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[7S]Vilynn's Achievements


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  1. Honestly, I end up just tossing astronium whenever I find it, because of how much I end up getting. I'm also not sure how you plan to make a T1 item with 2 inputs, since you can only make T1 items in your backpack, which can only craft with 1 item input, and I would presume that you would pick the astronium, or make a new resource (Alien Picocarbon Alloy?), made in an Alien Chem Lab? But even so, I still feel as though lithium is more valuable than astronium, due to astronium being found on every planet, vs. lithium found on 2. Another question I had was, how do you plan on making the alien printer? There's no real way to use items on packed machines. They're pretty much immutable, other than unpacking them. I'm sure you have an answer for this, I'm just not sure what it is, since you can't really use an item on another item, at least, not in the game's current juncture. Perhaps have it as a separate crafting recipe altogether, except, the alien printer is an XL item, and its recipe is identical to that of the Large printer (3 compound), but also adding 1 astronium, taking 4 inputs, necessitating it be an XL item. Just my thought process here, but I'm also trying to frame this in a way that works with the game's current mechanics, so nothing would have to fundamentally change about those items, but can instead simply add a new one, as I also assume that the Alien printer would only be able to produce the items you previously mentioned, meaning that you would have to make another large printer anyway.
  2. Also, even if these portable RTGs were to only make .25A, a full silo is still more than a full-sized RTG (.25A/PRTG x 24 PRTGs = 6A) Whereas the full RTG makes 4A, but you've recommended 1A, and a T1 item can only use 1 resource to be crafted, which, I presume, would be the Astronium. 24 Astronium isn't hard to get, so... That's basically 24A in a T2 spot, which is 20A more than current T2 max, and by the time you get to a T4 slot, you're now able to make 576A off of 1 T4 slot. That's an insane power output, and I think it would kind of throw off the entire balance of things. Yes, I realize that would mean you need 576 Astronium, but I'm sure someone will do it
  3. Super weird, but super fun, too!
  4. I sometimes do this, but most often, I drill a path from base to core, then, whenever I'm lost, I just go to the core, find the ramp I made from base, and go up that. And this one works on all planets, in every situation, provided you have a canister and a drill mod 1
  5. Well, getting lost is a part of the learning curve, you get lost, you search frantically for it, and eventually, you find it, and you also eventually get good enough to not get lost. Just takes some time, and honestly, I don't see the need for a GPS, because getting lost is a fundamental part of the game.
  6. Ok, listen to him, he knows what he's doing, and, unlike myself, can actually represent SES. Hi Adam!
  7. They also have a soil stamp shown, which I believe is what you were looking for Did you mean something like this? https://clips.twitch.tv/CorrectShinyPassionfruitChocolateRain
  8. Well, there's a bit of an issue with that logic. I absolutely agree, automation would be nice. But nothing in the game really costs enough to need a large factory for. I assume you pulled the idea from a game like Satisfactory, where you almost physically can't progress without setting up a factory, but that game generally is asking for hundreds, or thousands of 1 specific resource, like concrete, or what-have-you. In those kind of games, a factory is absolutely a must-have. In games like Astroneer, the most expensive item it probably the Large Shuttle, or the RTG, and that only takes 4 items for the shuttle, or 2 for the RTG, sure, they can be a bit of a pain in the butt for newer players to gather, but once you know where to look, everything in the game starts looking really easy to make. And I can't think of a single reason that you'd need 19 RTGs, unless you were trying to power 2 Atrox gateways at once, I've generally only got a max of 4 RTGs, because I'm never using all the machines at once, and 16A (16 U/s, whatever it is) is more than sufficient to power all the machines that I am using at once
  9. Well, there's the problem, that number above the item, that IS an inventory, it's essentially giving you a data representation of how many items it has, and what items it has. It's like in Minecraft, you open your inventory, and you have a stack of 64 whatevers. When you place that down, it looks different, and the inventory amount decreases. 64 blocks placed in Minecraft look much different than those same 64 blocks in your inventory. It's still an inventory, unless it's physical, tangible items, that you can always see the scope of. I'm not trying to badmouth your idea, I really do like it, I just don't think it fits with the theme SES went for.
  10. I think I explained this somewhere else, and I am going to point out that I have almost no experience in CS, but here's my logic on why it behaves that way. I think, when an item is sent off the producing item (Drill, Chem. Lab, you name it), it searches for any available space on that platform, if there's none found, and it's on a rover, it will go to the next rover, or, if on a platform, it will search for available space on anything that's connected to the platform that can take an input, and, if there's nothing that can take an input, it will then search on the silo/storage for yet more silos/storages, like going up a tree, it goes through the trunk, finding available space, then it'll go to the large branches, finding available space, then to the leaves. And I believe that the problem with telling the output items to search for a medium silo/storage is that, if there isn't one, then it might get stuck, looking for an item that either isn't there, or doesn't have an available input slots. That's my take on it, and how it works in my head, again, I have almost no experience whatsoever in CS, I'm just a random dude who likes the game, and that's how I've made heads and tails of it. If you think it's wrong, it probably is. But that's the explanation I came up for it. TL;DR - Items go up an "input tree" looking for input slots, accepting the first one it will fit into, problem with asking the item to start at the leaves is that, if leaves are all in use, or there aren't any leaves, item might get stuck. Not a CS guy (For those of you who don't know, CS = Computer Science.)
  11. Well, I believe the way that the autofill system works, is that it searches for the platform it's currently on first, then, if there's no available space, it goes to the next rover, and the next, and the next, if there's no available space directly on any rovers, it looks for a storage on the platform it was produced from (I'm counting drills as "producing" soil), to, in this case, the large storages. if no space is found, only then it will go to the medium storages, which is where you're looking for the items to go. I'm not in CS, but I am unsure if there is a fix for that, because if you tell it to look for storages first, then it might get stuck if there isn't any storage. Again, not a CS person, so I'm absolutely guessing, but that's where my logic is
  12. Well, the way the storage system works in Astro, that wouldn't quite fit, since SES turned away from the "virtual storage" kind of storage, with stuff like chests, and whatnot, which this kind of absolutely is. SES opted for a storage that you could always see what was there, there wasn't any kind of "inventory" to open, anywhere, just GUIs (Stuff with buttons, like printers, and research chambers, and the other machines), and this type of storage is absolutely more space efficient, but I don't think this type of storage fits with the others, but I'm glad you gave this some thought. Keep the ideas coming, and welcome to the forums! +1 for the MumboJumbo logo
  13. This is SES's way of implicating a dead body, but they can't actually show a dead body, otherwise the game wouldn't be PG, which is, I believe, what SES is attempting to be