
Factorio — Achievement Walkthrough
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Build a long rail line (1,000+ tiles end to end) with stations at both ends, place a locomotive, and give it a schedule between the distant stations so it plans a 1,000+ tile path. You don't need a huge factory — just lay a very long straight track to a far-off outpost and route a train there. Expanding to a distant ore patch by rail naturally does this.
A joke achievement. Stand on the tracks in front of your own moving train and let it run you over. Set a locomotive moving (manual or scheduled) and step onto the rails in its path. Trains deal massive impact damage, so it'll kill you instantly. (Do it when you don't mind respawning.)
Launching a rocket is the classic Factorio win condition. The path: automate the science packs (red → green → military/blue → purple/yellow), research Rocket Silo and its prerequisites, build a silo, then produce the rocket parts (low-density structures, rocket fuel, rocket control units) to fill it and launch. It's the natural end of a first playthrough — keep scaling your factory and research toward the silo.
Build a large solar farm (panels + accumulators for night) generating over 10 GJ/hr. That's a substantial field of solar panels. Note the wording is solar-only for the measured power — build a big enough solar array (with accumulators so it sustains) and the achievement fires once your solar output crosses the threshold. Lay down a big block of panels with accumulator backing.
This is a RATE achievement (per hour), not a total. Advanced circuits need plastic + copper wire + electronic circuits, so you need deep supply chains. Build a dedicated red-circuit megafactory with productivity/speed modules and beacons, fed by enormous plastic (oil → cracking) and green-circuit lines. Scale it until your production stat shows 25k/hr. Modules + beacons are essential to hit the rate efficiently.
You must research every technology in the tech tree. Note the 'infinite' research lines (e.g., mining productivity, weapon damage) only need their FIRST level for the tree to count as complete for the listed techs — but you do need every distinct technology unlocked, which means full science production across all pack types. Build a megabase capable of producing every science pack and grind the tree to completion. With Space Age installed this is a huge undertaking spanning multiple planets' science.
Just don't place a single laser turret the entire game. Defend with gun turrets (and walls), which means keeping ammo supplied — automate piercing/uranium ammo production and feed your turret lines. Easiest combined with low/no enemies so defense is trivial. The achievement checks that zero laser turrets were ever built, so simply never craft/place one and win normally.
Power your whole base on steam (boilers + steam engines, or nuclear, which is also steam-based) and never place a solar panel. Coal or nuclear power scales fine to a rocket launch. Just keep fuel supplied to boilers (or build a nuclear plant) and never craft a solar panel. Can be combined with 'Raining bullets' in one run.
Electronic (green) circuits are the most-used intermediate, so a big factory churns through millions naturally. To hit 20M, build large green-circuit production (many assemblers fed by copper + iron) and let it run while you play. It's cumulative across the save, so a long megabase run gets there; dedicate a big circuit array and leave it producing.
You need the Atomic Bomb (requires Uranium processing → Kovarex enrichment / the atomic bomb tech and uranium-235). Research and craft an atomic bomb, load it into a rocket launcher, and fire it. Set up uranium processing to get U-235, research the bomb, then launch one (at a biter nest for bonus satisfaction).
The gentler speed achievement — 15 hours is plenty if you don't dawdle. Turn enemies off or to a low setting, follow a clean tech rush (red/green/military-skip/blue/rocket), and keep expanding production steadily. If you can already finish the game comfortably, just play with focus and you'll beat 15 hours; this also unlocks automatically on the way to 'There is no spoon'.
A locomotive needs Railway research (engines + electronic circuits + steel) plus the materials to craft it. Rush it: get automation and steel processing going fast, beeline the Railway tech, and craft a single locomotive before the 90-minute mark. You don't need a working rail network — just building the locomotive item counts. Plan your early research toward Railway and stockpile steel/engines early.
The whole point is to automate everything instead of hand-crafting. Every individual hand-craft counts (a stack of 5 = 5 of your 111). Plan tightly: hand-craft only the bare minimum to bootstrap automation — a few burner miners, stone furnaces, an assembling machine or two, and inserters — then let assemblers make everything else, including the things you'd normally hand-craft. Use a checklist and count every manual craft. Most successful runs spend ~60-90 of the 111 on the early bootstrap and automate the rest (red science, green science, all the way to the rocket). Do it on a relaxed peaceful/no-enemy run so you're not forced to hand-craft turrets/ammo. This pairs poorly with speed achievements — do it as its own calm game.
A serious speedrun. You need an efficient, memorised build order and minimal wasted time. Common approach: play with enemies off (peaceful or no biters) so you spend zero time on defense, rush key techs (automation → logistics → oil → blue science → rocket), and build compact main-bus or direct-insertion factories rather than pretty ones. Prioritise science pack throughput, don't over-build, and keep your character constantly doing something useful. Many players combine this with 'Lazy Bastard' carefully, but if you're new, do this on its own with a known speedrun build guide and a settings preset (no biters, rich resources).
With Space Age, 'finishing' is a bigger goal than just a rocket, so 40 hours requires steady, focused progress without long idle stretches. Play efficiently toward the win condition, automate aggressively, and avoid over-perfecting your base. If you're experienced, a directed run comes in under 40h; 'Work around the clock' (100h) is the relaxed version of the same finish.