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Found 58 results

  1. vizthex


    DISCLAIMER: I'm not great at explaining stuff (English is my native language, but I just can't express this well sometimes) so these may not make as much sense as it does to me, Other than that, pleas enjoy! (I hope this gets added! Or at least the first one) So I've been playing for awhile-ish (got 27 Hours on the game) and I noticed fairly early that transporting items form a cave (Mainly research) to the surface is really annoying (cuz you can't carry research in your inventory) so I was thinking the devs could add several different kinds of transport (Either different tiers, or [what I think is best] each has advantages and disadvantages). I'll list them here, and have some concept stuff for 2 of 4. First, is a conveyor belt (file attached). This is the most basic, and you can make 1 section (which would big big enough to hold [at most] 1 Research Pod and 1 Small item. Each section would have its own conveyor storage (or just a platform you summon at a junction each time for say 1 compound and 2 power bars [and Junctions can hold 4 max, it's explained better in a bit]. It would move at a slow rate, but items can't be knocked off due to storms and the Conveyors and generally very sturdy. So without further ado, here we go: METHOD 1 OF 4 - CONVEYOR BELT: Advantages: Study Cheap to make (say 1 Compound at a Backpack Printer, making it 1 Compound and 1 Resin for 2 would be better but printers can only do 1 thing at once) Can be gained early-game (Research only costs 250 - 500 Bytes, perhaps you could find them in wrecks or on dead explorers sometimes too) Disadvantages: Isn't super fast, so if you're in multiplayer for example and everyone is mining in the same cave and finds loads of research, it would take awhile to transport it to the Surface Uses power at a constant rate (Not much power, it would use the same amount the backpack printer sues to print when transporting a few meters or something) NOTE: Another way is having a conveyor with only 2 slots, so you can transport 1 Medium or 2 Small per "tile" METHOD 2 OF 4 - PNEUMATIC * TUBE: *Doesn't actually use air, or just pulls it from the Atmosphere (but like, not actually it's just explained as such) (Also, I'd like all 3 to be in the game too, that way we can have multiple options for different scenarios) A Pneumatic Tube is the fastest* way of transport, but it's very sensitive. It can be placed on walls but not ceilings ADVANTAGES: Can carry all items (Except large, cuz those can't be moved) at high speeds (Small items are faster) Is very fast Look cool (It'd be translucent, kinda like the ones form Futurama's intro scene) Can transport the playe - Perhaps it would damage you if you shoot at at high speeds DISADVANTAGES: It's flexible, both literally and figuratively. Due to this, it will blow around in wind storms (maybe it can be disconnected if not reinforced) It could get attacked by creatures (if they were ever implemented) If you crash into it at high speeds it'll shake around, if hit by a Large Rover it may break (small chance with Medium) *Well, aside from Teleporters METHOD 3 OF 4 - TELEPORTER: The Teleporter would be end-game (Requiring Astronium to make, needs 1 Astronium and 1 Titanium to make 1 Teleporter in a Medium Printer, and you need 2 minimum to use them [Or it could make 2 if that was possible]) This is the end-game, you can teleport across planets too! (If they're in range, it'd be the same range Large Shuttles need to go to that planet) The Teleporter would have a buffer of 2 Medium items (or 4 Small) and can hold 1 in its main inventory (like the Research Chamber does). You could expand this with Medium Storage, but you would only be able to store 2 Medium instead of 3 ADVANTAGES: Instantly Teleports items to a linked Teleporter Instant speed due to that Can teleport the Player as well Gives Astronium a use. (I've never found any, but I'm sure some people have) DISADVANTAGES: Very expensive to make, and you need to make multiple. It's a Large module, so you can't use it outside of a base without making a Habitat Uses a lot of Power (16 Bars storage, 8 to teleport from one planet to another, 4 to teleport across a single planet) Might be hard to program, so if any of this would be added it'd take awhile (sadly :c) METHOD 4 OF 4 - RAIL SYSTEM: I managed to find a video of a concept for this, it's low quality but is below. The Rail System would be mid-game (Needing Aluminum and Copper) Researched for 500 Bytes (Unlocks the Rail, the Junction would be next to it and cost 1,000 Bytes. But Rails work without a junction to some extent, transporting but not unloading items) It would be faster than belts (in this video it moves at the speed belts should, so make it 2 or 3x faster), and can spiral around caves and walls (whereas belts can only be placed on slops [steep ones you automatically slide down too] and flat ground) and can transport many more items at no extra cost (except for power) It would be invulnerable except for high-speed belts (which you could make for 1 Rail Piece and 1 Aluminum at a Medium Printer, after researching it for 2,500 Bytes) ADVANTAGES: The most flexible, can be placed anywhere you want. Pretty fast (not as fast as Tubes, but faster than belts) DISADVANTAGES: Needs a bit more power (Stores 8, uses 2 to transport items from 1 Junction to another) If the terrain below it is mined, it will fall out of place (All of them do this except the Teleporter though, but needs more terrain to be dislodged than Belts)
  2. I know that this something already to be confirmed to be added in the future. But I'd like to show a different perspective to the idea of automation in Astroneer. "Astro-Bud" is here for your automating purposes (Astro-Bud) ( I know he doesn't look great, but hey, I made this in 20 minutes, don't judge...(Same goes for the name ...)) He is a robot that you can teach to do an action and he'll perform action. This can include using crafting at the printer, smelting resources around your base, transferring Hydrozine to your shuttle/spaceship and re-arranging items on your vehicles and base. He has 6 slots on his backpack to be able to carry resources. (Backpack) These slots would be used to transfer resources around. This can be for taking compound from a storage module and taking it to the printer. Notice he also ( like many things ) has a power bar, this would drain if he were to go to far away from base or if your base had too little power. He would connect to his base by have the little tether line you have when near base. Once he runs out of power, he would stop what he's doing and return to his Docking station. (Docking Station + Astro-Bud) His Docking station is where he would return after performing his task as much he was instructed too. This station also has a small screen with a small menu. (Docking Station)(Docking Station menu) ( explaining menu with RED text ) This Menu has a "return" button, " +1 / -1 " buttons and a counter. The Return button would make him stop everything and return to the Dock. The +1 / -1 buttons would increase / decrease the amount of times you want him to perform an action. The counter would be the amount of times he performs an action ( maxing at 9 times). There would be a start button hovering above the Dock station to start his actions. (Performing actions) (Recording Actions) The Idea is that when you take his head off while he is in his Docking station you can put it on your backpack. A UI button would then pop up with a camera Icon after putting his head on your backpack. This would be the record button ( his head would also glow red to represent recording ), you simply hit this button, perform the actions you want Astro-Bud to make, then hit the record button again. Now you've programmed his head with the actions you want him to take. But keep in mind where ever you start the record button, that'll be the first location he'll go to after exiting his Dock. So Say you wanted to make Astro-Bud take the compound from a Storage unit and make another Storage unit... You would take his head off, put his head on to your backpack. You'd hit the record button where you want him to begin. Then you would walk over to one of your storage unit ( he'll only go to this unit ). Take 2 compound, then go to your printer, add the materials from backpack, hit the print button. Then take the new storage unit off the printer and place it on the ground. Or take that storage unit and put it on a vehicle ( Astro-Bud would put as many as you list on the vehicle back at his Dock ). At this point you'd hit the record button again. Now put his head back, hit the start and watch him go to work. Limitations would be not being able to control vehicles and having a small search area for possible materials and where to put finished products. There maybe a way to make him possibly gather resources, but i'd think that would be a little to op... Tell me your thoughts below and even feel free to expand on this idea...
  3. tony diaz

    Robot Helper

    Perhaps research and assemble a robot helper. Would have a simple list of actions and a few slots - follow, stay, return to base, deploy tether in x direction, etc. - limited via power like vehicles
  4. Splasher325


    Belts, teleport, or of the like
  5. Resource collecters/miners They take longer time to mine Expensive to make but makes "profit" if you do it right It yeilds more then what is in a node/area of resources/resource pocket Ore deposits/nodes Either of hard material or out of a node resource this collecter could work on. (the collecter would snap to it and has an animation so its easy to place and use) With some of the "innards" of the planet the dev I think (adam) did suggest on working on in the future.(maybe) That I suggest to this is a hardness level would increase and maybe more going on the further you go into a planet and its "dungeons"/tunnels and more advanced stuff is used. Some planets would be hard to some softer? (wouldn't really work on the start for players though but could be fun?) its like a "level cap" for a few things, but could also be annoying/boring to keep getting f... by it. Again with containers Contain more space (16-20 slots?) expensive could cost less on your system really with more players? (insted of 100+ items floating around then having 7+ containers with them inside) Takes 4 slots to place it on. It could maybe rather be a storing unit/building insted with a lot more slots? So it also creates a base for all your stuff to come back to? By railroads (if that is what some of the devs are thinking about I would maybe rather have a flying drone because terrain issues and other various things) So putting them or connecting them with the resource collecters and a storage/chest/container. Getting from A to B when it needs to or by players? Cost a little bit more power then the rover/truck. always on? Moving by signal (player or resource collecter is done) Notifying the creator? Either by an object/tool or a little message.
  6. So I LOVE your game, but I have a problem. let's say I am getting a TON of laterite, Or maybe I am trading in a ton of compound in for something. making seven different storage containers that all have just compound in them is annoying. It's annoying to put them all on, it's annoying to take them off, but I have a solution. I think there should be a liquidizer (built from base) where you can liquidize materials and put them in tanks, solidifying them by taking them out. this should be expensive, in both energy and resources ( to make the tanks) possible mechanics?: you build the liquidizer w/ 4 of something you can't find on the terran planet (iron, titanium?, coal, etc...) when there is nothing on the liquidizer, it gives you the option to make a tank for maybe 2 of something rare. It could look like the oxygen tank but taller or something. (possible name: liquid tank?) when on the liquidizer, the button will take out 1 of the materials out if there's nothing in the input slot. if there is, it will put in that material that is in the input slot. once this material is put in, it is the only material that will every go into this tank! the max storage should be 10-20 of one material. this will be good if you want to store a lot of one material. the tank can be taken off and put on any double storage slots. ADDITIONAL STUFF: tubes (Made w/ aluminum?) to transport materials from one tank to another, or to a printer, or other input slots. hydrazine should not have to be liquidized and should be able to be taken out of fuel condenser by tubes. this would allow for better hydrazine storage. Also, this would require the tanks to have tube slots on both sides tank smelter: more expensive tank smelters would have an input tube and output tube. I could feed liquidized laterite into the first slot and get liquidized aluminum out the other. if you want to be able to liquidize power, you could have it feed into a special fuel condenser (or a normal one) that continuously outputs a tube of hydrazine. if you want to be able to liquidize oxygen, you could have it be able to fit into normal oxygen tanks but deplete slower. It would only work with collectible oxygen, so it gives you a reason to move this stuff a special trade ship could be created that just has a giant tank on it. it will refill and shoot of, coming back with something else in the tank. this could make for automated trading. NOTE: I don't need this to come out fully as I described it. It's just an Idea for High-level automation. (it would also be cool to have a mechanic I made in the game. just saying)
  7. iamawesomeuknow99


    One thing that a lot of players do is to set up a fuel condenser-trading station setup. What would be awesome is for the condenser to automatically create fuel, send it over to the trade station, and the trade station would go and retrieve copper or something. Or a place where you can drop coal and organics in, to transport to generators, to produce energy. Or you could toss ore in, and out comes ingots. Overall, this would contain something similar to the minecraft hopper, (I've seen requests for conveyor belts, that would work) things that can 'auto snap' items to slots, things that can pickup items from slots, and an 'auto-clicker'
  8. BipolarFish

    Automation of tasks

    It would be really nice if you could automate tasks for certain modules, like the fuel condenser. A basic `if this then that` kind of system. If full power -> make new hydro fuel. This would be especially nice for the market. If you could automate the smelter, the printer, and the market players could really get some cool economic stuff going. You could rip some ideas out of Factorio perhaps, but then again, that could be completely off track of what this game is supposed to focus on.