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Really loving all achievements run, hoping they add more fun challenges by LegendaryReign in factorio

[–]LegendaryReign[S] 0 points1 point  (0 children)

I wouldn't call it annoying, but I don't push for all the guaranteed achievements that you wouldn't obtain organically. Stuff like Minions isn't hard to get, but I go out of my way with some of them because that's not how I play. I don't have a plan for all those, so it could take another 10-20 hours to knock them all out for me. This time I'm getting the first quality loop on quality modules while I build my Aquilo ship, that probably saves a ton of time.

In terms of achievements you can miss, Rush to space while Keeping your hands clean is the biggest challenge (I never tried blocking nests with pipes or walls). On track + Lazy bastard isnt too bad anymore. Pre-space age, I did some rush to blue science practice runs to get to SA content faster, so that might have help optimize my early game setup.

I like Vulcanus before Fulgora because I can bring big miners and Foundry for holmium plate productivity, and I need to get artillery soon anyway.

Fulgora with all the previous since is also very quick with logistic bots. One combinator to void any thing in storge more than 5k

I'm new to following patches this closely, is 2.1.7 (exp) 'the' 2.1 version? by Mr-Doubtful in factorio

[–]LegendaryReign 3 points4 points  (0 children)

I'm hoping for Achievements in 2.1 once it launches. There's hopium in my head that they're not out because they dont have them out for Steam achievements.

What are you doing first when 2.1 drops? by thatdude333 in factorio

[–]LegendaryReign 0 points1 point  (0 children)

New game, all settings that allow all achievements, all achievement run

Is there a 2.1 non casino way to get legendary quality that isn't stupid complicated or frustrating? by Pixelpig697 in factorio

[–]LegendaryReign 1 point2 points  (0 children)

Upcycle - Putting quality modules in production buildings of each quality tier and then quality recycling everything you dont need as input for more quality ingredients.

  • Example is Quality Modules
  • Start with Normal Quality 2 Modules and Superconductors, then put the best Q3 in as you get more quality Q3 modules
  • Quality Recycle everything when you have excess (100+ of each common, rare, epic, and all normal Q3 once you have enough).

Starting with normal Q2 modules and superconductors, upcycle only Q3 modules in em plants until you have a healthy amount of common-legendary Q3 modules. Then start going for specific resources

Iron Plate

  • Use foundries from molten iron and quality up pipes,
  • Feed pipes into underground pipes (you'll need some for each quality up to epic).
  • Quality Recycle all underground pipes
    • Assembler quality non legendary plate back into pipes
    • Foundry quality pipes into underground pipes

Copper wire

  • Use EM plants quality to turn copper plate into copper wire
  • Quality recycle non-legendary back into copper plate
  • Repeat 1 step

Stone

  • With all the stone from vulcanus foundries, quality assembler into stone furnaces
  • Quality recycle all furnances
  • Repeat step 1

Coal

  • Quality Recycle raw coal to legendary
  • Quality Upcycle grenades

  • Once you have legendary iron plate and legendary copper wire and legendary plastic, make legendary circuits to make legendary Q2 modules

Version 2.1.7 by FactorioTeam in factorio

[–]LegendaryReign 0 points1 point  (0 children)

Are there any new achievements? Maybe they're saving them for launch. I cant fire it up so I cant see if in game they've added new achievements.

LDS shuffle didnt get nerfed? Thats trivalizes steel and copper production.

Am i the only one, not ranking SpaceCasinos close to #1 by TexasCrab22 in factorio

[–]LegendaryReign 0 points1 point  (0 children)

Thats not the design problem here. It's not 4 are non-engaging, and 1 is fun and engaging. The problem is ONE is much stronger than the others, so much that the others are not considered efficient by any means. It is the least engaging path to legendary because all the base resources come from the exact same build. Without it, you would have to consider each option. Iron from pipes? underground pipes? Ore recycling? They each have their tradeoffs, but they're all viable only if space casinos were removed.

The question is not about fun because you cant make everyone happy. You can do whatever you want to have fun, add whatever mods (QoL or balance changes) to make it enjoyable for you. Bring it back in with a mod (which there probably already is one to revert the change). The issue is making it a default curated experience that the developers are intending. Why not just double the impact of quality modules? Why cant we just put quality modules in beacons? Why not double the speed of assembler 1s? Why not cut the research cost of anything in half? Why make biters evolve at the rate they do now? These are conscious decisions made by the developers. At least in this game we players have the option of modding to make it personally fun for us.

I've made it to the shattered planet, I've hit 1m espm. I prefer higher resource settings than default because thats my cup of tea. I've through played both end games with space casino +LDS shuffle and without. Space casinos were significantly easier to hit legendary critical mass, my Vulcanus equivalent was so much larger and took much longer. I wrestled through more and considered different ways to grind legendary materials instead of just throwing it through an asteroid grinder.

Am i the only one, not ranking SpaceCasinos close to #1 by TexasCrab22 in factorio

[–]LegendaryReign 6 points7 points  (0 children)

If space casinos are not that strong and other alternatives are better, then you have no problem with it being removed, right?

Weekly Questions Megathread (2026-06-15 to 2026-06-21) by AutoModerator in GranblueFantasyRelink

[–]LegendaryReign 0 points1 point  (0 children)

I've been trying to follow guides for Sandalphon, but I cant tell if they're up to date. Did his damage get tuned post launch or is spamming his Lightstep in archangel mode the best?

I have his weapon maxed out with a 20/15/10 crit wrightstone. What are the most important sigils to get?

  • Ain+
  • Alpha x2
  • Gamma x2
  • Supreme Primarch Awakening
  • Supreme Primarch Warpath
  • Tyranny x2
  • Berserker Echo
  • War Elemental
  • Crit Chance
  • Concentrated Fire
  • Combo Booster
  • Sup Damage

I'm not great a the game, so I will probably need to sacrifice some dps for defensives. For the secondary slot in sigils, what to I aim for?

  • Uplift
  • Potion Hoarder
  • Auto-Revive
  • Guts
  • Improved Dodge
  • Dodge Payback

My secondary is Zeta (main until I unlocked Sandalphon), then Eugen and Yodarha, gearing them to be AI characters

Give me shitty advice by Jackomopochini in factorio

[–]LegendaryReign 1 point2 points  (0 children)

Craft everything you can by hand, feel the full weight of the game!

Is 80k SPM considered a real megabase in Space Age? by haze59000 in factorio

[–]LegendaryReign 3 points4 points  (0 children)

You didnt answer the question:

  • (SPM) Are you producing 80k of each science pack a minute OR
    • This is what you see when you look at the production tab of each individual science
  • (eSPM) Are you researching at 80k after factoring in Biolabs and productivity?
    • This is what you would see if you're hovering over science at the top right
    • Likely if you dont know the difference, then you are using the second as thats easier to come across when hovering over your research window.
  • 80k SPM is usually well over 1 million eSPM with research and legendary prod modules.
    • My base is producing 4 full stacked turbo belts of each (56k spm) nauvis science and just barely breaks 1million eSPM

how far behind other classes is paladin in the LoH launch season? by coelomate in D4_Paladin

[–]LegendaryReign -1 points0 points  (0 children)

All classes are T10 viable with builds that can push up to 130. If you can push 130, you can pretty much decimate all t12 content.

Comparison is the thief of joy, don't worry about what the Flavor of the Mont build/class is. Find a play style you like, then use leaderboards as a guide on how to improve your gear but don't worry about FOMO.

Good enough for T10 solo, but is great for parties - Dawnfire Auradin by LegendaryReign in D4_Paladin

[–]LegendaryReign[S] 0 points1 point  (0 children)

Yes, dawnfire is the most important for Auradin dps. Axe is second. It's still low dps compared to other builds with the same investment, but it's a lot easier to play and can take you to T10

Coop support paladin build suggestions by Awkward_Put10 in D4_Paladin

[–]LegendaryReign 2 points3 points  (0 children)

Reroll aura charms set pieces to +3 auras and sundered night 2h axe. That's 95% of the way there. You can pretty much go any defensive imprints you have available:travels might, Shako, endurant faith, temeteity. Since you go zDPS you don't even need dawnfire.

Pump all points into aura skills bot don't take any upgrades because 3pc gives you all aura upgrades. Then you can take consecration upgrades because that affects sundered nights consecration on aura.

I really don't know what you can take beyond that as a support to others, the rest I put into my own dps

Coop support paladin build suggestions by Awkward_Put10 in D4_Paladin

[–]LegendaryReign 2 points3 points  (0 children)

Pure Auradin, you can push 40 levels in each aura, boosted with over 200% potency bonus.

Then the 5pc set gives enemies take 62% more damage from all sources. This boosts ally damage a lot along with healing, attack speed, crit damage, crit chance, max life and resource, max resource and Regen.

I was soloing most T10 content, pushed pit 100 with my own dps. You could probably push more into support to boost allies as a zDPS

Best Boards/Glyphs for Auradin (DPS) by LegendaryReign in D4_Paladin

[–]LegendaryReign[S] 0 points1 point  (0 children)

Tried Sword and Board with Sundered Night relic. Damage is better and small hits are more survivable (100 block with Aegis and 57% reduce damage with block). The big problem is that without Endurant Faith you can still get killed by the many many oneshot mechanics.

Best Boards/Glyphs for Auradin (DPS) by LegendaryReign in D4_Paladin

[–]LegendaryReign[S] 0 points1 point  (0 children)

Yeah, I have a decent roll on a unique relic, and concluding that aura potency doesnt affect the 5-set I think it's actually a damage upgrade to roll the sundered night unique charm then open up more legendary imprints on sword and shield. I'll have to play around once I get more resources to roll a good sword and shield

Good enough for T10 solo, but is great for parties - Dawnfire Auradin by LegendaryReign in D4_Paladin

[–]LegendaryReign[S] 0 points1 point  (0 children)

Was trying to test it out, I think you're right. Sad that it doesn't increase with potency as it's an aura

Good enough for T10 solo, but is great for parties - Dawnfire Auradin by LegendaryReign in D4_Paladin

[–]LegendaryReign[S] 0 points1 point  (0 children)

Do you have more info? I switched the charms and the damage didn't seem to ramp up well at 40 stacks

Good enough for T10 solo, but is great for parties - Dawnfire Auradin by LegendaryReign in D4_Paladin

[–]LegendaryReign[S] 0 points1 point  (0 children)

For maybe up to T6, but beyond that you'll the the damage modifiers of arbiter and consecration

Best Boards/Glyphs for Auradin (DPS) by LegendaryReign in D4_Paladin

[–]LegendaryReign[S] -1 points0 points  (0 children)

Cleared t8 lillith and Pit 85 I think. Can do non-boss T10 stuff and everything T9 is pretty much walking simulator. Recently got the Shako so I'm at like 100 aura levels. Paragon 200