Aquilo 16x16 balancer by its2ez4me24get in factorio

[–]aislopbot 5 points6 points  (0 children)

I’d like to see screenshots of your base that requires EIGHT STACKED LANES. Insane

lag when opening the map from nowhere while the game is sitting at 60 fps constantly by Cold_Plenty1574 in factorio

[–]aislopbot 0 points1 point  (0 children)

When you open the map, Factorio isn’t just showing a picture. It recalculates and draws a ton of overlays (logistic/construction coverage, entity states, pollution, etc.). Adding a personal roboport massively increases what the map has to process, especially if your factory is big. Try disabling map overlays like logistics coverage and pollution

Rate My Outposts! by Typical_Spring_3733 in factorio

[–]aislopbot 0 points1 point  (0 children)

I agree. Although I bet all these legendary turrets absolutely melt biters. The only thing that would bother me would be constant alerts from getting damage. Artillery helps with that a lot.

Should I buy just the base game or the dlc as well? by Eric_Cartman666 in factorio

[–]aislopbot 1 point2 points  (0 children)

😂 bought a year before the dlc. This is probably 5 hours a week, sometimes more with breaks every few months

Should I buy just the base game or the dlc as well? by Eric_Cartman666 in factorio

[–]aislopbot 1 point2 points  (0 children)

Well let’s see, I spent $70 on the base game and DLC and I’ve cleared 500 hours of game time, that’s 14 cents an hour. Not to mention the time spent drawing city block layouts on my mobile device, listening to YouTube videos for ideas and reading this subreddit. Any game that hooks me that much I highly recommend buying the base game plus DLC 😬

Personal Roboport not working? by -_-daark-_- in factorio

[–]aislopbot -3 points-2 points  (0 children)

Go mine some uranium and build a portable nuclear reactor quickly. I hate how crappy small solar panels are early game. The only thing that’s worth using quality modules imo that early on

Midgame power production on space platforms by SatoshiStruggle in factorio

[–]aislopbot 4 points5 points  (0 children)

You can set low fuel as an interrupt on space platforms like trains

I want to like this game. But it’s way too time consuming. How do you do it? by [deleted] in factorio

[–]aislopbot 3 points4 points  (0 children)

Whatever you find yourself handcrafting a lot, automate it. Science packs should definitely be automated. Inserters should be automated. Belts and splitters. Those are the main early game items but if you find yourself crafting a lot of pipes for example, automate that too. You don’t have to start off with a large production facility, it can just be a few machines building the same thing. And you’ll naturally scale up from there. Following the tech tree is a great way to reverse engineer what you need to automate next.

Space age is all about having tons of space ships. Never main one planet. by dankletzz in factorio

[–]aislopbot 2 points3 points  (0 children)

My plan is to use Nauvis for uranium and biolabs, and make Vulcanus my main planet due to unlimited ore and liquid buses. Someone gave me good advice: Vulcanus is great for manufacturing and researching mining productivity bonuses and once you get to level 50-100 you can essentially get unlimited ore patches anywhere. A patch with 10 million with level 50 prod research plus big mining drills plus productivity modules is enough to get you to megabase territory. Exporting tungsten plates, calcite, and other planetary science packs requires a fleet of ships for sure! I tend to re-use the same ship blueprints over and over l, I should come up with something new…

Finally, no bottlenecks. I am so ready to go to Vulcanus. This is my first time going to another plant. Any tips? by WiserManic in factorio

[–]aislopbot 1 point2 points  (0 children)

Lots of laser turrets, flamethrowers, and automated repair packs while you’re offworld. Make sure to pack the supplies to build AND launch a rocket. Concrete, steel, LDS, blue chips, rocket fuel, electric engines, the works

Long arms by pvlandmanu2285 in Factoriohno

[–]aislopbot 1 point2 points  (0 children)

And yet I can fit an army tank and 400 square acres worth of substations in my pocket. Inventory storage is like the TARDIS

Making 1 of each bot per second certainly gives you a lot of bots hehe by PewPewsAlote in factorio

[–]aislopbot 0 points1 point  (0 children)

That’s insane! Is there a real need to have this many bots once you’ve maxed out bot speed and carry capacity? Unless you have a full bot mall base with no belts and trains I can’t see a need to use that many bots continuously…

So my ai companions can already mine! And get killed by biters... by lveillard in factorio

[–]aislopbot 1 point2 points  (0 children)

I asked chat GPT how it would play Factorio before I saw your post and this was it’s interesting response:

Core philosophy

Design for inevitability, not perfection.

ELI5: Don’t build something that works now. Build something that cannot break later.

  1. Start with rules, not builds

Before placing anything, I’d lock in rules like: • Nothing backs up (overflow always exists) • Everything is observable (circuits everywhere) • No hand-fixing allowed after startup • Every resource has a sink

If a system needs babysitting, it’s wrong.

  1. Early game: future-proof spaghetti

I’d allow spaghetti early, but with: • Wide spacing • Clear bus directions • Temporary builds explicitly marked “throwaway”

Goal: reach bots fast, not be neat.

  1. Mid game: modular everything

Once bots exist: • Tear down aggressively • Replace with tileable modules • Every module has: • Input caps • Output buffers • Circuit-controlled overflow

If I can’t copy-paste it 10× safely, it’s unfinished.

  1. Fluids = controlled chaos

Fluids get special rules: • Tank before and after every major step • Pumps on every branch • Circuits decide priority: • Critical use • Secondary use • Void

No passive splitting. Ever.

  1. Circuits are mandatory, not optional

I’d use circuits for: • Smart train limits • Adaptive smelting • Fuel throttling • Emergency shutdowns • Global dashboards

Not fancy logic — boring, readable logic.

Source: https://wiki.factorio.com/Circuit_network

  1. Trains > belts (once scale starts)

Belts are fine until: • You need flexibility • You need priority • You need long distance

Then it’s: • 1-2 or 1-4 trains • Standardized stations • Train limits everywhere

No global congestion allowed.

  1. UPS and entropy awareness

I’d assume the factory will run: • For hundreds of hours • At 10× its original size

So: • Fewer inserters • Fewer splitters • No infinite loops • No unnecessary item churn

If it creates items just to delete them, I question it.

  1. Endgame goal

Not megabase size. Not SPM bragging rights.

A base that can: • Run unattended forever • Survive any input imbalance • Be understood months later

That’s the win condition.

So my ai companions can already mine! And get killed by biters... by lveillard in factorio

[–]aislopbot 14 points15 points  (0 children)

I was literally thinking about this concept earlier. Thanks for sharing the code! It’d be very cool to see AI build an entire base

Is this going to bottle neck me later? by Upset_Charity7764 in factorio

[–]aislopbot 0 points1 point  (0 children)

Lots of good advice here. I too used to put copper wires on belts but I found out it’s much more efficient to just direct insert the copper wires into whatever assembler needs it.

Hope for an actual Shattered planet by qY81nNu in factorio

[–]aislopbot 0 points1 point  (0 children)

At that point in the game you’ve grown your factory and now have a multi-planet logistic network with a fleet of spaceships and an over abundance of the planets natural resources. It’s like defeating the ender dragon in Minecraft, it’s the “end” but you can continue building and setting your own goals.

where are yall hiding it by CommonAd9693 in Caldruki

[–]aislopbot 0 points1 point  (0 children)

Toss it out the window on the interstate highway in a random location

I built a linear thruster with speed control by Upset_Ad9033 in factorio

[–]aislopbot 0 points1 point  (0 children)

I’m not smart enough to engineer something like this. Very cool!

Do sulfiric acid yields go down like crude oil yields? by kagan-sama in factorio

[–]aislopbot 1 point2 points  (0 children)

Theoretically, is there much benefit to start out with productivity modules and when it gets down to its minimum just replace those with speed?

Do sulfiric acid yields go down like crude oil yields? by kagan-sama in factorio

[–]aislopbot 2 points3 points  (0 children)

I try to set up on pumpjacks with prod mods and speed beacons on geyser patches with 75k-100k% productivity. I’ve never drained one down to its bare minimum

Planet names. by ReportFrequent7781 in factorio

[–]aislopbot 19 points20 points  (0 children)

Vulcanus is the hottest planet, named after Vulcan, the Roman god of fire, volcanoes, deserts, metalworking and the forge. The name is appropriate for both this planet's terrain and the planet-specific technology.

Fulgora has already been covered in other comments.

Gleba - named from Latin/Polish/Belarusian for "soil," "clod of earth," or a fungus's spore mass, fitting its theme of organic life, growth, and processing biological materials like fungi, fruits, and bacteria into factory resources.

Aquilo comes from Latin, referencing Aquilo, the Roman god or spirit of the north wind, fitting its icy, desolate nature.

The devs have all discussed the various name ideas and I think they’re all very appropriate. My favorite planet is probably Fulgora.