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About Wolfiesden

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  1. infinite energy bug

    My hopes is that they have turned off energy use strictly to make it easier to dig and get to resources so that other game mechanics can be fleshed out. Just my guess though.
  2. Xbox One Multiplayer Not Working

    I couldn't get it to work between XB1 and a W10 laptop either. I could start both. Could play both. In the end SOMEHOW, my granddaughter's account ended up with MY save games (hers was the one on the XB1). And my profile (on XB1) ended up with no saves at all. The laptop (my account) eded up with a save from a world I created there. I was trying so many combos of grouping, friending, unfriending, etc. I don't know what it was that triggered the save mess. TBH, I was trying to get it working knowing the girls were gonna stay here for a week over thanksgiving holiday. We ended up playing Forza 7 instead. Splitscreen works there. Astroneer NEEDS local split screen. BAD. So, well, buggy at best. Corrupts saves at worst. Somehow.
  3. Research Items

    There are THREE places to print things once you have the item researched. 1. Your backpack. This prints SMALL items such as small solar panel, augments for your tool, tethers, beacons, etc. 2. Medium Printer. This prints MEDIUM items such as solar panel, medium generator, medium storage, 1-seat enclosed, habitat, etc. 3. Vehicle Bay. This prints LARGE items and accessories for them. Rovers and shuttles for example. And for accessories, large storage, 1 and 3 seat cockpits, crane, etc. You can not print a large storage by itself. It must be printed onto either a shuttle or rover. Same with 3 seat and crane. The 1 seat can be printed at the medium printer OR the vehicle bay. At the vehicle bay, accessories must be printed onto a vehicle and right now, they are permanent (can't be removed from the vehicle). Items printed from the medium printer can be removed from vehicles so if you ever want to remove it, print it at the medium printer. #2 and #3 are base modules that you must construct on platforms of your base.
  4. infinite energy bug

    Using the basic terrain tool does not consume power anymore. It will consume power IF you have any augment attached (wide/analyzer/etc). Using the printer or using an augment on the tool is about the only thing that consumes power now.
  5. Loose Wheel (223)

    You need the lug nuts Augment for your tool. Then you can tighten it so its not so loose.
  6. Summary: 0.4.10223.0 XB1 - Can't launch shuttle from within a habitat attached to it Description: Formerly you could place a habitat on the shuttle (large or small) and launch from there. Since the latest patch(s), I am unable to access the launch icon. I had to build a 1-seat enclosed to be able to access the launch icon. You can (X) to enter/leave the habitat, but you can't get a pointer (using controller) to click on the icon. However, from within the 1-seat, you can. I don't know if this change is on purpose or accident. I am unsure if it changed in the latest hotfix (referenced in this bug) or in the prior patch. Platform: XBox One Version / Build Number: 0.4.10223.0
  7. Does anyone use the Medium Generator?

    No, thats the zebra balls.
  8. #SpaceSnails community contributions

    Ok, thats odd. Title on youtube says vlog 21 but the title on the intro says vlog 20.
  9. #SpaceSnails community contributions

    Kinda curious. Where did you find Joe askin for snails? Sorry, haven't been doing much Astroneer lately given the holiday and all.
  10. Does anyone use the Medium Generator?

    Like you, I used it exactly once. Just to see. Given coal's trade value, its far more useful to trade coal at a trade platform than to burn it up for energy in a MG. Especially given there is no OFF switch to conserve it on the generator.
  11. Someone please update the wiki

    I have not. But I haven't been playing astroneer lately. ESO had its halloween event so I was focused on that.
  12. Large shuttle not loading fuel

    Sure the save works. But things like hydrazine won't. Yep, Big bang. And video thereafter
  13. Update: I managed to circumvent doing the tutorial to see what happens. I will tell you that its NOT EASY! And it makes the game damn hard (no tethers, no canisters, nothing can be printed from your backpack). If you want a challenge, this is it! This will test your patience all right. I dug as close to my habitat as I could and was able to hit a cave with enough O2 deposits near where I struck into it to make this doable. I found a malachite deposit down one of the tunnels and managed to harvest 2 and get most of the way back to where I entered before I died. But that got me an answer to one of my questions. And it got the malachite within range of my habitat so I was able to recover it and get back before I died again. I also managed to harvest some energy in the cave. So with that I was set to test some things! Harvesting some resin, I build out a couple nodes and laid in some platforms. I then got s couple compound and thus a smelter. The energy powered it up. After smelting the copper I got a medium printer. I returned to the cave to collect several more energy and 2 more malachite. With that I made a solar panel so I had energy in the base. And I had some O2 deposits on the surface which let me get to two supply drops (pyramid balloons) which netted 2 aluminum. I also managed to collect compound and more resin to make a research station as well So I was set! The following is confirmed without completing ANY of the intro tutorial (ie before making the small generator). But I can confirm a few things: If you die before completing the tutorial, you come back with 100% power in your pack, not the tiny bit you start with. The vehicle bay allows making rover and 1-seat Medium printer allows making solar panel and 1 seat. I did quite a few research and never got any of the stuff unlocked during the tutorial. Possibly RNG, possibly removed from drop tables. I unlocked several small things such as small battery, small wind vane, and power cells. However you can't make ANY of it. Your backpack is locked to the small generator regardless of what other small items you unlock. Medium printer allows making anything you unlock. The game is really hard with no small printable items, including tethers and canisters which means no O2 lifelines and no ability to build up terrain, flatten it (ie ramps) and the new sediment extractor will be impossible to use and you will never leave the planet because you can't get hydrazine for the shuttle, even if you build it (no canisters). Anyway, this is not a practical way of playing. It was just a test to test..what if. And to confirm a couple questions I had (re death and solar panel as to when its unlocked). So, there ya go.
  14. What a wonderfully lucid response. Yes. Yes they do After posting this I played more and finally unlocked one. Took it for a test drive and it handles very well. Yes they do work. But they are about as counter intuitive as they could possibly be. The thing is it seems to take into account how the vehicle is already moving in addition to the direction of the camera. That combo is does not lend itself to predictability. Some times, it seems to prefer its current movement rather than the camera angle as its choice as to what forward does or means. For example, one instance I was being blown by a storm and the rover was rolling. The camera was sideways but in the forward 180. I applied forward thrust and the rover shot off in reverse, I presume because it was already moving in that direction so it assumed I wanted to go that direction faster rather than stopping that motion to go in the opposite direction. I had to rotate the camera to face directly forward before I could halt the reverse movement. Unfortunately, too late to stop from being pushed into a ravine. So the controls leave a LOT to be desired. I still contend that using "forward" to mean the direction the pilot/driver is facing ALWAYS is the right thing. No matter what control keys/sticks/triggers are used to move forward. It should always, without a doubt no matter what direction its rolling or what direction the camera is facing, should always move forward in reference to the direction the driver is facing. Its permanent until you can get power from somewhere. By permanent I mean that it doesn't trickle back on. So you are in the dark until you acquire power from an external source. For what its worth, real world batteries do self recharge to some extent. If you run batteries dead, you can let them sit for a while and they will have minimal power recovered. And yes, I would love some sort of backup light in the event of power failure. Green. Red. Don't care. Something. Or better yet, put trickle back in. At the time I had no rover. Noting but a habitat. Absolutely NO other base modules. So, again, YTBD if its a bug or a feature You can find minable power, hopefully within tether range. If not, you die. And yes, it appears that the generator runs for far longer than it did. But I am unsure as to whether it generates as many bars over that time or more bars in the long run. Have to experiment yet. Another experiment I will have to try is committing suicide with an empty power level in the backpack to see if you spawn with full power. If so that fixes one issue that can occur. If you land near a spacecraft or dig underground and find some mod (any mod) you can drain your backpack before you actually make a generator. And that sets up a deadlock. If you die and spawn with a full pack again, you can then make the generator again. Hopefully SE thought about that situation. No, its not likely to occur very often at all. But you don't want to set up a situation that can happen thats game ending. I didn't notice Medium solar being unlocked at the start but I am still early in my data collection so its entirely possible I missed it. Small solar is unlocked at the end of the initial tutorial (stage 3) and is part of the "Augment Power Pack". Its entirely possible that pack also unlocks the medium panel as well. I will be starting a new game and try to build a medium printer and vehicle bay before completing the tutorial. Not gonna be easy given the need for aluminum and copper. Hopefully I will get lucky with downed spacecraft nearby. If not I will have to complete stage 1 of the tutorial (generator) in order to power a smelter to refine the copper/aluminum. Your thoughts on canisters are interesting. Being on the XB1, I don't/can't run any experimental builds so I don't have a point of reference. IMHO, they have traded a non-renewable resource for a renewable one. Instead of needing power to build ramps, you now need soil. Power was/is renewable and infinite. Soil is not. You must mine it to be able to use either the build up or leveling tools. No matter where you put the canisters, they still take up a slot. Doesn't matter whether thats on the tool, in the backpack or in the top slots. It still consumes a slot that henceforth is no longer available and was available to carry things like O2 tanks or resources you were mining in 201 and before. And yes, I used the slots on the tool for storage as well. And I full on 100% agree that the tool should have a built in canister's (even 1/2 or even 1/4 canister) worth of soil storage. It should gather and fill it first, and drain it first when laying down soil. And no, it shouldn't be removable to transfer to the extractor. And yes, you would have to fill it before you could fill a canister. I am ok with that because it means you have a way out of a hole if you fall (or get blown in one) if you don't have a canister or don't have one with soil in it. Hopefully SE will consider this for a future patch. It does trivialize it but I suspect thats by design right now. The trade platform works and has been tested very well. This new module has not and I suspect SE made it easy so we would build and test the hell out of it. I wager that it too will become a research unlock just as the trade platform is. Actually, the two platforms compliment each other very well. And they reduce the initial resources needed to transport to a new planet (or same one) to establish a new base. Resin, couple compound, couple aluminum, couple copper and you have all you need to establish a new base. You have 14 slots in your backpack (8 in the pack, 2 utility slots, 3 on the tool and 1 in the printer in the pack). You could literally establish a new base with nothing but the slots on your back! 6 Resin needed for base modules to branch off either the shuttle or a habit and 3 compound to get an extractor on one node and 1 extra to copy 2 aluminum for the trade platform on one node 1 solar panel 1 Canister to transport soil 1 copper (have solar panel selected in backpack printer so it will take a copper) And thats about all you need to establish a beachhead. Build 1 node (1 resin) Branch off the first node and convert to platform (3 more resin, used 4 of 6). Use 2 compound to build an extractor (leaves 1 and DON"T USE IT!). Place the solar panel from your backpack onto the empty node to supply power to the extractor. Produce another solar panel using the backpack printer and install it in the base as well. While thats powering up, use 1 resin to produce another canister Harvest soil to fill the canister you brought and one just made. Use the last resin to make a new batch of resin. Use the last compound to make a new batch of compound. Expand the base and use the 2 aluminum to make a trade platform. Expand the base and produce a smelter. Trade compound for Malachite Smelt Malachite to Copper Expand base and produce a Medium Printer. Trade compound for Laterite Smelt Laterite to Aluminum Expand base and produce a vehicle bay. At that point you should be completely self sustaining. And you haven't mined not one resource other than soil. Yea, the lack of ghosts are a PITA. And no, nothing else really. I had tried with the habitat on a large storage in 201 but it didn't work, I assumed by design. I have not attempted it in 215. I will have to test that. If so, you can mount two large storage on the shuttle instead of just one. No, its not different. But its different than mining it directly. And another thing you have to haul and process. A user never playing before would probably not even bat an eyebrow. As I said in my OP, the objection is mainly because I was used to simply mining it and throwing it in a shuttle. Its just different. Not bad different. Just different. And yea, its not a crisis. Yet. Its pre-alpha. And yea it will get sorted out eventually. I presume the code is not remotely optimized in any way. Yet. Something to come eventually. But, that said, I would really appreciate them nipping this one soon. Its an enormous waste of time loading and returning to the main menu and really slows down research and testing (not in-game research) overall and would really make an immediate impact on players right now.
  15. Are trade platforms still a thing?

    Much has changed in the last patch. This specific thing, trade platform has not. I am still collecting data, however I have marked the starting items you have unlocked here: http://www.wolfiesden.com/Astroneer/ResearchUnknowns.asp Everything marked with the image is unlocked as soon as you start a new game. Then as you work through the tutorial, items with the image are then unlocked. And after you complete the initial series of tasks, the items with are unlocked. Everything else must be unlocked via research. The initial tutorial will have to be done in EVERY GAME. Annoying. But is what it is. Thankfully the tutorial is very easy to do and takes but a few minutes. Far shorter than researching all the unlocks as it was in 201. Again, that page is fairly young yet as far as data goes. I had >300 research data points for v201 and I have had a brief chance to collect data for 215 (current release).