Star Rupture: Fix “Location Is Not Stable”
This message means the current placement was rejected. Community reports can suggest patterns, but there is no public official reference that lets us turn the message into a universal tile threshold, console command, or server setting. Use a controlled test and preserve the save before changing the base.
Fast test
- Move the preview a short distance and try the same piece again.
- Try a fresh test save in the same build.
- Try a simple placement on a known flat or prepared area.
- Ask whether other players can place the same piece in the same world.
- Record the build, location, piece, screenshot, and whether a restart changes the result.
What the result tells you
| Result | Most useful next check |
|---|---|
| Only one spot fails | Test nearby terrain, existing structures, and the orientation or support of the piece. |
| Every spot in one save fails | Back up the save, restart cleanly, and compare with a fresh world before editing files. |
| Only one player fails | Compare client build, permissions, connection, and local input state. |
| Everyone fails after an update | Check the current announcement/build, logs, and a clean test save. |
Safe workaround workflow
- Stop construction in the affected area and make a dated copy of the active save.
- Remove only the smallest obstructing or half-placed piece in a test copy.
- Try a simple foundation or support piece if the current build offers one; treat that as a placement test, not a guaranteed fix.
- Rejoin and verify that the world still loads before repeating the change on production.
A restart or host migration should not be presented as a repair by itself. It is a diagnostic boundary: if the same placement fails in a fresh test, report the reproducible steps instead of repeatedly editing unrelated configuration.
Dedicated-server checks
When all players see the error, compare the server log timestamp with the placement attempt. Do not invent a log category or command; use the current package's actual log output. If the server itself is unstable, work through the connection checklist and the measured performance guide.
Keep the report useful
- Game and server build
- World/save identity
- Piece and approximate location
- Whether the placement is local, external, or dedicated
- Whether a fresh world and another player reproduce it
That evidence is more useful to the developer than a copied “fix” containing unverified INI keys.