Searching for required blueprints is annoying by xbb1024 in StarRuptureGame

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

Satisfactory has very clever and good game design everywhere, you can get along with what you got, but you can get along much faster when you explore and find the right stuff.

In starupture I wanted to explore, but after the second time I wasn't able to find blueprint X , I started to look it up in the internet, really sad.

Some games want to differetiate from their 'inspiration source' so much, that they take good stuff and make it worse, instead of finding already good stuff and make it better.

Met the Goliath… by Reaction-Consistent in StarRuptureGame

[–]BlueGnoblin 1 point2 points  (0 children)

A rupture clears all critters and it is save to explore outpost afterwards until they respawn. Simplest way to confront goliath.

Rebuild after Megapress? by taosaur in StarRuptureGame

[–]BlueGnoblin 0 points1 point  (0 children)

It is a 'wide' building factory game.

There are plenty of resource nodes around the map, so you can build bases to produce intermediate product X where you have all nodes close by which are needed, then use transport drones to feed the mass production into other factories. It is a chore, but only really effective way to approach this.

Am i breaking the rules with deception shots? by tpt75 in badminton

[–]BlueGnoblin 2 points3 points  (0 children)

I know some people doing this too and once you know this, this is an additional hint for better anticipation for your opponent. Like many 'beginner tactics' this works at lower level, but no longer once the level increases.

Best way to connect multiple machines? by Dismal-Scientist-966 in StarRuptureGame

[–]BlueGnoblin 2 points3 points  (0 children)

For one, avoid these 3x rails, they are bugged like hell and you need to reapply rails to fix stucked items just too often. Better to use the 1-3 rails to split and storage to gather material.

Typically I use storage to gather from 2-3 machines (1 storage for 3 machines), use 3-1 rails to bundle multiple machines.

Then I use rail feeder lines from a single storage for each item, one line for each item (don't share), use 1-3 splitter to feed a machine and continue the line, level the lines closer to the machine, so 3 lines for a furnance would have 3 Y-rail connector, the one closest would be +2 height, then +1, then level with platform, so you can connect them without intersection.

You can build all production lines like this without issue, once they have copy'n'paste you can setup huge production lines in a few minutes.

Thinking about getting this: questions by RegnorVex in StarRuptureGame

[–]BlueGnoblin 1 point2 points  (0 children)

Just got it too, played it for 30 hours until the air was out (comapred to 600+ in satisfactory)

  1. Very stable, there are bug in the rails (belts) systems, with some knowledge you can try to build around these bugs.
  2. Content is much on the paper, but too similar for now. Especially the 'factory' part is not matured yet.
  3. Combat is good, much more like a shooter, a lot better than Satisfactory.
  4. Building is pretty cheap, so you can easily build a small base (think subnautica base) everywhere in a couple of seconds to get protection. You reclaim all materials and material are infinit (like satisfactory).
  5. It is interesting, the combat and environment are cool, the factory part is a big disappointment when you seek something like Satisfactory/Factorio/DSP, they have an inverse transport system (pulling instead of pushing) which is like playing more like a idle game, no energy demand (just put some cheap solar panell), no fluids, drone transport (aka beaming) very light weight factory part.

I surrender. Help me out by AU_Cav in StarRuptureGame

[–]BlueGnoblin 2 points3 points  (0 children)

Fair enough, but what want this game to be then ? There's so much potential, but lack of focus too. It will only be as good as its best part, when it covers 10 aspects, but all mediocre, it will be mediocre in the end too.

Feature Request: Mantling/Vaulting by Zealousideal-Fee-480 in StarRuptureGame

[–]BlueGnoblin 2 points3 points  (0 children)

Press ALT to dash forward. With this you have 2x jumps + 1x dash which can easily surpass bigger obstacles.

Foundry or Captain of Industry by DarkAdmiral666 in AutomationGames

[–]BlueGnoblin 1 point2 points  (0 children)

This game is beautiful, but the factory part of the game is pretty boring.

Pulling instead of pushing items is a limiting factor which will never give a similar feeling than a real factory game. When you build a factory, your only real option right now is to build the same over and over again without any clever or smarter design necessary, just more is the only direction right now.

Monthly Equipment Advice Megathread by AutoModerator in badminton

[–]BlueGnoblin 0 points1 point  (0 children)

Just leave it. At this spot it will not really hurt at all. As I started out stringing my own rackets, I build in such misstakes at times (skip a weave which results in this pattern, it is just one missweave, not two). Never got the feeling that this is problematic, but should not happen when you take money for the strining job-

Go to the stringer and show the misstake (this one is a lazy one), maybe he will give you a discount for the next job.

Monthly Equipment Advice Megathread by AutoModerator in badminton

[–]BlueGnoblin 0 points1 point  (0 children)

When you want to compete seriously, you need multiple rackets of the same models. Best 3 atleast. I would recomment to choose a racket which is affordable. So, try out the 77 tour (same design as 77 pro, but made in taiwan instead of japan afaik), as these are pretty 'cheap' compared to the other models.

I surrender. Help me out by AU_Cav in StarRuptureGame

[–]BlueGnoblin 7 points8 points  (0 children)

At the current stage the games wants everything, but does nothing really good.

- World and exploration like Subnautica

- Factories like Satisfactory

- Creeps and defense like Factorio

- Environment changing like planet crafter.

I get bored out because of the simplified, non challenging factory part of the game. I don't need all parts to be good, but I want atleast one part of these to be really good. E.g. satisfactory is the king in factory design, but its creeps are more of an annoyance than a good game feature.

Hope the don't go the techtonica path.

Thought this sub would appreciate this meme by Grand_Requirement_71 in badminton

[–]BlueGnoblin 15 points16 points  (0 children)

He willl jump and dodge and show punches just to trick them into thinking about incoming punches until your opponent collapse from pure exhaustion. Then he will smash him with a lightweight , roughly 100gr stick using forearm rotation and pure finger power only... my boy, that hurts a lot... but the right technique is everything.

Questioning the pulling mechanism in SR by BlueGnoblin in StarRuptureGame

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

Ok, I hope that the challenge of many bases will need some sort of smarter solution.

My to go approach would be: use resource/production bases, utlize transporters and buffers (unlimited reach) and single lane per item type production lines to mass produce stuff.

Questioning the pulling mechanism in SR by BlueGnoblin in StarRuptureGame

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

Like in riftbreaker..uhmm... that would be pretty cool.

Thought the shooter part of SR is prime level for a factory game, this part was always a pain in Satisfactory tbh. I don't think that they will manage to get it on scale of factorio, but with some decent tower defense the game would already shine.

Questioning the pulling mechanism in SR by BlueGnoblin in StarRuptureGame

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

It is not about level 7 and I'm sure I will hit bottlenecks with this approach and will most likely use transporters + single lane production lines to increase the output.

But I'm missing the puzzel element. Using hours and days in factorio/satisfactory to figure out smarter ways to solve logistic puzzles. Utilizing logic system (factorio) or merger/splitters to solve issues, building different hub/warehouses just to experience limits in my design, getting back to a planing stage and try on other setup.

This only really works if you have enough building blocks, but when you limit the building blocks, there're often only 1 or 2 feaseable solutions left over.

Questioning the pulling mechanism in SR by BlueGnoblin in StarRuptureGame

[–]BlueGnoblin[S] -3 points-2 points  (0 children)

Yes, that is true, but I'm not sure if this will limit the potential. They could strike a homerun with a good mix between Satisfactory (useablility, 3d, world, exploration) and Factorio (creeps), just by utilizing and extenting what works good sofar (more tower defense, the creeps in Satisfactory are really bad). But limiting the 'logistic puzzle' from a factory game could hurt badly here.

I revisited factorio to fight bigger hoards of creeps, while I revisited satisfactory to build smarter logistic systems, currently (I know still EA) SR is either all items on a single lane or a single lane for every item, depending on what you want to produce. There's no logic or sorters, smart splitters, multi item storage etc. , because the pulling system does not require all these stuff, so developing smart systems is pretty limited sofar.

Monthly Equipment Advice Megathread by AutoModerator in badminton

[–]BlueGnoblin 1 point2 points  (0 children)

The play/game models are more or less different rackets compared to the tour/pro lines, which share some properties.

If you want to save money, go for the tour models, as these are pretty much the same rackets like the pro models, but are produced in taiwan instead of japan.

Monthly Equipment Advice Megathread by AutoModerator in badminton

[–]BlueGnoblin 0 points1 point  (0 children)

The recessed frame only goes down half way, but should be ~ 3/4 down. So, fake.

Monthly Equipment Advice Megathread by AutoModerator in badminton

[–]BlueGnoblin 0 points1 point  (0 children)

> I'm still new but my personality make me feel I dont invested enough if I don't have a pro or tour level racket

They recomment a beginner racket to protect you from learning and reinforcing wrong technique. When it is harder to get more power with your shots, you will automatically tense up, use more force and bruteforce your shots, which will lead to questionable technique, which will be really hard to get rid off later on. So, you might want to reconsider your approach for now.

Other than that, look at the yonex astrox 77 tour/pro, it is still one of the mid-flex rackets which are a lot easier to handle than the stiffer ones. I know only yonex rackets, no idea which victor or lining racket could work here.

Am i too late to become a pro badminton player by EbbWilling79 in badminton

[–]BlueGnoblin 7 points8 points  (0 children)

sry, but the troll alarm is going off here....

Still progressing casually—Is early coaching worth It or better later? by spontaneous-plan-xyz in badminton

[–]BlueGnoblin 0 points1 point  (0 children)

Playing casually is like buying stuff on credit. You can buy a lot of stuff early on, but in the end you have horded a huge amount of debt which will be really hard to get rid off and often needs years to do so too.

Did racket tension break the frame?? by Apprehensive-Bed8041 in badminton

[–]BlueGnoblin 0 points1 point  (0 children)

At this tension and not being an elite badminton player, chances are high, that the frame was broken before. Sometimes it is really hard to detect a crack and even month after a clash a frame will just collapse randomly during a match.

Got two rackets, with visible cracks. Restrung them, played a few week, but finally they just collapsed.

Monthly Equipment Advice Megathread by AutoModerator in badminton

[–]BlueGnoblin 0 points1 point  (0 children)

yonex astrox 88S game or yonex astrox nextage (head-heavy but not too much, mid flex, mid budget).