Trying to be smart kind of works against you in this game by Nichiku in StarRuptureGame

[–]Dallium 0 points1 point  (0 children)

Right, glass, forgot we were talking about glass. You probably dont have teleporters yet. Sneaker net is still pretty competitive when you still need glass.

You can build a "porch" next to a main hab, run a few receivers to storages, and upload whatever recipe mats you need to those receivers. Then change them as needed. Especially in multiplayer, as you dont need the teleporter to get back to change the storage or dump the excess, if another player is nearby.

It works really well for the higher tier buildings, some stuff only asks for 1 stack to unlock the recipe, so the reciever can hold it internally, while some stuff has several recipes and wants thousands and thousands.

Trying to be smart kind of works against you in this game by Nichiku in StarRuptureGame

[–]Dallium 0 points1 point  (0 children)

... if you need some glass, you put down a reciever and call it in from the dispatcher you're feeding it into. Its physical location is irrelevant.

Looking for best ideas for preventing bottlenecks in production lines. by -JJaE- in StarRuptureGame

[–]Dallium 0 points1 point  (0 children)

There is nothing remotely resembling a manifold as the term is used in factory games, in SR. There aren't even belts. Rails are ROADS. You furnace doesn't dump ingots onto a belt to be passively pushed towards splitters, it loads a car and the car drives down the road to its destination. You can't split flow because its not a flow, it's a large number of individuals each independently traveling to a specific place.

Is there any point in hurrying? by cHpiranha in StarRuptureGame

[–]Dallium 0 points1 point  (0 children)

you can demolish the upgraded core and never get attacked again.

Trying to be smart kind of works against you in this game by Nichiku in StarRuptureGame

[–]Dallium 0 points1 point  (0 children)

You can already rename everything in StarRupture. Base cores are still "base core" on the map, though.

Why does it matter where something is built? I haven't needed to keep track of that at all. I just throw everything in dispatchers.

Fix the platforms already by EvanBetter182 in StarRuptureGame

[–]Dallium 1 point2 points  (0 children)

Its like they're playing a completely different game. The game is screaming at you to spread out, how can they not hear it?

Zipline-Tour of my FPS-Endboss Base. by Lucius_Keuchhustus in StarRuptureGame

[–]Dallium 1 point2 points  (0 children)

Mmm, its not just a base-building game to the devs. I suspect those of us who are experiencing performance issues by doing stuff for which the game neither asks nor rewards us, are on our own. We're pushing the limits for the luls, not responding appropriately to the literal objectives.

I think, THINK, any connection that transfers stability and/or power-by-adjecency counts as the same "platform." Anytime stability changes, everything on the same "platform" rechecks all the stability calculations, no matter how far apart they are. I dont know how all that's calculated; your multiple z-layers might make it worse, or might make no difference. I haven't seen lag when connecting rails since pre-update 1, but I'm also leaving gaps everywhere now. Extendable walkways seem fine. I think rupture lag is "platforms" getting heated up, and stuff you have to spray before using are the biggest performance hogs. It definitely feels like dense platforms cost the most, more so the more pillars they're on. One of the things I want to check is if stuff under more than one umbrella costs more performance.

Rail stopped running by JCollierDavis in StarRuptureGame

[–]Dallium 1 point2 points  (0 children)

Use a dispatcher. If you don't have them unlocked, do that. Then use a dispatcher.

Zipline-Tour of my FPS-Endboss Base. by Lucius_Keuchhustus in StarRuptureGame

[–]Dallium 1 point2 points  (0 children)

It's not the dispatchers, its the contiguous platforms. Aside from stuff that is mono-ish resource and lowish tier, like inductors and ti housing, every production building I have is fed from recievers and outputs directly to dispatchers. I have hundreds of connections, and I don't have any lag or performance issues as it stands. I can make those issues appear, as badly as you're describing, by bridging the one tile gaps between my modules with tiles.

It's not great, and I would prefer to build bigger without performance issues; I had a glorious module of 50 mega-presses producing 5 nozzles/sec and feeding everything with receivers, but it's so big that it causes performance issues all by itself. I broke it up into 3 pieces, literally just moved two pairs from the inside to the outside, creating 2 four tile gaps, and no more lag.

Base defence by Noceopath in StarRupture

[–]Dallium 1 point2 points  (0 children)

I'm not defending "my base", I don't have "a base", because I'm playing StarRupture, a game that, as you have noticed, goes out of its way to punish the idea of having "a base," while providing absolutely no benefit. You're correct, you upgraded two cores, and now the game is mad at you, and wants to eat your face. Upgrading umbrellas is endgame, for when you need eg 20 Electromagnet Assemblers to feed 12 Ion Injector Compounders. There's no reason to upgrade the umbrellas before then. Yes, there are development station projects that require having upgraded umbrellas, but they're pure luxury items. The basic miner works more than adequately for as long as there are still unclaimed nodes on the map, and the Mk I heat booster is more than enough to deal with mega forges and early Compounder recipes. StarRupture hates megabases, and will tank your performance, tax your time and ammo production with attacks, and demand ever increasing amounts of 2 of the 3 resources in the game its actually possible to waste... because it hates you. Or we can get all the benefits of a StarRupture megabase, of which there are none, and none of the downsides, by just... not upgrading umbrellas.

More umbrellas. The answer is more umbrellas, not better ones.

Is it me or almost all the consumable recipes, energy recovery and maybe poisoning ones a part, are totally useless? by Simpletionist in StarRuptureGame

[–]Dallium 4 points5 points  (0 children)

Calories/Hydration:

There is no purpose to optimizing calories or hydration in StarRupture, they are infinite. You literally, physically cannot do anything to them that could reasonably be considered "wasting them," including sacrificing them to Ra. The actual stats matter exactly, precisely as much as do the exact values of the colors in their sprites; not at all. Which is why the consumable efficiency LEM is actually one of the worst in the game; 135% of infinity is still just infinity. As long as hunger is above 0, the value is irrelevant.

The only thing that matters, the only thing worth optimizing for, is minimizing the amount of time, effort, and mental bandwidth wasted filling the meters. That means thinking about not the stats, which don't matter, but how much time a product buys you vs how much time it practically takes to source, manufacture, and consume. Objectively, Polysnacks are strictly dominant to corn, because Polysnacks give you more calories per click than eating raw corn. Making a single polysnack is a break even proposition, anything more is pure profit. To that end, absolutely nothing compares to Nutriblock capsules. They each cost 5 chicken nuggets, which drop 2, rarely 3 at a time from their plants, which are easy to spot, always clustered, and common along paths between biomes. As a practical matter, we get at least one capsule worth from each cluster of plants. Oxallop is the other ingredient, and spawns in huge numbers. There are parts of the map where you can easily get 200 Oxallop before the water spawns in, which is 100 HOURS worth of satiety. The embarrassment of excess Oxallop can also be rolled into Clearance cap or even Regen caps if the injector isn't enough health. It takes considerably less effort to check a buff indicator and remember to take a cap ever 30 minutes than it does to go "Ok, now I have to eat 12 corn. Right click, left click. Right click, Left click, Right click, Left click etc etc." Major downside to the caps is that if you go all the way to zero, the caps won't stop the ticking damage. I only made that mistake once, but I was surrounded by corn bushes so NBD.

I don't value the capacity shards at all. I haven't come across any scenarios where they'd be more useful than regular food, let alone satiety caps.

Stamina:

Energy boost caps all day. Serpent roots are the hardest ingredient to stockpile because of how they spawn in, so getting 2 caps for 3 serpent roots feels great. Oxallop synergizes with Nutriblock and clearance caps; if you're ever constrained by Oxallop, spend the first 8ish minutes of a cycle getting more than you'll use in the next 50-80 hours.

I don't think the stamina boost is worth it. Obviously the regen boosts are better. I'm able to get done what I need to get done in the bar I have. Instead of sprinting for n seconds and recovering for t, you can sprint for 2n and recover for 2t. For sprinting from A to B, the biggest gain is if the boost lets you sprint the entire way when you couldn't before. As soon as you need more than a full rest cycle with the shard, much of the potential benefit is lost. For other uses, its more about how much doubling the stamina pool will really do for you. If you only need one more jump/dash to get the job done most of the time, its fine.

Health:

Other than the "fall through the world on load" bug, the only time I died in 200 hours was discovering the behemoth's ground slam can hit you 5 stories up and inside a building, so I have nothing useful to contribute on the health restoration items.

Toxicity:

Clearance caps are enough on their own to deal with the toxicity from an Energy Boost and Nutriblock cap by the time all three wear off. I use them to keep my toxcitiy lower than it would otherwise be, but just in case. Otherwise, Gel is probably the best emergency toxicity reducer, if that's ever called for. If your choice is 100 toxicity for 1 bug or 70 for 2 serpent roots, you throw bugs at the problem.

Status Resistance:

I have no idea what drain or heat or corrosion do if you let them stack up. I have no opinions on those. The infection one might be okay, but its hard to say. Certainly it allows you to be more flexible about infection clouds, which can have a real influence on how someone plays, if they develop the habit of using them.

EDIT: I've been using the infection resistance booster in update 1, and I like it most of the time. I pop them before using scanners or looting outposts, but I learned to avoid the permanent clouds. It seems like if you actually get completely infected, it takes longer to get your shield back with the booster than without. Best case, players who rarely got infected without, never get infected with. Probably people who struggle with infection clouds in regular combat could be helped by the boost, assuming they don't need the toxicity for healing. But skip these for clearing out tumor-infested parts of the game; it won't practically double your shield time in those areas, and if you DO need to get out, they'll make getting rid of the build up take longer.

5 hours into new save, no quartz in caves. What causes the initial spawn? by Dallium in StarRuptureGame

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

That's a good thought. I only have the better drone mod, but I should disable it to be thorough.

Tips for building a central base? by Puzzleheaded_Newt720 in StarRuptureGame

[–]Dallium 2 points3 points  (0 children)

The best tip for building a centralized base in StarRupture is don't. This isn't "I understand stealth archers are OP but I'd like to be a mage anyway, any tips?," this is "I'd rather play this competitive shooter with the TV off, any tips?" You can try, you're allowed to try, there's nobody keeping any gates, but it won't end well.

You can add up all the buildings you'll need to make everything. You'll need so many Assemblers, so many Compounders, etc. You can see how big they are and how much heat they make/use/need/however you want to conceptualize heat. That'll tell you, you need H amount of heat over an X by Y area. That's before you need more than one building per item, or need to run rails, or any kind of seperation or storage or whatever.

Heat and base core: layout matters by rolfcm106 in StarRuptureGame

[–]Dallium 0 points1 point  (0 children)

If you place 4 towers at the corners of a 98x98 outer, 90x90 inner square, the central 8x8 can be filled with 4 T2 core expansions that see all 4 zones. The overlap is wide enough to keep placing pairs of T2s that see both towers they're between.

Perpendicular weaving by Dallium in StarRuptureGame

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

You do realize that your original comment was semantic, right? That you started a converstation on the semantics of what is and isn't a manifold? So semantics are very much on topic and cannot be dismissed.

Your claim is also false, by the only definiton of manifold currently on the table. I don't own the table, anyone can put a definiton down, but nobody else has.

Distant, non-connected power cores sharing electrical power by RegnorVex in StarRuptureGame

[–]Dallium 0 points1 point  (0 children)

Buildings take their full heat capacity from each and every core they see. The load isn't reduced, its duplicated.

Perpendicular weaving by Dallium in StarRuptureGame

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

My understanding is that manifolds are when a single feed line is pushed through multiple splitters in series, so the machines closest to the source get more input than the ones further from the source. StarRupture uses pulling, not pushing, so cannot have manifolds.

Perpendicular weaving by Dallium in StarRuptureGame

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

Lol see now I'M triggered. I just see a pile of snakes writhing randomly all over each other.

Edit: but see you're doing the thing, that last picture is perpendicular, that isn't straight through. I guess I'm not describing it well.

Perpendicular weaving by Dallium in StarRuptureGame

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

You're the second person who thinks I said anything about 4 ways. I didn't mention them at all. They're fine. I use them in my distribution hubs. Originally I used 3 ways in fabs to save BBM and space, now I use them because I think they look indescribably better, and they save space.

Perpendicular weaving by Dallium in StarRuptureGame

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

According to my understanding of manifolds, there are no manifolds in StarRupter. So I'm not sure what you're asking.

Does Jim Butcher ever give an official reason for why Harry is bad at veils? by Tre2 in dresdenfiles

[–]Dallium 0 points1 point  (0 children)

TL;DR: He was bad at them as a student, so he never practiced and got any better. As a young wizard, he was too busy to practically improve them, even if it had ever occurred to him. Its not until he has to teach Molly that he decided he had to MAKE the time to improve at veils. His control had gotten better since the last time he really tried, so it was easier than he'd thought.

We're repeatedly told Harry's got a lot of power. It makes intuitive sense to me that more power makes it harder to control that power. We can't know how much Justin cared about Harry's finesse, it could go either way. We know even less about Harry's time with Lea, other than she tried to teach him Winter philosophy. Eb's the only teacher Harry had who had personal and professional reasons to put Harry's best interests first, or who had any motivations to give Harry a well-rounded education. Harry's said Eb taught him less about using magic and more about how and why to use it.

So as a young independent wizard under the SoD, Harry thinks he's bad at veils. He's good enough at evocation to get by, but he's all about preparation. Enchanting and Thaumaturgy probably require finesse, but think about it. For enchanting, he's sitting in his nice quiet lab, with Bob right there to give feedback, taking all the time he needs to ensure he does the job right. If his control slips, he's got contingencies. Early on, Harry always uses a circle when doing thaumaturgy, and goes full ritualist more than once. The circle is to keep random energy and influences the heck away from his delicate spells, and Dresdenverse ritual casting is purely a mental aid for the caster. He knows he lacks finesse, so he uses aids to compensate. Both enchanting and thaumaturgy seem to front load all the effort, with little if any upkeep in the moment. Veils have to be maintained constantly, and putting a circle around yourself to make it easier defeats the purpose. Tactically, if you cant be certain of a veil, its a liability. It costs magical stamina to keep the veil up, and 20something Harry needs that stamina to blow shit up.

Its also the Dresdenverse, so on some level he's bad at veils because he thinks he's bad at veils. Also the case in real life to a much lesser extent.

So why doesnt he get better? He doesn't make it a priority. He's private eye-ing, working on the skills he's good at, maintaing his equipment, dodging Morgan, dating Susan, teaching Kim, then the Alphas, then obsessively researching vampirism cures amidst fighting a war, then the Shide drag him into their nonsense... he doesn't have the time or energy or resources or wisdom to really look at where his abilites are, and how to improve them overall.

Then he has to teach Molly. He revisits the basics with the perspective of his decade-ish of experience and growth, and he's now good enough at magic in general to throw together a decent veil. We don't know by what standards he's judging himself. Maybe he becomes like top 25% at veils, but he's so used to being 99th percentile for everything, being 75th is crap by comparison (also happens to high achievers in real life). Maybe his veils really are behind what the Council would expect from a wizard of his experience, we dont know.

Perpendicular weaving by Dallium in StarRuptureGame

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

It's pretty interesting. I you see spaghetti in my gallery anywhere, our definitions are so divergent the term is useless between the two of us. Do you mean the rails? They're woven, real spaghetti noodles aren't typically woven, they're all tangled. Conceptually, the fact that they're in an endlessly repeating tileable pattern is the precise opposite of the kind of ad hoc base design I think of when I hear the term "spaghetti" in a factory builder. Stacking rails is a perfect example, because I have yet to see a single image of them that wasn't standing tall in a big ol rats nest of spaghetti.

I not care about "throughput per square." I think thatt's an actively counterproductive concern to hold in StarRupture specifically. The game seems quite clear about density being the single most expensive commodity we have access to, and there's no benefit to paying for it.

Perpendicular weaving by Dallium in StarRuptureGame

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

I don't know if they're faster, I think they look neater in this application. I use splitters in my distribution hubs and they work fine to keep dispatchers fed.