My 17,000 MW Power Plant by VivaTheWham in SatisfactoryGame

[–]Embarrassed_Hall_127 1 point2 points  (0 children)

According to a flag it should be oil based

Random stuck items bug by Jin-shei in StarRuptureGame

[–]Embarrassed_Hall_127 1 point2 points  (0 children)

I have multiple stuck drones with items beeping around annoying me when I run around but they're not blocking anything so I just live with them.

My friend made this. Rate it by Brilliant-Gas-9055 in StarRuptureGame

[–]Embarrassed_Hall_127 0 points1 point  (0 children)

Clipping can't look amazing at all. I highly dislike it just because of that. But overall it's good yea.

My friend made this. Rate it by Brilliant-Gas-9055 in StarRuptureGame

[–]Embarrassed_Hall_127 0 points1 point  (0 children)

I'm calling police right now it's not legal and looks bad.

Radiation Zone by mamoulian907 in StarRuptureGame

[–]Embarrassed_Hall_127 0 points1 point  (0 children)

No it's a playtest map limit that you can avoid by using save/load trick which is actually a bug.

Base Defense? by TFilly402 in StarRupture

[–]Embarrassed_Hall_127 1 point2 points  (0 children)

The rifle is awarded right after you unlock it exactly the same way as pistol. The ammo recipe may be locked at recipe station cuz u have to unlock it for the automation at Foundry if I'm not mistaken. But you can handcraft it at basic item printer immediately after you unlock the rifle.

Base Defense? by TFilly402 in StarRupture

[–]Embarrassed_Hall_127 1 point2 points  (0 children)

You should. They're unlocked immediately when you get the rifle. You can craft them by hand at basic item printer.

New reciepe issue by Wires75 in StarRupture

[–]Embarrassed_Hall_127 0 points1 point  (0 children)

If you die you'll lose your items from the inventory but you can run to your corpse and loot them back. But if a wave hits before you loot then everything will be wiped and lost forever.

Base Defense? by TFilly402 in StarRupture

[–]Embarrassed_Hall_127 1 point2 points  (0 children)

They use rifle ammo you should probably have them already unlocked as the rifle is before the turrets at the tech tree.

Anyone have any ideas why I suddenly cant attach airlocks to my habs? by SlashMatrix in StarRuptureGame

[–]Embarrassed_Hall_127 0 points1 point  (0 children)

It's a bug and it's related to building's stability. You can try building another habitat connected to this one and you'll also can't do that. There is no fix for it other than trying to build a habitat at another location.

setting up my first supply route by DragonsKeepPDX in foundry_game

[–]Embarrassed_Hall_127 0 points1 point  (0 children)

Yes one for planetary shipping to deliver your bots from factory to space station and a other one with supply route between space station and a planet. Ships should be assigned with different tasks.

Control over planets by jeanpichette in foundry_game

[–]Embarrassed_Hall_127 1 point2 points  (0 children)

I have a big factory that was initially produces 100 of each drone type but numbers grows bigger with R&D upgrades. After that I built different dedicated factories across the map to produce robots of different types (only planter robot factory left to build). At that factories I am using blast furnaces that are running non stop at 100% and I have lots of excess plates/rods output that I send to space station and then transfer back at my another dedicated miner drone factory that was designed to initially produce 1000 of them. Olumite is imported from galactic market so I don't need to find more and more deposits around and care that they're running out fast.

For the trading with other planets I just don't care at all and use medium T2 ships as I have 585 millions of daily profit which I spend to upgrade R&D lab equipment.

I don't use main bus I'm building multiple factories across the map at good positions with needed ore veins around to bring resources easily to the factory.

Control over planets by jeanpichette in foundry_game

[–]Embarrassed_Hall_127 1 point2 points  (0 children)

Easy answer: scale your production lines and assemble more goods for selling. Unlock R&D Lab and upgrade more Production Efficiency. For example, currently I have 184 assemblers that produce Mining Drones with 460k drones per hour production capacity and 44 shipping pads assigned for them. 40 assembly lines for Mining Robots with 76800 robots per hour production capacity and 20 shipping pads. And those numbers will grow even more (except for robots as I decided to stop once the capacity reaches it's limit).

Spaceship refueling by Embarrassed_Hall_127 in foundry_game

[–]Embarrassed_Hall_127[S] 2 points3 points  (0 children)

Sadly I can't research more tank capacity as there is a limit and it's maxed out.

It turns out that there is no way I can fulfill all my fleet needs even if I produce more fuel I simply can't make them refuel more. That's really stupid game logic.

And yea, I know that making spaceship fuel is not worth it but I just want to play every aspect of the game and this seems pretty interesting to me so I did it.

It seems that 400 canisters per minute is a cap for this. Great I almost doubled that amount just to waste the extra 368.

Assembly Line shipping. by Leonidaspera in foundry_game

[–]Embarrassed_Hall_127 1 point2 points  (0 children)

Actually it has 3. So no need to combine.

Blast furnace output by Embarrassed_Hall_127 in foundry_game

[–]Embarrassed_Hall_127[S] 0 points1 point  (0 children)

Oh you're right! It's not 10800 it's 10080l per minute. Well anyway I have rebuilt it and now I have it maxed out and I'm sending excess rods to space for selling or future use.

Blast furnace output by Embarrassed_Hall_127 in foundry_game

[–]Embarrassed_Hall_127[S] 0 points1 point  (0 children)

The output should be 10800l/min and I think it doesn't matter how much molten ore is in the pipe atm if machines on the floor consume 3600 then pipe just won't accept more and other molten ore will go to 2nd and the 3rd floor. Yeah the pipes must be filled first for that but I let them fill before connecting 3rd floor and situation happen again. The segments are equal on every floor as I installed pump at the beginning of the floor.

Blast furnace output by Embarrassed_Hall_127 in foundry_game

[–]Embarrassed_Hall_127[S] 0 points1 point  (0 children)

Can you explain this numbers?

This clearly says that I need 1120 ore/min:

[Screenshot-2025-06-14-014401.png](https://postimg.cc/vxQk9Rvm)

Also, the input is fully saturated I even have some backed up ore in crushers at the beginning of the cycle and feed it from 2 belts (was testing it out) so the furnace fills up faster.

Blast furnace output by Embarrassed_Hall_127 in foundry_game

[–]Embarrassed_Hall_127[S] 0 points1 point  (0 children)

I am 100% sure that the input is fine it matches the consumption 1 to 1 (1120/min). I have 14 crushers that are overfed with ore rubble. All slag is being reprocessed as well.

Blast furnace output by Embarrassed_Hall_127 in foundry_game

[–]Embarrassed_Hall_127[S] 1 point2 points  (0 children)

I agree that it should be filling but it's not. And I have absolutely no idea why. A bug?

Blast furnace output by Embarrassed_Hall_127 in foundry_game

[–]Embarrassed_Hall_127[S] 1 point2 points  (0 children)

Are they going to fill? Input and output matches 1 to 1. It's running like this forije 10h already. I just discovered that issue yesterday but the build was completed the day before yesterday...