction on demo. Footprint tweaks mean nothing next to that loss.
Fix around it: tweak inbound belts, reroute inserters, move power—never the silo itself.
Intermediate Supply Blindness
"Plenty of resources but silo won't advance." Mistake: checking finished goods boxes only. Hidden culprit is usually one tier earlier: copper wire, advanced circuit supply, or sulfuric acid. Silo wants circuits; circuits need wire; wire needs copper—if wire assemblers starve, circuits dry up even if raw copper piles high.
Diagnosis: trace silo input backward one step at a time. Not "copper available," but "are copper-wire assemblers humming?" Not "advanced circuits are being made," but "how many flow to silo per second?" Missing the mid-tier flow is classic.
Buffer intermediate items slightly—not final components. Copper wire buffer, advanced circuit buffer, sulfuric acid buffer. Smooths spikes. Mid-tier is where steady-state matters most.
Next Steps: White Packs & Space Expansion
Vanilla: Sustained White Pack Ops
After first launch, don't stop—white pack logistics now matter. Silo can bank 2,000 packs (2 satellite launches' worth). Beyond that, overflow is loss.
White pack research must consume packs, or satellite launches waste payload. Research pace and launch frequency must match.
Satellite needs solar panels, batteries, lightweight structures, control circuits, fuel, radars—same tight materials as rockets. Sustaining satellite production means sustaining advanced circuits + lightweight structures continuously. Silo becomes a repeating payload feeder, not one-off event.
Scaling means: build satellite assembly lines, not one-off kits. Lock in stable supply. Feed silo regularly. This is where the factory truly transitions from "build to launch" to "operate continuously."
Space Age: Orbit Expansion
Platform cargo chains to orbital bases. First launch opens a supply-line problem: how do you keep space platforms fed?
This is an entirely new frontier—different logistics, new items, longer cycles. But the core loop is identical: identify bottleneck, expand upstream, rebalance. You've already proven this on the ground; space is just a new arena.
Pre-Launch Checklist
Before firing:
- Confirm vanilla vs. Space Age
- Map remaining research unlocks
- Survey advanced circuits, lightweight structures, rocket fuel stockpiles & flow rates
- Verify copper, crude oil, steel expansion headroom
- Decide satellite (vanilla) vs. space cargo (Age) goal
These five items lock you in. Execute them methodically, and launch follows naturally.
If you've read this far and checked them all, you're not "ready to rocket"—you're operationally sound. Now fly.
Summary
Frame rockets correctly—vanilla's victory moment vs. Space Age's gateway—and the whole sprint clarifies. Research, silo, parts, cargo, launch. Three names recur: advanced circuits, lightweight structures, rocket fuel. Widen copper and rebalance oil first. Empty vanilla, satellite vanilla-continuing, platform cargo Age. Silo is infrastructure, not furniture—don't demo it mid-run.
From there, white pack consumption (vanilla) or orbital expansion (Space Age) flows naturally. You've done the hard work. Now sustain it.
Takuma
Over 3,000 hours in Factorio. A production line design specialist who has achieved 1k SPM megabases in multiple configurations, applying his professional plant engineering expertise to factory optimization.
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