Factorio is mainly about converting available resources to desired material. Usually it requires multiple transforms to get the desired items. So the task is to analyze available resources (ore, oil, lava, coal, ...) and see what you can do with that with the available recipes.
A few resources are planet specific and the crafting of a few selected items are locked to one planet.
Some resources are finite on one planet and infinite on another planet.
Examples (non-exhaustive):
- Uranium, biter eggs and Biolab is specific to Nauvis. Oil and water is infinite.
- Tungsten, Foundry and Big Mining Drill is specific to Vulcanus. Stone, copper and iron is (almost) infinite (requires calcite, which is finite on Vulcanus)
- Biochamber is specific to Gleba. Copper, iron, plastic is infinite. Due to some biochamber recipes, the absence of crude and refined oil is irrelevant. Stone is severely limited.
- Electromagnetic plant is specific to Fulgora. Oil is infinite.
- Cryogenic plant is specific to Aquilo. Almost all fluids are infinite. Solid resources are not available at all.
- On space platforms everything except stone is infinite, and stone is not available at all.
If there is coal, you can create heavy oil with coal liquefaction.
If there is heavy oil, you can create every oil byproduct with cracking.
On Gleba, there are alternative recipes for all relevant oil products.
In general, every planet except Aquilo has a complete set of resources and recipes that enables you to craft everything from local resources.
Gaining foothold on a new planet is usually a 2 step approach. First, you create a small initial bootstrap factory to get first access to the planet's resources and research, and to craft the planet specific production buildings (foundry, big mining drill, biochamber, electromagnetic plant, cryogenic plant). You do this with the conventional tech you unlocked on Nauvis: the assembling machine.
After you've done that, you start to build a "real" factory that also includes producing the planet specific science pack, this time including the planet specific production building since this is way more efficient than to continue with assembling machines. You will probably retire your initial bootstrap factory. Foundry, biochamber and electromagnetic plant have a built in productivity bonus of 50% even for end products, so if you craft a foundry with a foundry, or a biochamber with a biochamber, you get 3 for 2.
Nauvis, Vulcanus and Gleba are "complete" planets with classic ore-type resources - it's easy to produce everything everywhere with the same concept. Fulgora has almost all, however it's slightly more difficult because getting rid of unwanted byproducts becomes a real challenge. On Aquilo, you need to import most stuff and your factory will probably not include any mall but will import even trivial items.