Just me or is StarRuptures Roundabout Rail Connector just bad? Items in roundabout move so slowly.
Just me or is StarRuptures Roundabout Rail Connector just bad? Items in roundabout move so slowly.
StarRupture's right up my alley. Factorio meets Satisfactory, meets something brand new and great. This will hopefully carry me through waiting for more Subnautica 2, as we've finished that for the time being.
Kyle checks out StarRupture in Early Access, where sci-fi survival, automation, base-building, alien wildlife, and planetary ruptures all collide.
#StarRupture #Steam #EarlyAccess #PCGaming #SurvivalGames #BaseBuilding #AutomationGames #SciFiGames #IndieGames
Lately I've been playing the game Star Rupture. A large part of the game involves setting up an industrial production line in a simulated 3d world. (It also involves exploring, base building, and fighting mobs of horrible giant bugs.)
While I was talking to Claude about strategies for organizing process management it brought up Petri nets, and I said aha, yes, in this context it makes perfect sense. (See parent post from last autumn, where it didn't yet.)
“The FMS context is almost a perfect Rosetta Stone for Petri nets. Your buffers are places, items in buffers are tokens, machines firing are transitions, and the input/output arcs are exactly the consumption and production of items. The "a transition can only fire when all its input places have tokens" rule is just "a machine can only run when all its input buffers are non-empty." The deadlock condition — a set of places in a cycle where no transition can fire because each is waiting on another — is precisely what you encountered.”
I've spent a couple of hours in #StarRupture recently, and it is fascinating the impact that ~invisible narrative choices can have on the game experience
In Planet Crafter, you are a convict, and the message is "turn it in to Paradise if you ever want to leave"
In Satisfactory, you are an employee,, and the message is "produce X amount of stuff, humanity's survival depends on it"
In StarRupture, you are a convict employee, and the message is "good luck surviving, bitch ✌️"
Which gives you full autonomy for exploration, but also doesn't offer a goal to work toward - strangely aimless
Yeah...I don't think #StarRupture is worth putting a lot of playtime in yet. It is missing so many QoL updates (like why the fuck can you not code-label or add signs to rails?!) plus tons of game breaking bugs (like how 3x and 5x rails that are SUPPOSED to stay separate all turn into mergers)
So I'm going to go back to #satisfactory with my husband for a while because, even though we've played hours of it and gotten pretty far and it still has plenty of its own eccentricities, but at least I'm not constantly pulling my hair out trying to get basic things to work.
(I'm not saying StarRupture can't eventually be fun, it's just wayyyyy early in the "early access" stage right now, I'm gonna wait a year maybe and see if it's more playable after that. It's made by the same company as Green Hell which I enjoy quite a lot (even though it's hella punishing) so I'm hopeful they can fix a lot of these issues soon)