The core of any factory game is, well, building a factory. StarRupture tweaks the model a bit.
Material to build a base is extremely simple. It’s a single item type, super easy to transport. If Satisfactory had this, it would be a 10/10 game for me.
Placing a building requires you to be consistent with the Z axis (height) and cannot float in the air (stability). This is the only factory game I know of with this restriction, and is a challenge I’ll explain later. Basically, this limitation restricts any creativity or mega bases.
Each base starts with a Base Core. It allows building in a square radius, in particular allowing mining buildings to be placed. It also has a max amount of building points that enables protection from the hourly fire waves. You can upgrade the core, but doing so triggers continual enemy waves, which have poor mechanics at this time. So, level 1 it is.
You can also build habitats, which protect you from fire waves, give a respawn point, allow personal crafting + research, and a few other bits. Easy to build, easy to stack. These are needed for exploration, acting as save points.
Each base needs power. Solar to start, and then wind later. Set it and forget it, which makes it a pointless mechanic currently. I’m sure it will change.
Right, now to the actual buildings.
- Smelters do what you think. They refine basic material. Simple ratios, standard output.
- Fabricators allow up to 2 inputs and make basic material. Furnaces allow 3, Mega Press allow 4.
- You’ll want storage buffers present, they are small enough in footprint.
- Cargo dispatchers send things to cargo receivers. Build the receiver first. Throughput here isn’t spectacular, but it works.
- Orbital Launchers send things to space in order to progress in content. Think simpler space elevators. It works well.
Rails though, rails are something else. They work in 3D and they clip, meaning they cannot overlap. There are 2 ranks currently, 120 & 240 items a minute. They are directional and can loop onto themselves. Importantly, the work on a pull mechanic, meaning they only have content on them if a building requires it. If rails are saturated (as you would with belts), you have some serious issues to work out.
Mega Base vs Mini Base
Scaling a base requires two things. Space to build and modularity (for re-use). Blueprints only add speed to the building process.
StarRupture doesn’t provide space, both due to the world terrain and base core limits. Oh, you can build a dedicated base to a level 8 item, but not to 2 of them.
Modularity is the next bit, in that a template needs to be applied. The issue here is rails. If you build a single rail to transport what you need (sort of a sushi belt), it will either get jammed with other requests, of generate a pile of spaghetti. If you build dedicated rails per input, for sure you are going to have clipping issues. 4 rails into a mega press… that takes up a crazy amount of space to build and requires so much clicking to make the vertical portion work.
Recall that in factory games add compounding amount of material requirements per level. Level 1 may need 10 things, level 8 requires 1,000. That means bigger factories. The end result is that you’re much better off building bases that are dedicated to level 6 items, which can be relatively compact. The challenge then is about inputs and outputs.
Ideally you use cargo shipping. It works well for advanced items, not so much for basic material (except helium, you need this for helium).
This model works well enough up to the world engine. Looking at the item tree past that… what seems to be the result is a massive amount of drones shipping material across the map. Curious how this work long term.



