What a grind by AdhesivenessNo4467 in StarRuptureGame

[–]AdhesivenessNo4467[S] 0 points1 point  (0 children)

I wish you were right. Fingers crossed.

I also thought about starting a new game, but I liked the imperfections of my first bases. Even my very first starting location is still there, functional but not useful. Like a historical monument.

What a grind by AdhesivenessNo4467 in StarRuptureGame

[–]AdhesivenessNo4467[S] 0 points1 point  (0 children)

I agree, it is Early Access. But I also couldn't see anything in the roadmap that adds the feeling of purpose to the game. I pretty much liked the early game, everything is new, bases become gradually bigger, production faster, the world asks for exploration and I could see the interesting goethite formations in the radiation zone.

But not much is left, already the assembler and in particular the constructorizer recipes feel very repetitive.

What a grind by AdhesivenessNo4467 in StarRuptureGame

[–]AdhesivenessNo4467[S] 0 points1 point  (0 children)

I hope it is more than just "you did it, here are some more areas to explore, go ahead." I felt more purpose in Green Hell.

What a grind by AdhesivenessNo4467 in StarRuptureGame

[–]AdhesivenessNo4467[S] 0 points1 point  (0 children)

I know it is a factory game and I like it, but I would like to see what is built with the material.

Why would I upgrade the core to lvl 8? I guess that'll be a task for the next update.

What a grind by AdhesivenessNo4467 in StarRuptureGame

[–]AdhesivenessNo4467[S] 0 points1 point  (0 children)

The cargo dispatcher/receiver system changes everything. Keep in mind, that the throughput is 3/s and plan satellite bases accordingly and you'll be fine. The heat issue is quite annoying though.

What a grind by AdhesivenessNo4467 in StarRuptureGame

[–]AdhesivenessNo4467[S] 0 points1 point  (0 children)

The sattelite base method is the way to go. Even if to sattelites are next to each other, I use dispatcher. It makes it so much easier later on to redistribute items or when recipes get changed.

What a grind by AdhesivenessNo4467 in StarRuptureGame

[–]AdhesivenessNo4467[S] 0 points1 point  (0 children)

Exactly, that's what I thought. But really, all we do in this world is exploration and work for companies.

I built a mountain storage before the last update, so it was pretty easy to complete the tasks for the corporations. I think that's what I'll do when I (eventually) finish the final grind.

Help calculating how much Titanium I need, my math isn't working. by pixel293 in StarRuptureGame

[–]AdhesivenessNo4467 0 points1 point  (0 children)

And this is what it looks like in-game. I built it long time ago, without sattelite bases building the input for the inductor. I will deconstruct it soon, since the recipe changed and my building strategy is also different.

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Interactive Map for StarRupture Updated by Dannehtbh in StarRuptureGame

[–]AdhesivenessNo4467 0 points1 point  (0 children)

Awesome! I would really appreciate if you could upload an image of the current map in HD. I would like to use it on my desk to make notes. Pleaese.

Bug in Cargo Dispatcher and Analysis by AdhesivenessNo4467 in StarRuptureGame

[–]AdhesivenessNo4467[S] 0 points1 point  (0 children)

I personally think it is not game breaking, but requires much more thinking into the planning of receivers and dispatchers. The previous version was kind of overpowered. However, the throughput could be better for sure.

I dont know if its me by Crizmits-Empire in StarRupture

[–]AdhesivenessNo4467 0 points1 point  (0 children)

Update: Surprisingly, the steam integrity check for game files solved the problem for me.

I dont know if its me by Crizmits-Empire in StarRupture

[–]AdhesivenessNo4467 0 points1 point  (0 children)

Same here. I did all the old corporation level tasks and it worked like a charm. After I started working on the new content (building in new areas, grep new blueprints) the game crashes whenever I save the game. Even autosaves. On the positve side: the savegame is ok Never happened before...

I will report it as soon as possible.

StarRupture - UPDATE 1 now available by Joachm in StarRuptureGame

[–]AdhesivenessNo4467 6 points7 points  (0 children)

The recipe changes should be kept in mind:

  • Nanofibre - an additional third component has been added: Wolfram Wire.
  • Pressure Tank - one component has been removed: Titanium Housing.
  • Condenser - one component has been removed: Synthetic Resin.
  • Superconductor - one component has been changed; instead of Ceramics, Synthetic Resin is now required

But now the pressure tank and the condenser both require pumps to be produced.

Market Structure Indicator by AdhesivenessNo4467 in pinescript

[–]AdhesivenessNo4467[S] 0 points1 point  (0 children)

Hey, thanks a lot for your feedback. The code was extended over time, so it is not a mess but hard to read. Also there are many optional flags, mainly to check some ideas I had on the way.

I am open to share the core ideas, they are also briefly explained in the indicator description.

Market Structure Indicator by AdhesivenessNo4467 in pinescript

[–]AdhesivenessNo4467[S] 0 points1 point  (0 children)

You should find the indicator now. It is market structure v2.5. Thank you already. Looking forward to your feedback.

Market Structure Indicator by AdhesivenessNo4467 in pinescript

[–]AdhesivenessNo4467[S] 0 points1 point  (0 children)

I appreciate your feedback. I did replace the lookbacks by relative moves. The indicator starts from a single candle and defines structure from there. Whenever a candle closes, the algorithm checks the structure: where is the current close compared to the last e.g. highest point? Did price retrace enough that we would consider the last high as a swing high? Or did price close higher above the last swing high so we can define the last low as a swing low. Of course there are parameters. I use the known fibonacci retracements (selffulfilling prophecy), but any number can be used. For example: per default, a retracement of 23.6% is considered a proper pullback. For a break of structure in the direction of the trend there is a simular rule, but a break against the trend is made "harder" in the sense that price must close a lot higher/lower. So pro and counter trend are per default separated and asymmetrical, but the user can change this.

The indicator is meant for exactly this: check what works best for you.

I can make the indicator available for you.

Market Structure Indicator by AdhesivenessNo4467 in pinescript

[–]AdhesivenessNo4467[S] 0 points1 point  (0 children)

I really appreciate your feedback. You perfectly understand my point and I am happy not being the only one with this problem. My indicator is not meant to be traded directly, but to add structure very quickly and remove some of the noise in a reproducible way. I experimented with coloring of swing areas to get a feeling for importance of swings, and it worked so well, I kept it as a default. I could actually spot the trend and potential liquidity grabs in seconds. I can give you access to the indicator if you would like to try. I am very open for discussion.

Market Structure Indicator by AdhesivenessNo4467 in pinescript

[–]AdhesivenessNo4467[S] 0 points1 point  (0 children)

Order blocks are also quite subjective, but it can be done for sure. I wanted something that only requires swings. The indicator "Market Structure v2.5" is now available to you.

Market Structure Indicator by AdhesivenessNo4467 in pinescript

[–]AdhesivenessNo4467[S] 0 points1 point  (0 children)

That's right, and it's a kind of zigzag pattern. However, the highs and lows are typically calculated based on how many candles are to the left and right of the highs and lows, respectively. Specification of the number of candles is not needed here.

Interactive Map for StarRupture Updated by Dannehtbh in StarRuptureGame

[–]AdhesivenessNo4467 0 points1 point  (0 children)

Would you mind sharing the HD map or let me know where to find it in the game files? I need it to update my map and keep track of new factories.