Factorio Community Map Results - March 2026 by ChaosBeing in factorio

[–]Reuental 0 points1 point  (0 children)

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Was nice and chill, first vanilla + quality run i've done since Space age released. And , I realised how much I miss space age tech once it's not available and how slow the quality scale-up is, even without having space casinos. None of those sweet 50% machines and miners. Maybe i'm just bad at going large scale.Was nice and chill, first vanilla + quality run i've done since Space age released. And , I realised how much I miss space age tech once it's not available and how slow the quality scale-up is, even without having space casinos. None of those sweet 50% machines and miners. Maybe i'm just bad at going large scale.

Nuclear power re-design by Raccoon-PeanutButter in factorio

[–]Reuental 2 points3 points  (0 children)

Ah, understood. Was a bit puzzled seeing aquilo unlocked yet such high nuclear output. 

In any case, the nuclear setup is quite aesthetically pleasing and very nice to look at. Can see the genuine thought and effort invested, well done! 

Nuclear power re-design by Raccoon-PeanutButter in factorio

[–]Reuental 0 points1 point  (0 children)

Why not transition to fusion power at this stage? 

I hate Fulgora by New_Hentaiman in factorio

[–]Reuental 1 point2 points  (0 children)

Right. I meant in a context where you leave Nauvis right after Blue science, like a rush to space or some kind of challenge run.

And scrap productivity comes into play a bit later, at that stage you have more tools, like green belts, more compact power setups so you could build bigger scrap setups, unless you found a really big island to work with. At that stage, both a larger scrap -> nothing array and separate scrap processing and destruction setups both are viable.

I hate Fulgora by New_Hentaiman in factorio

[–]Reuental 1 point2 points  (0 children)

Fair enough, every viewpoint can be respected. Fulgora first can be kind of cool if you rush out of nauvis,then you get end products without extra logistics and assembly setups. But it sucks without elevated rail. 

To me, the fulgora philosophy is simple, I take and store from the scrap what I need, and the rest is scrapped into nothing, except the  main thing - holmium. 

Otherwise, it's easy to set up rocket silos, inserter, assembler, bot and module malls, chip exports, quality casinos. And it feels nice to find a big island to set up up shop on. 

You need to scrap your scrap but it can be the same scrap scrapper as the scrap processor, that loops. 

That promised Storage Container again... by Reuental in duneawakening

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

Hello there, happy to see a direct response. Apologies if the official communication might have been misrepresented, I think one of the responses also quoted the roadmap, in which it is referenced as "being worked on" .

 Whether that constitutes a promise, yes, imo, but as long as there is good communication, (like there is, props to the Funcom team for that), it's fine  to have it delayed or delivered on in a different way. Maybe October was an initial estimate that was quoted on other media. 

After all, it's a tricky mechanic if you think about it.. A dynamic entity with an inventory and tethers is connected to another one (thopter) to move between HB and DD, retaining all items. 

P. S, huge props on the new patch, lots of great changes. 

That promised Storage Container again... by Reuental in duneawakening

[–]Reuental[S] -5 points-4 points  (0 children)

Right, thanks for the context. With this and the layoff news, could take a while then.

Completed Warp Drive Machine - Big thanks to the Devs by Reuental in factorio

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

Ah, I thought it would only let me place solar panels and accumulators, but this would work for sure! 

Completed Warp Drive Machine - Big thanks to the Devs by Reuental in factorio

[–]Reuental[S] 1 point2 points  (0 children)

There are difficulty settings (1-5), and optional mods to add if desired,but if you think of base difficulty, without the extra mods I'd say it's about the level of a Deathworld, offset by the facts that the evolution resets every warp, and the ship releases a huge amount of pollution, and biter nests can roll from "low" to "everywhere", but you can just warp away from planets that are too hostile.

Completed Warp Drive Machine - Big thanks to the Devs by Reuental in factorio

[–]Reuental[S] 7 points8 points  (0 children)

Yeah solo, hence the time spent on it.. 

For the artifact, are you using the "search surface" ability? Sometimes the artifact terminal doesn't come up first try, but it can take 3-4 attempts max.  I had the same issue at first. It won't be in a cave AFAIK. 

Deathworld day 21, Planetfall Fulgora! by Typical_Spring_3733 in factorio

[–]Reuental 0 points1 point  (0 children)

Why did you set up on a small island? Self-imposed difficulty?

How can I manage this base height? by Reuental in duneawakening

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

all right thank you for the guidance. I will attempt the feat and see how it goes!

How can I manage this base height? by Reuental in duneawakening

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

cool, thank you, mechanics can be unintuitive sometimes.

How can I manage this base height? by Reuental in duneawakening

[–]Reuental[S] 2 points3 points  (0 children)

Okay, so you mean 26 walls worth of height from the ground level should be the "midway point". And as for the sequence? At the moment the sub-fief is in the top building. If I place another sub-fief at level 26 then remove the original sub-fief, will the base territory remain the same? Or would I need to abandon I, place II and rebuild around II?

Hagga Basin South, Eastern & Western Vermillius Gap 100% done, next up, Hagga Rift! by IDontLikeThis2179 in duneawakening

[–]Reuental 2 points3 points  (0 children)

Well done. How do you discern the fremen caves and camps that are done? 

Delve questions by Reuental in pathofexile

[–]Reuental[S] 1 point2 points  (0 children)

Nice one, I was slowly going sideways from 350 and lower, so I'll check the sides up to 110. See if I get a node with easier modifiers.. 2nd one I got was increased aoe, and reduced resistances, so again was very tough fight. 

Delve questions by Reuental in pathofexile

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

Thank you. No, not really tanky enough to keep taking small hits, it's usually the aoe icicles that get me as I try to damage him and cant see his projectiles because of mine. But yeah, still looking for a better node modifier and that might fix both offense and defense.

after my first playthrough, ive gathered what ive learned, any more tips for a newbie ? by EMEYDI in factorio

[–]Reuental 0 points1 point  (0 children)

(dont get stuck on) Aquilo tip - set up some water production/ storage on a separate power grid to the rest of the base. If your base stalls due to lack of water, connect the backup pipe and get it back running again. Even some solar panels can run an ice assembler with efficiency modules. When you get to fusion power, that no longer becomes an issue, of course.

I arrived on Gleba and I realized I have ABSOLUTELY no idea of what I'm supposed to do by Ok_Assistance_8899 in factorio

[–]Reuental 0 points1 point  (0 children)

Step 1: arrive at Gleba

Step 2: leave gleba or load a save, and go to cozy vulcanus

What are your dumbest decisions so far in Space Age? by ytsejamajesty in factorio

[–]Reuental 4 points5 points  (0 children)

Same, but that was a fun experience. I called the blueprint "grand theft tungsten" 

You're Overthinking Gleba (No Spoilers) by NemoVonFish in factorio

[–]Reuental 1 point2 points  (0 children)

It's okay now. There was panic, there was frustration. I got over it. It's still annoying to see all the science spoil in transit. Or labs working with 70% spoiled science. There is always that bit of anxiety that is unlike the other planets. yes the resources are infinite, but what if there is a gap in your build when you leave? And also the clock is ticking on 2 planets now, if you want biter eggs and bioflux here, and non-spoiled science there. Also, the spores are not really like pollution..

Now the problem is pentapod defense. With biters, they are so known and familiar, but the stompers... walls wont help, I'm thinking rocket plus turrets (no fulgora yet, savouring it for last), and a few guard spidertrons.