Factorio Codexery

Rocket Part

Nine circuits, one silicon, two algae—every factory's final, quiet heartbeat.

The Rocket Part is one of the most consequential items in Factorio's base game: a dense, multi-layered component that sits at the apex of the late-game production tree and serves as a mandatory ingredient for Rocket Fuel. Without it, the great launch pad remains an idle monument, and the player's sprawling factory never fulfills its singular, quiet purpose. Every circuit, every plate, every drop of algae water ultimately feeds into this small, unassuming part.

Type
Assembled component (late-game)
Assembled in
Any assembler (basic, fast, or flexible)
Directly used in
Rocket Fuel recipe
Game role
Core ingredient for the final rocket launch (base-game goal)
First appears
Base game, no mods required
Key upstream inputs
Electronic circuit, Processing unit, Advanced circuit

Lore & Background

In the scattered logs and half-finished blueprints the player stumbles upon early on, the Rocket Part is referenced almost reverently. It is not a weapon, not a tool, not a trade good. It is a *key*. The alien infrastructure that once dotted this world left behind launch pads of impossible geometry, their fuel chambers long empty, and the only recipe that can fill them runs through this single component. The player's factory, in all its clanking, belching, conveyor-belt sprawl, is essentially a machine for producing keys.

In Their Own Story

The night shift at the factory is quiet in the way that only a fully automated plant can be quiet—not silent, but rhythmic. The smelters tick. The assemblers click. Somewhere in the chemical plant, water hisses into red and blue slurry. And in the far corner, a flexible assembler with a slightly dented housing finishes its cycle and drops a single Rocket Part onto a short stretch of belt. It rolls, stops, and sits there, gleaming under the sodium-vapor light. The player watches it for a long moment, then types the number into the fuel tank's counter. One more. The launch pad, visible on the horizon, does not yet know it is getting closer to the sky.

Reader's Guide

Rocket Part (assembler): 1 Electronic Circuit + 1 Processing Unit + 1 Advanced Circuit. Upstream chain per Rocket Part: • Electronic Circuit (assembler): 1 Iron Plate + 1 Copper Wire → 9 EC needed total. • Processing Unit (assembler): 2 EC + 1 Silicon (furnace: 1 Sand) → 1 PU. • Advanced Circuit (assembler): 2 EC + 2 Red Circuit + 2 Green Circuit → 1 AC. • Red Circuit (assembler): 1 EC + 1 Red Algae (chemical plant: 1 Water). • Green Circuit (assembler): 1 EC + 1 Blue Algae (chemical plant: 1 Water). Net base-resource ratio per Rocket Part: 9 iron plates, 9 copper wires, 1 silicon, 2 red algae, 2 blue algae. The electronic-circuit assembler line is almost always the bottleneck, since ECs are consumed in every other sub-recipe. Algae chemical plants become the secondary constraint once circuit throughput is solved. The chain scales linearly: doubling rocket-part output requires doubling every upstream belt, but the assembler count for ECs grows fastest. In practice, players find that a well-balanced factory needs roughly 9× the assembler slots for ECs compared to the rocket-part assembler itself, with chemical plants sized to feed 2 RA + 2 BA per part per cycle.

Did You Know?

More in Recipes & Production Chains

Elsewhere in the Factorio universe

Spotted an error? Know more?

This is a living reference — every entry is fact-audited, and reader corrections feed straight into our audit queue. Suggest an edit · See this site's audit record

Comments

Loading…
Open in the interactive codex →