Guides/First trip to Vulcanus: what to bring (Factorio Space Age)
First trip to Vulcanus: what to bring (Factorio Space Age)
Complete packing checklist with item counts for your first Factorio Space Age trip to Vulcanus—cargo pad, rocket silo kit, power, bots, tank ammo, and Demolisher tips.
By Daniel Robles · Beltworks · Updated 2026-08-19
Vulcanus is usually the first planet players leave Nauvis for in Factorio: Space Age. It unlocks
foundries,
big mining drills,
tungsten, and
calcite—but only if you arrive prepared. A thin drop ship turns into a stranded science project; a short packing list turns the first session into a working outpost.
This Beltworks guide is a practical first-trip checklist: what to research before you leave, what to load on the platform, how much power and ammo to bring, and what to do in the first hour on the surface. It is written for a standard first Vulcanus run (not a speedrun, not a megabase ferry).
When you are ready to leave Nauvis
You do not need a finished Nauvis base. You do need a reliable way to build rockets and a space platform that can reach Vulcanus and drop cargo. Before launch, confirm:
Rocket silo tech and a working silo (or materials to rebuild one on Vulcanus—see below).
Space platform basics: thrusters, fuel, and enough cargo bays / hubs to haul a real starter kit.
Logistics: construction bots, roboports, and a personal roboport so you are not hand-placing every pipe on cliffs.
Combat readiness for Demolishers if you need tungsten early (tank + uranium ammo is the community default).
If rocket parts are still a struggle every launch, finish that bottleneck first. Vulcanus rewards a clean logistics loop more than an early tourist visit.
Self-sustaining platform vs simple ferry
Two viable approaches:
Minimal ferry
Build a platform that can travel Nauvis ↔ Vulcanus, park in orbit, and drop what you packed. Refuel and restock from Nauvis when you return. Faster to unlock the first planet; more trips when you forget pipes or ammo.
Self-sustaining orbit platform
Expand the platform with asteroid crushing, ammo production, and fuel so it can sit over Vulcanus and keep delivering. Better if you expect a long surface session or want to treat the platform as a mobile mall. Costs more Nauvis time before the first landing.
For a first trip, most players are happier with a solid ferry plus a generous cargo list than with delaying the landing for a perfect orbital factory. Upgrade the platform after you know what Vulcanus actually consumes.
The must-bring cargo list
Pack these before you drop. Quantities are “comfortable first outpost,” not the absolute minimum.
Cargo landing pad
Bring exactly one
cargo landing pad. Space Age allows only one per planet surface—extras will not place. Without it, orbital drops scatter near the spawn instead of feeding a logistics hub. Place it early in a flat-ish pocket near your intended starter area, then request everything else from orbit. Expand throughput and slots with cargo bays attached to that single pad, not with a second pad.
Rocket silo rebuild kit
Plan to put a
rocket silo on Vulcanus so science and parts can leave the planet without endless Nauvis ferries. A widely used materials target for one silo is:
Steel plate × 1,000
Concrete × 1,000
Processing units (blue circuits) × 200
Electric engines × 200
Pipes × 100
Bring the finished silo if your platform can carry it; otherwise bring the ingredients and assemblers to finish it on-site. Either way, do not “hope Nauvis will keep shipping rockets forever.”
Power — solar or steam
Vulcanus solar is dramatically stronger than Nauvis (about 300% effectiveness), so solar + accumulator tiles are an excellent first power plant and travel light. Alternatively, bring steam turbines / heat exchangers / pipes if you intend to tap local superheated steam quickly.
Practical first-drop ratios many players like:
Solar route: enough panels and accumulators for a small bot outpost (think dozens of panels and a matching accumulator bank, then expand). Night is short relative to output, but you still want accumulators for spikes and roboport drain.
Steam route: a compact turbine block plus pipes and undergrounds so you can connect to local steam without redesigning on cliffs.
Bring substations and big electric poles. Vulcanus terrain is cliffy and irregular; long wire runs and sparse coverage waste more time than the inventory slots cost.
Construction logistics
Construction bots and logistic bots (more than you think—cliffy builds chew through queues).
Roboports (starter grid of several, not a single lonely port).
Repair packs for vehicles, ports, and anything that eats lava-adjacent punishment.
Belts, underground belts, splitters, inserters, medium/big poles, lamps.
Fluids and acid
Pipes, underground pipes, pumps, and pumpjacks matter immediately. Vulcanus wants sulfuric acid for several recipes and local veins; lava / molten handling also assumes you can plumb without returning to Nauvis for a stack of pipes.
Production starters
Assemblers (prefer assembling machine 3 if you have them), chemical plants, storage tanks, and a starter mall of inserters and belts. Bring electric engines and advanced / blue circuits beyond the silo kit so you can craft
foundries and
big mining drills as soon as research allows—those buildings are why you came.
Defense and exploration
A tank with an equipment grid (personal roboports, shields, batteries) is the standard recommendation.
Uranium cannon shells for Demolishers; piercing / uranium magazines for leftovers and wildlife.
Cliff explosives if you have them—pathing on Vulcanus without them is misery.
Demolishers gate comfortable tungsten access. Going under-gunned turns mining into a war of attrition; going over-prepared is mostly inventory weight you will gladly spend.
Final packing checklist (copy this)
One comfortable first landing. Counts below already include the rocket silo rebuild kit. Prefer the solar power column; use the steam column instead if that is your plan. If platform mass is tight, cut mall variety before the landing pad, silo kit, bots, pipes, or tank ammo.
Logistics & drops
Cargo landing pad × 1 (one per planet max)
Cargo bay × 10 (attach to the pad for slots / drop rate)
Roboport × 8
Construction robot × 100
Logistic robot × 50
Repair pack × 200
Rocket silo (build on Vulcanus)
Steel plate × 1,000
Concrete × 1,000
Processing unit × 200
Electric engine unit × 200
Pipe × 100 (silo only — see fluids for the rest)
Power (pick one)
Solar (recommended on Vulcanus):
Solar panel × 100
Accumulator × 50
Steam alternative:
Steam turbine × 8
Heat exchanger × 4
Either path also pack:
Substation × 20
Big electric pole × 50
Medium electric pole × 100
Lamp × 50
Fluids & acid
Pipe × 400 (plus the 100 in the silo kit = 500 total)
Pipe to ground × 200
Pump × 20
Pumpjack × 10
Storage tank × 10
Production & mall
Assembling machine 3 × 20
Chemical plant × 10
Fast transport belt × 500
Fast underground belt × 100
Splitter × 50
Fast inserter × 100
Bulk inserter × 50
Advanced circuit × 200 (extra for
foundries /
drills)
Processing unit × 100 (extra beyond the silo kit)
Electric engine unit × 50 (extra beyond the silo kit)
Steel plate × 500 (extra beyond the silo kit)
Defense & exploration
Tank × 1 (equipment grid ready)
Uranium cannon shell × 200
Uranium rounds magazine × 200
Piercing rounds magazine × 200
Cliff explosives × 100
Energy shield × 2
Totals to remember: silo kit is fixed (1,000 / 1,000 / 200 / 200 / 100). Everything else scales with how long you plan to stay before the next Nauvis run.
First hour on Vulcanus — order of operations
1. Land in a defensible pocket with room for a pad and power. Avoid parking on the most aggressive Demolisher routes if you can scout from orbit or a cautious drive.
2. Place the cargo landing pad and establish power (solar tile or steam). Roboports next so ghosts build while you drive.
3. Pull the rest of the kit from orbit. Keep requesting repair packs and ammo on a timer mindset—running dry mid-fight is the classic wipe.
4. Plumb sulfuric acid (pumpjacks) and sketch a tiny mall: ammo, pipes, belts, inserters, repair packs.
5. Unlock and place
foundries /
big mining drills as research and ingredients allow. Prioritize the Vulcanus-exclusive production chain over perfect city blocks.
6. Only then push
tungsten under Demolisher pressure, with the tank repaired and shells stocked.
7. Build the rocket silo when the outpost can feed it. Export science / parts so the trip pays rent.
Common first-trip mistakes
No cargo landing pad: every resupply becomes a chore.
Forgetting pipes / undergrounds: acid and steam setups stall for an entire return trip.
Underpowered roboports: hand-building on cliffs burns real-world hours.
Soft ammo into Demolishers: bring uranium cannon shells or postpone tungsten.
Building the silo too late: you strand progress on the surface with no clean export path.
Overbuilding Nauvis aesthetics before a working Vulcanus loop: ship function first, pretty later.
What to search on Beltworks
Once you know the constraints, grab layouts instead of freehanding everything:
Vulcanus solar / accumulator tiles (remember the higher solar strength).
Foundry casting / smelting blocks and
big mining drill setups.
Compact rocket silo feeds and cargo pad / hub layouts.
Tank loadouts are personal; factory tiles are where blueprints shine.
Use Space Age / Vulcanus tags and entity filters for
foundry and
big mining drill when browsing the archive. Import strings with the import guide so version mismatches do not eat the session.
FAQ
Do I need a self-sustaining space platform first?
No. A reliable ferry plus a complete cargo list is enough for the first landing. Upgrade the platform once you know your resupply pattern.
Solar or steam on Vulcanus?
Solar is outstanding on Vulcanus and simple to blueprint. Steam is strong if you are already comfortable plumbing local superheated steam. Many bases use solar for the starter grid and add steam later.
How much uranium ammo is “enough”?
Use the checklist:
uranium cannon shells × 200 plus magazines in reserve. Demolisher fights are bursty; keep a second request queued at the cargo pad so you never reload mid-fight from an empty inventory.
Can I skip the tank?
Some players clear with other tools, but the tank-plus-uranium-shells package is the most repeated community advice for a first tungsten push. If you skip it, over-invest in mobility, repair, and a clear retreat path.
What about Fulgora or Gleba first instead?
Possible, but Vulcanus is the common first planet because
foundries and
tungsten unlock broad productivity. If you already know you want scrap or bio science first, adapt the packing list—this guide assumes Vulcanus.
Related Beltworks guides
Read Finding Space Age and Factorio 2.0 blueprints to search planet builds, How to import a blueprint string into Factorio to paste pads and solar tiles, and How Beltworks search works for tag and entity filters. Browse Guides anytime for the full list.
Method and sources
This packing list reflects the consensus that shows up repeatedly in Factorio Space Age community threads and first-trip videos: landing pad first, silo materials ready, bots and poles for cliff terrain, solar-or-steam power, and a tank with uranium shells for Demolishers. Quantities are starting points—adjust to your platform capacity and how long you plan to stay before the next Nauvis run.
Keep exploring