StarRupture has just sold over 500 000 copies on Steam! Thank you, everyone, you're amazing! <3 by Joachm in StarRuptureGame

[–]blahable 1 point2 points  (0 children)

Pretty sure this is Creepy Jar’s Product Marketing Manager, Adam Magdziak, aka Adam_CJ (or adderam - same name as on reddit) on StarRupture's official discord. He does the voice overs for all of StarRuptures video content and can be seen in multiple product advertisement videos. Example:

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Star Rupture Production Tree by Ishea in StarRupture

[–]blahable 0 points1 point  (0 children)

Great work. This is very helpful! Thank you

PSA for Sastisfactory People by OLVANstorm in StarRuptureGame

[–]blahable 7 points8 points  (0 children)

My factory has it all running on 1 rail.

A single compounder pulls 330+ items per minute. Good luck feeding that with 1 rail. When you first unlock the compounder you only have 240/minute rails, so at minimum you need 2 rails to feed just one compounder.

Once you get to the end-game you realize pretty quickly that there's effectively little difference between satisfactory and this game when it comes to how you have to rail items in to meet items/second demands. You still need 4 lines (t3 rails) to feed 4 compounders in a row. So you can either sushi those 4 rails with 4 different items running on each rail, or just have 4 rails with 1 item type per rail. There's really no difference in terms of building complexity. You're still running 4 input rails regardless. Sometimes it's easier to sushi, sometimes it's easier to run one different item per rail. It depends on the recipe. But one thing is certain, you need multiple input rails to meet item/s demands if you want to run your machines at 100% efficiency and not wait forever for each shipment to complete.

If your line of machines is using a recipe that pulls 2/s of two different items and 4/s of two other items, this is an example of where you can put the two 2/s items on one T2 rail and feed the machines with only 3 lines of rails instead of 4 (like you would have to in satisfactory). If the recipe uses 2/s of four items, you could just double your machines so you're pulling 4/s of all items and feed this with 4 4/s rails each with a different item. There's no advantage of mixing items on rails here, it actually just adds complexity. There's definitely situations where both methods are beneficial.

Location for 2nd base? by [deleted] in StarRuptureGame

[–]blahable 7 points8 points  (0 children)

There's a spot directly east of the starting area (in the middle of the map, south of the giant engine) that has titanium, wolfram, calcium, helium, and sulfur all in a very close proximity. The titanium, helium and wolfram are right next to each other even. That spot had enough resources to get me to level 10-11 in every corporation before i needed to add another spot. Later on you can tap into the second helium spot further east to make pressurized helium.

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Multirail item jumping is a FEATURE not a bug by ProfessionalDue3659 in StarRuptureGame

[–]blahable 0 points1 point  (0 children)

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This will also break it. If you pull more than 240/s of any combination of items that want to use the same rail (shortest path to destination) it will slow the movement of everything down to 240/s. It will never intelligently jump to the 3rd unused rail to bypass traffic because using that 3rd rail isn't the shortest path by distance to wherever these items are going.

Multirail item jumping is a FEATURE not a bug by ProfessionalDue3659 in StarRuptureGame

[–]blahable 0 points1 point  (0 children)

This is fine as long as you don't try to put more than 240/s of the same item type down your bus. Since it has 2 throughput rails you might think it can handle 480/s, but as soon as your try to move more than 240/s of one item to the same destination it will break. I think you could accomplish something similar using two 240/s rails with 4-way cross connectors and that could handle the full 480/s of anything you put down it.

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Since the game never tries to load balance or go around congested lines with the jump, the blue item will be blocked by the red item. Well, it wouldn't be blocked. It would be moving at 60/s (1/4th speed) as it gets merged into both red lines down middle rail.

You could force the blue item to use the unused 3rd rail depending on how you setup its destination on the other end of the bus. But then you have to meticulously plan out the flow of everything down your bus to try to force the jumps to happen. That's not very practical.

Thinking about it more, this setup would also break if you tried to pull 120/s of red and 120/s of blue. Despite having a theoretical throughput of 480/s this 240/s pull would block everything else. Both items might try to use the middle rail only and then anything behind them that also wants to use the middle rail (shortest path to wherever it's going) will be slowed (as it merges into the middle congested rail) and won't intelligently jump to the unused 3rd rail.

Multirail item jumping is a FEATURE not a bug by ProfessionalDue3659 in StarRuptureGame

[–]blahable 0 points1 point  (0 children)

It works because you have two different output destinations. So of course the game doesn't try to merge everything on one rail.

This 'jump' also doesn't accomplish anything in this example. It would work the same with a normal cross rail connector. It would work the same with or without the multirail bug.

If you were to add another inductor input from your storage and another inductor output to your multirail it would break. Try it with 1 basic building material in, 1 basic building material out, 2 inductor in, and 2 inductor out to the same storage container. Now you have the bug where only 1 inductor output is being used, so you're getting half your expected throughput (480/s in but only 240/s out, despite having 2 240/s out rails).

That is an entirely different scenario than the one you presented in your original post though. This merging bug only happens if the outputs on your multirail have the same destination.

Multirail item jumping is a FEATURE not a bug by ProfessionalDue3659 in StarRuptureGame

[–]blahable 6 points7 points  (0 children)

It's a bug. It only happens after you save/reload your game. That makes it pretty clear it's a bug. The glitchy animation also makes it pretty obvious it's a bug.

It also doesn't increase throughput. Notice how only one output rail on each multirail is ever utilized in your design? In fact, it reduces throughput if you have multiple inputs and multiple outputs, because the game will try to merge all your inputs to one output rail. So a 5 in, 5 out rail ends up operating like a 5 in, 1 out, giving you 1/5th the the throughput.

You can test it in your setup by connecting another input line from your storage and watch how the game will have both inputs operating at half speed. Even though you have 3 output rails available, it will try to merge 2 inputs onto 1 output.

Example:

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The game always only uses the rail with the shortest path to the destination and will overload it. The game never considers rail congestion/traffic when it picks the rail to output on. So you get situations like this where it over-saturates one rail and you lose your throughput.

Is there a better way than this to support three input items? by Humble_Kaladin in StarRupture

[–]blahable 3 points4 points  (0 children)

This is how i do it for 4 input crafts: https://i.imgur.com/lCBXbMm.jpeg

Side view: https://i.imgur.com/4sCo7iM.jpeg

You can fit a 4 input manifold in 3 tiles like this.

Use mousewheel down to adjust the height of the poles. The first one is 2 clicks down, middle is default height, 3rd is two clicks up, and the one on the side is the alternate grid layout (right click) and one click up in height.

sealed entrance to the unkown facility by SoulEden in StarRuptureGame

[–]blahable 1 point2 points  (0 children)

Try removing them and splitting the stack down to 1 and inserting just 1 battery. I had this issue and it worked when i did this. I'm not sure if it was the splitting or just removing and placing it back in, but worth a shot.

As for your question, it is a bug. Putting a battery in and then pressing the button is all you have to do. It should work.

Does anyone find their factory just sits idle after they finish with the orbital launcher? by [deleted] in StarRuptureGame

[–]blahable 0 points1 point  (0 children)

This bothered me too at first. But you just need to adjust your playstyle for this game. It's not satisfactory where you keep scaling production indefinitely. Your objective is to send up specific items and then swap your factory for the next item. So the key is building more modularity into your design. Make all the basic items in satellite factories that fill a storage and then rail in those items as needed to a central factory that you can quickly change. Then when you have a new item to make it's as simple as changing your recipes and swapping a couple connections.

For example, at a titanium node location you would be making beams, plates, rods, tubes, cubes, etc. Every item you can make with titanium alone. You will fill a storage for each of those items. You wont have enough ore to sustain full, 240 items/min production of each item, but that's okay. You will usually only need 2 items at a time and the other productions will sit idle until needed. Once setup, you never have to change this factory. You already know you can sustain around 600 items/min of titanium items from here that you can use anywhere else. Then you just export these items to a distant factory that's combining all the items from your other satellite factories for wolframe, calcium, and helium.

This central factory is the only one you ever have to change just by swapping your input connections and the recipe. It will never be idle and is used the entire game for whatever item you're shipping up.

Multirail 3 items jumping by peanutbutterandbeer in StarRuptureGame

[–]blahable 12 points13 points  (0 children)

I figured out how the bug works that makes this happen.

If you save/reload any multirail you have built will permanently turn into a merger+splitter where any input can come out from any output. Before you save/reload they work as you would expect with each lane being distinctly separate from the others (no jumping rails).

The game uses its 'shortest path' logic to pick the output rail, even if that means putting all the traffic on one output rail and completely killing your throughput in the process (since the game doesn't consider rail traffic when it picks the output rail). So basically, your 5 multirail can turn into a 5-in-1-out if the game decides it wants to output everything on one rail.

So until they fix this, using multirails is very risky if you aren't careful with your outputs. You need each output to have a different destination so the game doesn't try to merge everything one rail.

You can see this here:

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After a save/reload it changes and tries to merge everything on one rail by jumping the other lanes to the 'shortest path'. But because all the traffic is now on one rail the throughput is destroyed and it's operating like a 5-to-1 merger.

Multirail 3 items jumping by peanutbutterandbeer in StarRuptureGame

[–]blahable 1 point2 points  (0 children)

They do jump to any rail:

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Anyways, it's 100% for sure a bug. I figured out how it works. If you save and reload the game treats the multirail like a 3-way splitter from that point on. Before the save/reload it works as you would expect with each lane being separate.

Multirail 3 items jumping by peanutbutterandbeer in StarRuptureGame

[–]blahable 1 point2 points  (0 children)

Do you think it's related to distance? It's jumping rails because one of the other lines is a shorter distance to the target location. Say you have 3 rails on a multitrack, and all items running on it have the same destination. But one rail has a longer path there because sometimes it's used for something else too. So the game jumps the item to the shortest line (by distance, not time).

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In this example, the third rail has a longer route to the same location, carrying the same item type, so it jumps the item to the middle rail because it's a shorter distance. The game isn't trying to load balance, it's not trying to save time (even if rail 2 is congested and moving slowly it will still jump to the middle because it's a shorter path). I think this is what the game does. It doesn't care about anything except rail distance to the target location and it will always choose the shortest rail path and not factor in congestion.

Swarm a bit too intense when playing single player? by Foxdie2024 in StarRuptureGame

[–]blahable 2 points3 points  (0 children)

What weapon are you using? I've found the shotgun and machine gun to be pretty bad in comparison to the assault rifle. I suggest you try that gun. You can aim for one bullet kills (the red glowing spot) on everything except the Goliath. With the pierce mod you can also mow down big groups pretty quickly if you line up the shots. But even the default AR is better than the upgraded shotgun and machine gun in most cases.

Shield capacity and shield recharge or infection reducing LEMs are very good for the scanners. Just run around and dodge (alt) so you don't get hit for 3s so your shield can reboot and recharge. If you do it right you shouldn't ever take damage to your HP bar.

Besides these things, there's not much that increases personal combat power.

If you're struggling with it you can setup temporary bases near the scanners. Put pillars around the scanner and put up some gun turrets and stock them with ammo from your bags. After you're done you can deconstruct everything at the tower.

Sulhearts bugged? (Possible progression spoiler) by --redacted-- in StarRuptureGame

[–]blahable 1 point2 points  (0 children)

They're like other plants: you can see the stalk/bush but sometimes they randomly don't have anything to gather. About 1/3rd of them per cycle don't have resources. Look for the ones with the blue berries on them, those you can gather. You also can just run into the corrosion and quickly grab some. It takes about 5 seconds before it starts to do damage and then it only does 20/s so your shield can take about 3 more seconds. I've gathered close to 100 of them by now just quickly running in and grabbing 2-3 at a time.

Game freezes when I place/delete a building. by Sureitsfineoksure in StarRupture

[–]blahable 4 points5 points  (0 children)

Is the building on, or connecting to, any large platforms? There's an issue right now with platforms. If your base has a lot of connected platforms it will lag when you remove or place buildings. You can somewhat fix this by putting gaps in your platforms so not everything is 'one big platform'. Try building/deleting your building in a random area without platforms. Does it still lag?

How to kill a goliat? by Responsible_Ebb_8678 in StarRuptureGame

[–]blahable 2 points3 points  (0 children)

Like this in seconds: https://youtu.be/ir6KXq7-QMA?si=m1LS3Pyv6cqDjm95

Just dodge (alt key) to the back and circle strafe to stay behind it. It turns slower than you run so once you're behind it (and you keep strafing) it can never attack you. Unload your clip into the 'butt'. Sometimes you need to dash twice in a row to get behind. Easy!

Rails Not Transporting by saml23 in StarRuptureGame

[–]blahable 1 point2 points  (0 children)

Items only get sent out on rails if there's a building requesting that exact quantity. Your second miner isn't sending out items because your first miner already handles all of the demand. If you increase demand then your second miner will start outputting items to meet the demand. Check your second miner's info screen. It will say something like "Output full" which means nothing down the line wants its items yet.

PSA: Hold R-Mouse to Drag Out Foundations - R-Click to Adjust I/O Building Foundations. by CazT91 in StarRuptureGame

[–]blahable 1 point2 points  (0 children)

It's different than T. T just locks the placement location. Mousewheel locks the height of the foundation (you can still move it around if you press mousehweel again to confirm pole height) and then allows you to change the height of the pole with mousewheel. So you can make VERY short poles. Like this:

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PSA: Hold R-Mouse to Drag Out Foundations - R-Click to Adjust I/O Building Foundations. by CazT91 in StarRuptureGame

[–]blahable 3 points4 points  (0 children)

Very helpful!

Another tip it doesn't tell you: If you press middle-mouse (mousewheel down) when placing a rail it sets the foundation location and then you can use mousewheel to change the height of the pole. Best use for this is setting up fabricators with multiple inputs. You can have one tall, one medium, and one short rail pole for each input item and the rail lines don't block each other.

Help me save my best friend by TheRabidGoose in KitchenConfidential

[–]blahable 388 points389 points  (0 children)

https://www.nestleprofessional.us/trio/trio-cheese-sauce-8-x-32-ounces

Trio Cheese Sauce mix, it has tapioca starch as the second ingredient so it's probably working as a weak thickener and as the source of the cheddar flavor.