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  1. add basically 3 different machines 1 they cant be operated by players 2 they will need fuel or energy to work cave deliver a bot that can walk like m.u.l.e. from deep rock galactic this bot can climb soil but do not interact with an object it goal is only to deliver resources for the surface. drone deliver. it can deliver any resources on the surface. maybe should exist certain types that can travel locally or on the entire planet. rocket deliver. some rocket that looks like Exo request platform but instead transfers to the online community that transfer resources between planets. (for me this is the most convenient update from that.)
  2. I set up an auto extractor with a medium resource can on a malachite deposit then went to Calidor. When I returned 2 malachite were stuck on the extractor output at the same time and the can was empty. I moved the malachite to the can but it still didn't work. Even disconnecting from power and moving the extractor doesn't work. Read on Reddit that packing and unpacking the extractor fixes the problem, but haven't tried yet.
  3. 0) Use "C"/"V" to change color of signal wire for future complex logic system 0.1) increase (double?) distance for wire if possible... 1) How about And/Or gate? a) it's looks like a sensore with pin and the same interface except "F". "F" opens config panel (see image) b) we can connect up to 4 (6/8?) input signals from other sensors or gates. c) each input has 2 states: "Active" (green?) and "No Active" (red?) d) gate switches input's states when receive signal from this input and remember that state. e) Logic: AND: When some input state become "Active" we will check all inputs and if all of them "Active" we send output signal. OR: When some input state become "Active" we send output signal. f) Clicking on inputs changes the current state of these inputs: "Active/No Active" to adjust the logic schema. No output signal will be sent during these changes. g) Click on output will send output signal for adjustment of logic schema and debug purposes. 2) Change size if pickup and drop off area of arm ("C" for one area, "V" for second). Now it's fixed. It would be perfect to adjust it for tasks like: small area (radius is 1.5 times smaller of current), medium (current size), big (radius 1.5 times bigger then now). 3) Sensore of storages in some areas (like pick up area for arm with size adjustment). So we can just come on the vehicle and the system activates and unloads the vehicle. Then when storage became empty the system switched off (exactly like storage sensore but area).
  4. I was trying to make an auto machine and put the button on the platform and put the target pin to the platform and something happened and it’s just got stuck repeating even in my own inv or without an outside source.
  5. I have notice that most of my auto arms have now stopped working after 1 or 2 cycles. Filtered or unfiltered doesn't matter. I would say I have 20-25 in the game total. If i turn them off then on again it seems to work for 1-2 cycles then they stop again. when I had about 14 in a chain they would randomly stop and I would have to restart them and they would run for a bit. Since I have added more its seems the are basically non functional. I noticed this on XBOX first so I tried PC. Same issue.
  6. Loving the new automation stuff so far. These are some small ideas for future additions or improvements I would love to see. 1. A timer. Perhaps this is an addition to the button repeater, where we can set a delay for the repeat. Or, perhaps it's a new item which can be placed, attached to a soil centrifuge (for example) which sends a button press on a set timer. This will mean that people don't have to create timers by using storage and resource cannisters, chained together. 2. A 50% storage/battery/power detection mode. e.g. full or half full, half full or empty, etc. Or perhaps a fully customisable "high and low water mark" style range for these triggers. At present, if you set a battery sensor to full or not full, it can trigger in rapid succession due to it triggering as soon as the battery loses a tiny amount of power, resulting in power generation, resulting in it shutting off, then immediately triggering again. Being able to trigger on full or empty solves it, but leaves power generation to only start when empty so that if you're consuming slightly more than you can generate you run out of power. If it triggered on half full, it would delay the time you run out of power. 3. Resource conveyor belts and/or pipes. It's annoying having to collect and carry my resources to my printers, why can't I automate this. I don't think we want items to simply travel down the existing power cables, for example, as we need to be more selective about where items come from. I don't necessarily want to steal carbon from my stockpile for the generators, for example. 4. Gas storage silos. Storing gas is a pain. 5. Auto arms for larger items. I would love to be able to automate research of large items, and recycling of large scrap. Or to be able to set up an arm which swaps my full storage with an empty one on a vehicle when I simply pull up next to it (would probably need 2 arms, one with a storage not empty filter, and the other with a storage empty filter or something). 6. Auto arms use too much power when idle. Having an auto-arm on a vehicle will drain power rather too quickly, IMO. Thanks!
  7. Summary: (See image) The Sensor on the left is set to full/not full. The goal of the setup is as follows: If the platform on the left isn't full => enable output on the canister so that the arm can take resources Else: Turn off the output of the canister so that other arms could add items. Platform: Steam, multiplayer
  8. So yeah as title says. I can see alot of benefits of allowing the autoarm to pull from the backpack as well as currently being able to place into it.
  9. While this may have broad applications, the primary reason I want this is because soil centrifuge automation feels unnecessarily complicated, and the only way I know of doing it on a single platform is gated behind lithium as it performs its detection using a battery and a power sensor. This would make it far easier to automate soil centrifuges, which would make dedicated production lines far easier. While it may be more economical to use auto extractors, resource deposits tend to be spread out, requiring resource runs or lengthy chains of auto arms. In addition, in the early game, players don't have access to the auto extractor, meaning that the only reliable source of materials like ammonium, graphite, or even organic, excluding exceptionally large deposits may be soil centrifuges. With machines that have multiple inventories, like the soil centrifuge (soil storage and resource output), the sensor could measure different inventories depending on what part of the model they are placed on.
  10. The current Auto Arm (which could alternatively be called a Small Auto Arm) can only move tier 1 items. Having discovered that they can be used to continuously load Research Chambers with Research Samples, I think that at some point in the future we should be able to get a larger, Medium Auto Arm that can move tier 2 items like Artefacts, for the same purpose. The item would be built with the Medium Fabricator and would take up a single tier 3 slot, like the one on a Large Platform A. The area that it would grab tier 2 items from would also be larger, to accommodate the larger sized tier 2 items.
  11. 1. Add a auto rocket which you can schedule routes for and it will follow them, maybe you can add a special module that it can land on, and then unload contents, there will be threee tiers: the first one has the cargo size of a small shuttle and needs a 2 pin module to land (the landing module will have a double slot instead of a quad slot seen on things like a smelter) the next one will have the cargo size of a medium shuttle and require a four pin modulle and the last one will have the cargo size of a large shuttle and require a 8 pin connection(a extra large shredder one). these auto rockets will be super expensive and required a f ton of things to make. 2. Add a crane mod that will conver the crane into a auto arm that picks up two resources at once and double slotted things. 3. modifiers for cranes and auto arms, these will make it more quick change the pickp and dropoff area and do other things. 4. Locks, these will prevent auto arms and canes from grabbing something, a lock would be a tool or a function of the space suit that would allow it to press f on for example hydrazine and prevent it from being grabbed. 5. Buses, these busses are like auto rockets but they will go along a certain colour on the ground or a pre planed rout to transport things from base to base. 6. Clone/ctrl+c, ctrl+v , this feature will clone a held item and sumon it when ctrl+v is clicked. This will also copy anything on a storage thing or a rocke or a rover. This is creative only. it would be helpful for creating bigger better and more powerful dynamite missiles(I made a large shuttle with nothing but tnt and a second one with hydrazine, the explosion was huge and visible from orbit / space).
  12. THIS SIMPLE ACTION WILL CAUSE THE SHREDDER TO SPAWN EMPTY SLOTS ! DO NOT DO THIS ITS LIKE A FORK BOMB BUT WORSE! THIS GLITCH CANT BE STOPPED BY TAKING THE SHREDDER OFF THE PLATFORM! I ALMOST LOST MY MAIN SAVE(God bless the duplicate feature and backups. ) IF YOU ARE GONNA DO THIS BACK UP YOUR GAME OR MAKE A NEW CREATIVE ONE AND REPLICATE IT THERE! Yes I do need to shout its really import for you to be aware of this almost game breaking bug. Its also wh you back up your saves and personal files.
  13. It seems that no matter what mode i put the sensor on, or where i place it it just won't send a signal (it will still recognise when one of the conditions is met). This seems to happen both in creative mode and adventure mode across all saves. Please fix this as soon as you can, as this breaks automation.
  14. With the Auto Extractor I found it difficult to find the perfect place for it and it's hard to tell at a glance how rich a node is. I propose an item, small enough to carry around on the backpack, that can be placed to give an approximate readout of the node to reduce juggling of the Auto Extractor. It would be useful to tell the richness of a node before digging, so I suggest it be made of either Iron or Steel, putting it at mid-late game, and cost somewhere around 5-8,000 bytes.
  15. While playing Astroneer's new Automation Update, I had a couple of ideas for easy additions that could make gameplay even better. The first idea is to have a toggle for the resource containers that allows the containers to enable output, but only provide one resource at a time until a player grabs it. The reason being is because once I have all my resources in storage containers and I need one or two resources I have to enable the output and it just starts emptying the entire container at once. This would make it easier for those wanting to manually grab a few resources from the containers. The second suggestion I have is for the trade platform. I made a large resource container for scrap and put it right next to my trade platform. When I enable the output it does not put the scrap directly on the trade platform. I think it would be a great idea for the trade platform to have a toggle where it will auto-fill with the number of resources required to trade for whatever resource is selected in the trade platform. This would really make it a lot easier especially for someone like me playing on a console to load the trade platform faster.
  16. Sackboy338

    New automation idea

    Now I wouldn't be surprised if something like this was already planned, but I had an idea for an item to help make automation chains easier. Right now, the only way to automate the transfer of items over a distance is to use a chain of auto arms, which is both hugely power inefficient and unreliable, so why not instead have a sort of conveyor system? I got the idea from seeing a very early clip of gameplay where tethers could transport items. I'm thinking something similar to that, except it's a separate item like the power extenders, except maybe with more range between segments (power extenders have a short connection range, I think the conveyor would be better with a connection range similar to tethers) The advantages of an "Auto-Conveyor" would be the ability to transfer items over a larger distance with a single line, and it would use less power than auto-arms. The tradeoff, however, is that the Auto-Conveyor lacks the versatility of the Auto-Arm, it cannot have item filters placed upon it, and it cannot pull from storages or deposit items in storages, so Auto-Conveyors would need to be loaded/unloaded either manually or with an Auto-Arm. Like Auto-Arms, Auto-Conveyors would only be capable of transferring Tier 1 items/resources, and would be one-way with an input and output side (although it would be very useful to be able to switch the input/output sides without having to rebuild the entire line) So if you wanted two-way resource travel, you would need two Auto-Conveyor lines. I imagine Auto-Conveyors would be unlockable/accessible at around the same time as, if not before, Auto-Arms, allowing the player to, say, create a conveyor line out of a mine and place resources upon it as they fill their inventory? Also, in the event that an item is waiting to be unloaded at the output, and another item arrives behind it, I imagine it and any more items arriving would simply wait patiently behind the first and move up as items are unloaded, meaning Auto-Conveyors could serve as a makeshift, if totally impractical, storage device. (on that note, perhaps storage sensors could be used to detect if a conveyor line is fully backed up or not?) Assuming a conveyor is backed up all the way from the output to the input, the conveyor would simply not accept any new items until space is freed VIA an item being unloaded. Perhaps, like Auto-Arms, the speed at which items travel the conveyor would be affected by how much power was available? Note: Perhaps for balancing reasons, the player would be able to remove or place an item anywhere along the conveyor, but Auto-Arms would only be able to load/unload from the inputs/outputs respectively? Just a thought. Also maybe conveyors can only accept power at the input? So as not to make power extenders less relevant? or maybe not. I think it's a pretty cool idea and I would love to build little conveyor lines all over the place. Either way though, I'm excited to see what comes next, and keep up the good work!
  17. SoggyKiwi

    Logical AND gate in 1.13

    ASTRONEER 2020-06-28 06-31-56.mp4 So after screwing around with the new update items I've found a way to get a working AND gate by using an arangement of 2 bistable auto arm switches. Since the buttons only give out a pulse of signal each activation, the bistable switch acts as a toggle and has an on (output item) and off (input item) state just like any other toggleable machine. If the auto arms are only given access to one item and filters by that item then the bistable switch will output the item when high and take back the item when low. If two of these switches output items to the same platform with only two slots and using two different items, a storage switch can be used to detect when both items are on the platform by using the full or not full setting. This setup alone with only 2 bistable switches and one storage sensor will send a signal when both switches are high, but will also send a signal when either switch goes low as well (as shown by the far connection to the middle platform in the video). This could be usefull for gates that toggle on/off other machines or items but since the horn is a one-shot activation device I use another bistable switch that outputs a full battery onto an unconnected platform and use a power sensor in power gained mode so a signal is only sent on the rising edge of the AND gate signal. The use of the angled and tall storage is to minimize the numer of platforms needed and to prevent items getting put into the players backback.
  18. Using mouse/keyboard On Steam What were you doing leading up to this bug? Drove to base where I had the extra large shredder shredding batteries and a robot arm grabbing scrap from the Extra Large Shredder to a Trade Platform. I exchange scrap for Aluminium (Laterite) on the Trade Platform and another arm grabs the Laterite when it arrives and places it onto a Furnace. The Furnace sits on a Extra Large Platform C where a Medium Resource Container automatically stores Aluminium and a EXO Request Platform sits as well ready to exchange Aluminium for rewards. The game crashes shortly after a few rotations. I noticed disabling the arms stops the crash but enabling them causes crash immediately. Please see video evidence here: https://youtu.be/yHM_2LYbW2Y Please let me know if you need any other info Kind regards, Musasha
  19. CarbonPhosphate

    Automation Improvement Ideas

    The Trade Platform should automatically pick up scrap from its platform, and automatically launch when at max capacity. This makes it more like other machines. Allow Scrappers to scrap packaged items. Scrappers should pull in scrappable items (debris and packaged items only) from their platform. This behaviour could be toggled on/off to prevent accidentally scrapping everything. Have a machine than can automatically pack/unpack items (may consume graphite for packagers?)
  20. Shuttles are a good way to travel but if we want to make a better automation we must do shuttles who work without a pilot so we can transfer stuff to another planet or another player, that might be a good use for the launch pad, I have not see that idea, so I post It, sorry i this idea was already posted PS: Your game is awesome
  21. The switch stream I watched from [about] 5/11/20 showed the automation arm allows a filter for the arm to pick only a specific T1 item. I can't wait to start playing around with this. I think it would offer many more possibilities if there were a toggle on the arm to designate whether the filter included or excluded the designated item. This would be comparable to what the medium canisters do with the fill/empty switch. By allowing the filter to exclude an item , we would be able to create a chain of storage towers with automation arms between them. The automation arms between the storage towers would be set to "exclude" mode, essentially passing everything except their designated item down the chain. Each successive automation arm would hold a different T1 item for the "exclude" filter. Then, a second automation arm assigned to each intermediate storage tower would be set to "include" that same item and move it to a more permanent storage area. This way, there would be no need to crowd a bunch of automation arms around a single storage tower, each picking off only a single item.
  22. Great to hear that automation is next on the agenda and the prototypes i have seen are were already quite interesting. Given that the game has quite a few recipes to go through we will have enough automated production lines to build and setup - so this will be the biggest content update in terms of time needed to fully go through it. Therefore I am soo looking forward to it. But as it is still in a development I would like to address the typical balancing issues that come up with any such concepts. First of all there is the issue of resources and sinks. It doesn't make that much sense to automate production in the case one needs only a few processed resources. For example producing diamonds wouldn't be worth the effort as we currently only need a very limited amount to build a personal drill and perhaps another for a vehicle and that's it. So a central problem with games that have good automation is that they need to setup proper resource sinks to motivate automating in the first place. On the other hand automation itself partly serves as a big sink itself because in order to setup a production line we will likely need to build multiple chemical labs each dedicated to a specific recipe and build a lot of logistic in between that'll also need more power - all those buildings take quite a bit of resources to build. So that presents another problem: as of now all resource deposits are limited. So if that remains unchanged then some planets might get mined dry to meed that demand. However we've already seen the resource extractor prototype which I assume will last a lot longer than a regular vain, but endlessly? Infinite resources sources can often trivialize a game - especially one originally balanced for limited amounts. I mean resource acquisition so far is a central gameplay aspect that drives exploration and I wouldn't want it to be lost. From games like Satisfactory I know that it leads to player rarely leave their base at all - which I disliked since that game has quite a beautiful world to explore, too. resource vein types: also please consider making different deposit types for the hand tool and the resource extractor - well, if the total amount of mined resources will differ between the mining methods. Otherwise experienced players will try minimally mine deposits near their stating base with the hand tool so they remain available for the extractor later while new players will realize too late that they have created a big logistics problem for themselves. New logistical/exploration challenges: If resource extraction can be automated too (i.e. via the extractor) we finally will have a big motivation to setup additional outpost and even underground bases for those resources. So please make sure we have the good automatable resource sources far apart to give us some proper challenges, both for exploring and logistics. Power management: underground bases offer a unique challenge and with automation we will finally have some decent power consumption. So managing power generation could be quite a fun because generators even have their own automation line to keep them going (though this requires some trigger system to shut them down when batteries are full: like a new battery building that can turn off all buildings on the same platform when it's charged and turns them on again, when it deletes). Bun sadly we have RTGs in the game that scratch that content almost entirely because they are a energy source that beats all others in every possible way. So please bring back energy management before automation update goes live.
  23. redstonerti

    Rover IO

    Why can machines output to another rover, but it can't input? Please fix this.
  24. So I really want an automation system, especially one which can create fully automated factories, and this is my solution to it. 1. When selecting the create resource or object button on the soil centrifuge, atmosphere condenser, small, medium and chemistry lab (and trade platform maybe), you can select how much of that resource you want to create. This would preferably go from 1-20-infinity. And if the chemistry lab doesn’t currently have the resources to create that then later once the resource is provided it will continue working like nothing happened. This would allow you to set up a steel chemistry lab set for infinite steel, it would create steel as long as it had resources, and 2 days later once you come back and put more resources on the connected storage unit it would continue to create steel like no time and passed. You could even set this for a trade platform maybe, as you could tell it to collect more resources that could even fit on it, which would just be dropped or sent to a connected storage. Another pivotal point of this system is you can now set things on (like a chemistry lab for steel) without the necessary resources, they will start actually creating stuff once they have the resources required (you’ll find out why later). You could also use it to create like 10 med storage silos with a printer if you want that, without having to stand around waiting for the whole time. 2. Conveyor belts. It’s simple, currently if there is a free slot on a chemistry lab or soil centrifuge or printer and necessary resources are on a storage unit on the same platform, there are automatically transferred the chemistry lab, soil centrifuge or printer. Conveyor belts would allow you to connect platforms so if a connected via conveyor storage unit has the required resources it will automatically be transferred to the printer. Conveyor belts would also deliver power, replacing traditional wires Together using all these things, this is how a completely automated rtg factory on Glacio could work. You want to create 19 rtgs, so you come back from a mining trip with some titanite and dirt, and some scrap. You put the storage’s from your rover onto a connected via conveyor. You set all the required machines to the right numbers needed and then turn them all on. The 1st soil centrifuge immediately starts using the soil to create ammonium for hydrazine, while the 2nd soil centrifuge creates graphite with the dirt. Your trade platform immediately starts using the scrap you collected to get 19 hematite over a few trips. The titanite immediately begins being smelted at the connected smelter, and the hematite will also do the same thing soon once it is collected from space. All these resources are sent to 5 chemistry labs, connected via conveyor belts to all the machines and storage and also connected to each other. Each of these chemistry labs is preset to one of 5 needed resources for nanocarb alloy. Once the materials for each chem lab is delivered, they will automatically start operating and creasing the resource (this is possible because as mentioned before, you can now turn stuff on before you have the required resources). All of this is happening while an atmosphere condenser is creating Argon as well (the other gases needed have already been made and are in storage). Once one chemistry lab is finished, it transfers it resource to the next chemistry lab the needs it, like the hydrazine chem lab would travel to the connected graphite chem lab, and once the titanium alloy was done it would go to the nanocarb alloy chem lab. Once 1 of the nanocarb alloy is created, then it would be sent to the small printer crafting rtgs, and eventually all 19 rtgs would be created. And during all of this you could be doing something completely different! So yeah, that’s how my perfect, yet simple, automation system works :)
  25. Hello, Sorry if my english is bad I'm a french guy. My idea is to add to every machines a button wich toggle a loop process. In other word, when you push this button the machine will run until there's no more resources to run( it will wait like a few seconds and then shutdown if he hasn't enough resources or places to put the result. It will be usefull for the soil centrifuge, the printers, the chemistry lab, ... Because you always need to push the button everytime it's over but if you have like 5 of them it become difficult to manage to do it. Thanks for reading. I'm sorry if this idea has been already proposed.