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Found 29 results

  1. redstonerti

    Automation.

    Everyone loves optional automation. Why is that not a high priority? Up vote if you want automation.
  2. CopperyMarrow15

    Conveyors

    nothing to see here... just another automation idea Automation... the most original topic ever to be used on this forum...NOT I have an idea for yet another automated system that is to be used for the simple task of moving things around the base. (This is new...) I believe it would be a start to much better automation system in the game: Conveyors!! They are platforms that have, instead of feet, a sort of monorail system that brings them across a tethered network of rails placed like Extenders. The "Monorail Conveyor Shaft" as I call it is made separately from the "Monorail Conveyor Platform" and the Monorail Conveyor Platform is placed on to the Monorail Conveyor Shaft. Only one platform can be placed on a shaft. The Monorail Conveyor Shaft plugs in to one platform at one end another platform at the other making a nice little line... They move across this line to carry anything from one platform to another. For an example of how they are used, imagine 3 Medium Platform A; 1 has a source of power, 1 has a Medium Printer, and 1 has 2 Resin. The first and second are connected by cable and the second and third are connected by conveyor; there is a Medium Monorail Conveyor Platform on the conveyor. You start the Medium Printer printing a Medium Platform B. The Medium Monorail Conveyor Platform moves toward the third platform and the 2 Resin are placed onto the conveyor platform. The conveyor platform moves along the conveyor to touch the second platform transferring the Resin to the printer and starting the printing process. A new auto-use feature would be added to modules allowing repeated processes. Monorail Conveyor Shaft Bundle: Printed in Backpack Printer Size: Tier 1 Recipe: 1 Steel Research Cost: 2000 Bytes Contains 5 Monorail Conveyor Shaft Medium Monorail Conveyor Platform: Printed in Small Printer Slots: 1 Tier 2 Recipe: 1 Steel Research Cost: 2000 Bytes Large Monorail Conveyor Platform: Printed in Medium Printer Slots: 1 Tier 3 Recipe: 1 Steel, 1 Resin Research Cost: 3000 Bytes Extra Large Monorail Conveyor Platform: Printed in Large Printer Slots: 1 Tier 4 Recipe: 1 Titanium Alloy, 1 Steel, 2 Iron Research Cost: 4000 Bytes Please let me know what you think.
  3. FOundations, walls, double doors. <Massive gates. ceilings. round rooms that interconnect and so forth. Add a MASSIVE printer to create prefabricated roads. Straights, curves, crosses, + multiple angles if required or a dynamic road builder. Game would look so good with your own network of roads for each landing spot. Also automation or transfer bots that can shift materials from one hub to another base.
  4. syterth

    An Automation Idea

    I think Astroneer has the potential for some minor automation as the game currently stands. The primary way automation could be used is for organization and recipe crafting. The item I'm suggesting would have a radius or somehow move about your base. It would essentially be a Base Manager. It would be a series of grabber claws that can easily and efficiently move items from one area of your base to another. If anyone plays Factorio, it resembles the logistic bots/network in my mind. Once the module or item has been crafted, you can start designating platforms for certain items. For example, you would assign all smeltable items to your Smelter. Whenever one of those items is placed elsewhere, the Base Manager grabs the item and sends it to the Smelter, which will then go to work cooking things to their final form. Assign resources as you see fit throughout your base. Additionally, you could assign your Large Printer to create a Large Rover, and so the Base Manager will coordinate all available modules and resources towards that goal. It will plug things into the Chemistry Lab and send those new resources over to the Large Printer for construction. An additional possibility would be unloading resources from your backpack. You step into range of the Base Manager and it will unload any resources you have that you did not designate for your backpack. Let's say you designate four canisters for your backpack and a compound for your printer slot. You are coming back from exploring, your canisters are full and you also have 6 ammonium on board. The Base Manager snatches away the ammonium and the four canisters. The ammonium make their way to the Chemistry Lab to become hydrazine and the four full canisters are replaced with four empty canisters. Wash/rinse/repeat. The Base Manager would require constant power, like other modules, otherwise organization shuts down. Additionally, I think a ground based data tower would be required for on-planet interaction with your base from a distance. Likewise, a data transfer dish and a satellite system would be necessary to allow interplanetary interactions from afar. The satellites would be solar powered with batteries attached. Or you could switch those out for RTGs so that power is totally reliable. It would be interesting to see satellites be blocked by their orbit path, unless of course you create enough satellites to guarantee constant information transfer. Likewise, if the satellite runs out of juice and cannot currently get solar power, tough cookies. Aside from the new objects, everything mostly works with the existing game and concepts. I really enjoy Astroneer for its resources and resource management, but as the game progresses, I think it would be awesome to offer some automation so that you can more quickly return to the world at large in pursuit of research or junk or specific resources. This would also allow you to produce more advanced technologies without overseeing every item transfer, button press, and so forth. I'd also love to see more interactions from a distance due to advances in communication technologies available to our Astroneers. That just seems like it would be really cool!
  5. William Chapin

    Autonomous Cargo Shuttle

    Autonomous Cargo Shuttle 1. New resource – gold and or silver. This new resource used in conjunction with graphene to create items with circuitry. i.e. flight control computer and or autopilot modules. 2. Autopilot – This module is for the large shuttle. This would be a tier one module and would go in the oxygenator compartment on the large shuttle. This would allow the shuttle to fly autonomously. 3. Launch Platform – Is an upgraded landing platform, like the platform in the tutorial. The launch platform would have tier one and two sockets to allow for more functionality i.e. flight control computer 4. Flight control computer - This would be a tier one or two item added or place on the launch platform. This computer would communicate to the large shuttle guiding the autopilot to its destination. In addition, it would be able to communicate to the shuttle in orbit around the planet that the flight control computer resides on without the aid for a communication satellite. 5. Communication Satellite – this satellite is used for long range communication to a large shuttle with an autopilot. The satellite would be to guide the shuttle from one upgraded landing platform to another. The satellite would be placed into orbit with the large shuttle. The idea behind this suggestion is to be able to send the large shuttle full of cargo to a base on another planet and have it return after its cargo has been unloaded onto storage which is on the launch platform. In addition, this setup could be used to collect gasses from another planet and return when the shuttles cargo is full. To get to this point would take a large investment in time and resources. This would obviously would be a late game activity. And yes this would require some automation. Tell me what you think. regards Bill
  6. Please read my push item transfer post first The pull item transfer has a different receiving station than the push item transfer. This forwards item requests issued in local storage (e.g. a printer needs material) onto all connected sending stations. The pull receiving station - is medium size (2 connected small slots) - needs late gameish materials (e.g. rubber, plastic, steel) - has one pipe connector like the basic station - works only, when the "push" mode of the sending station is not active ? maybe has one small item slot for manually requested items - would require a panel for requesting, but this feature is really optional The pipe hub: Due to some limitations the I would enforce to reduce programming fuckups, there is the need for an additional building which allows pulling off multiple storage units. - the pipe hub is a medium base (1 resin, 2 rubber) with the usual power plugs - it contains one sending and 2 receiving pipe connectors - it allows to build tree like sending station topologies which are all connected to one receiving station Uses: - production buildings could be connected to multiple storage spaces and transfer the items necessary for production just in time - reduces the amount of manual small item transfers necessary in late game Implementation thoughts / open questions: - i think it is necessary to limit the range of the pull request to one network - otherwise there could be some self-requesting circular patterns. that's why: - the receiving station does not accept any item request by other push or pull networks! - the main question is: which buildings are allowed to pull items and when is the request being issued? * smelters should not be able to request * swapping recipies should not request the items as this might jam the storage capacity of the production building -> my implementation idea would be to treat items within request range like player inventory items - which are transfered as the production is starting (so their availability needs to be checked up front)
  7. Jeremy Huntley

    Add helper robots

    With bases becoming so large and complex i feel that it would be helpful to add a base part that creates a set of S.A.W (self automated workers) to help you do mulitple things at once from one terminal and/ or search for resources. It could be somthing you could add to a rover aswell to search for and tell you where resource nodes are.
  8. The main idea is to create a "pipe" connection (like a pneumatic tube transfer) that will automatically pull items (like a printer picking up resouces) from one storage space and push (like a soil centrifuge after finishing production) them onto another. For example transferring all collected small items from you mining rover onto your local storage. Building setup: The basic setup consists of 3 components: - a small slot "pull" sending station - a pipe connection - a small slot "basic" receiving station The easiest way to set this up would be having sending and receiving station as separate small items which have their own "power plug like" connection pipe on top (just the receiving station has the actual pipe). Basic working process: - the transfering can be activated/deactivated - at the sending station you can use a panel to set up a filter which items to transfer (e.g.: all, resin, smeltable/smelted resources, full/empty soil canisters) - if an item becomes available at the position of the sending station (e.g. local storage of a rover) AND there is sufficient space at the receiving station side AND the item fits the filter properties AND transferring is active AND there is sufficient energy available, the transfer process is started - fluff wise I would suggest for visual effects: insert item into airtight canister, sending station door is closed, pressure is applied (even on planets without any atmosphere ), item moves to receiving station (maybe with a comic style pipe bobble effect), item is removed at receiving station, canister is being sent back - energy is consumed during the process - the process takes a certain amount of time (0.5 to 5 seconds range) Cost: Both stations should include some chemistry lab low level resources like for example plastic for sending and rubber for receiving station. Additional things: - there should be an additional building, the "pipe extender station" which is a small base with power connectors and two pipe slots (rubber, resin) which allows extending the transfer range into your favorite cave system - there is an advanced idea, the "pull item transfer" which will be posted in a seperate thread - if there are multiple sending stations in one storage space, the most specialised filter should get the item (only laterite > smeltable resources > all) - there could be some light indicating the current status (no power, idle, active)
  9. DO NOT MAKE THE DRILL HEIGHT BASED OFF OF CAMERA ANGLE! That's a terrible idea. I need to be able to look around my vehicle without it possibly dive-bombing into the ground. Just make the height indicator move by something like page up or page down. Sure it's off hand keys, but unless you're making a motorbike dirt track, no one is going to be shifting heights very often. Set it with a key and it stays that way. Let POINT be middle mouse click (or customizable)... I'm tired of having to stop and point because I missed a grab-click by a millimeter. Let the drill accumulate dirt. OR let there be a dozer attachment that accumulates dirt - thirdly, let the dozer attachment be able to lay ground so a vehicle can "pave" over gaps and ravines. Make a giant dirt canister if you have to. Let the dozer take up the four points on the front of the rover and let IT have a tier 2 connection to attach the drill to. Boom... you essentially have a endless drilling machine that keeps the path nice and neat. For balance, I'd say let is use a lot of dirt to pave so people can't just drive into the sky. It's more for extended gaps. Also, like the drill, the dozer can accumulate materials too - AND ALSO TEAR THROUGH RESEARCH BUSHES. I'm tired of those little bushes stopping entire rovers. Let the dozer tear through and store the little research pods. Conveyor systems. Either a way to indicate which table a fabricator can send items to (like the trucks can auto fill even though it's on a separate trailer), or a belt track with "hoppers" that will pull designated materials to a storage table. I love the idea of a base being built around a large customizable conveyor belt and each machine tap into it and as it creates it's "thing" it pushes it to the conveyor and the conveyor carries it to an appropriate storage. On the rovers, the power tether obviously can indicate "this is part of us now" so a lazy way could be - a conveyor has a small section that goes together like legos. Each section has a power tether plug on either side. You have a hopper that works like an splitter. You connect the conveyor plug to the hopper pod, the hopper pod has a "computer" that you designate a material type, then plug the hopper into a table. Now whenever a material crosses the conveyor section the hopper pulls it and sends it to the table. The hopper can have super short color coded cables so people cant have items floating 15 feet to a table. Short plugs make them have to keep the tables close to the conveyor. This is way more difficult but small cranes that attach to tables that offload items. So if a truck pulls up in a designated section, the little crane reaches out and pulls tier based items off and they pop into the adjacent storage. It could also be told to only pull certain items or groups of items (ores, organics, etc). That way, with multiple cranes on multiple tables, you could essentially drive a rover in to base and a series of automation begins, unloads the truck and you can head back out again (then conveyors!). Instead of elevators, just let teleporters be build-able once you unlock the first planet's alien thingies. Color code them. They only work within a planet. Be really fancy and have teleporters be able to be bound to tables and teleport adjacent items! Some means of a "truck bed" addition that can carry items that don't attach to a tier slot. Like small salvage. It's really weird that you can't put them anywhere. I can carry boxes 3 times my size, but no way to carry a small piece of metal? Hell get fancy and make it work like a dump truck and tilt so it spills out the stuff at the base. Trading between planets. Use the trade rockets, but they can be sent to other bases on other planets. Once you have dedicated servers with 8 players, it would be silly for all the players to be bound to one planet. So with the NEW trade rockets, a player on (planet x) can load up a trade rocket with materials and send it to (planet y) so it can be offloaded. (Enter automation again, especially to make single-player/low member life a lot easier). Rocket lands, hopper pulls from the table to the conveyor, to other hoppers, to the storage. A well oiled machine! Some people may say, well this is just lazy, but if Astroneer keeps growing like they say they want it to, and the Dev's don't just let the game fizzle out, then these automations are going to be needed as the world expands and the player count increases. Most of the things I'm requesting are just stopping the constantly getting in and out of vehicles to plop little items here and there and fighting against which spot wants to grab the item vs where you actually want to place it. These are quality of life automations that keep the players moving and not constantly stressing over keeping their bases clean and neat... this does it for them so they can focus on adventure. Plus it will please the OCD people to see how smoothly they can get a base processing. Just think about it. Rover full of organic material and dirt from a dozer run. Pulls up to the base. Tiny cranes pull the dirt and organic from the vehicle and store it. Hopper pulls from the table and moves it down the conveyor belt, the belt offloads the organic material to the forge and the dirt to the centrifuge, the organic material is processed into carbon automatically, the side hopper pulls from forge and sends it to a connected storage table that's holding a generator thats burning carbon. All this - and the player never had to get out of the seat. He can drive off and go take care or another mission. Automation. Organization. Progress! Attached is a song that only Looney Toons fans will probably get.
  10. The main idea is to add an advanced version of the medium storage. Effects: - the storage has a panel that allows to set an item filter to limit the resources it accepts (e.g. "resin", "soil canisters", "smeltable resources") - if an item is pushed into storage (e.g. soil centrifuge finished producing) the corresponding filter storage has a higher priority of getting the item (but still lower than a printer) - add the icon logo of the filtered resource to the storage ? I don't know if the player should be able to manually add other resources... Cost: - some "advanced" resources instead of resin (e.g. plastic) - or a global upgrade (see my research idea topic) Uses: - force production facilities to store things in a sorted way - more possible additional functions... Additional function ideas: - add a button to pull the filtered resources from local storage (like a printer) -> get all resin from mining trailer into sorted storage - add a button to pull the filteres resources from player backpack -> put all manually harvested resin into sorted storage - add a button to push all stored resources into local storage -> pull from one place, store at another place - allow the filter to be set to production recipes (e.g. all resources to craft a research chamber) -> get all the resources needed for the new base one building after another (pull from large storage, push into shuttle) - allow the "pull resource from storage"-button to make the chemical lab/soil centrifuge craft the missing requested resources -> more automation
  11. As the topic implies: Allow any kind of printer to start printing when the target location is blocked by something that is able to store the printed item - and move it directly to the storage as the printing process is over. Uses: - Minimizes the need to manually move items - allows further automation, as the item is properly stored after printing
  12. Things get posted about automation, but I think it would be helpful to make a unified list of some of the good ideas I've read/thought about regarding possible implementations. Cargo Ship: An improvement on the Trading Station. Adding the ability to send or ferry resources back to one of your bases launch pads, or choose to trade scrap for the desired resources. New Dynamite Uses: Explode extra-large & unscrappable rubble into smaller scrap Use dynamite to mine bedrock and return the resources (astronium, namely) Resource Picker: Craftable - Picker: A single-node item. Comes with a one-directional (to / from) tube that can connect to other pickers, and a single ingredient slot on top. Vacuums surrounding items while in "Source" mode, but places items on adjacent open nodes when in "Destination" mode. If the picker isn't connected, or the destination picker doesn't have space, then nothing happens. Placing a resource in the Picker's single ingredient slot will instruct the picker to "filter" and only interact with resources that match the filter resource. Default = blank = all resources. Cargo Train Craftable - Cargo Train: A "large" platform that sits on a rail. Craftable - Rail: Can be chained to designate the cargo train path. Is stored/placed similar to tethers (has charges) Craftable - Stop Node: Stops the train. Has an embedded Picker. Contains a UI to resume the train, or toggle a flag for the train to automatically resume when it's cargo becomes empty or full. If no rail is ahead of the stop node, then "resume" reverses the train. When a train is at the stop, the Picker attempts to empty the train's cargo into it's "destination" picker, if connected. Terraformer Upgrades - AKA Augment Simplification Problem: While I love running boost/wide mods to make mining a breeze, I think the interaction is pretty lackluster. It's typically "set it and forget it" but it takes up 2+ inventory slots. This gets especially hard on the player inventory when you typically want a work light, 2 canisters, tethers, and some mods. Expeditions get cut short quickly due to lack of space. Additionally, starting a game without these mods feels extra sluggish until we can find some copper. Solution: An improvement on the Base, the ability to invest in permanent upgrades for the Terraformer. I think it would be great if we could deposit our Terraformer along with resources & bits to permanently "upgrade" our terraformer to have a higher speed, a build in canister, width, etc. Maybe even a talent system? From there the augmentations could be more specialized. Maybe just make them baseline, because I think base building with terrain shouldn't be a "mid/late game" unlock. Additionally, I would love to see more tools for building structures with the terraformer more easily. For an groundbreakingly 3d game, base building is an incredibly 2d experience without a massive amount of time spent tinkering with polygons. Basically all bases exist on the same z-axis I would love to spend some time mocking these ideas up into graphics, I know some people are a lot more visual than others. But let me know if you have any questions and perhaps I can spend some time doing that this weekend :)
  13. This is a pretty big set of ideas and would not require much new engine mechanics, it's mostly just addition of new models and items, but if some items can be changed it would expand on so much more.This is a pretty long and detailed post so read and there will be no potato at the end. I am having a lot of ideas about automating the crafting processes and general QOL improvements. A lot of these are inspired by games such as Factorio. All of these would enable players to focus on building and exploring instead of pushing buttons. Final goal is to ease the process of base building and make this game more fun. So here's a list of items that could be added to existing engine: Fine electronics printer: 3 resources for crafting (e.g. 1 resin, 1 compound, 1 copper), ~5k bytes. Used for making crafting components and mods revolving around printed circuits. Uses 3 items for each component, always silicon and aluminium alloy and something else. These would be required to craft automation items or add mod features to existing items (requires update of existing items). i will refer to these as circuits. Conveyor belts: Produced with 1 compound and 1 resin, a narrow conveyor belt that can hold single-slot items and can be extended up to a point and with directions. they can be extended on one another with extender-like mechanics. Mechanics might be a bit wonky but it might be easy if you make it as start/end notes that you connect unidirectionally. They should have max load (say 4 items between 2 nodes max) and they stop moving if they reach the max load. Robotic arm (un)loaders: Produced with a circuit, iron and aluminium alloy. It can be installed on a 2-slot position and put/take item into/from producing station on the same platform and put them on another platform or conveyor belt. For examle, you have the Platform B with a furnace. You have two arms on each side, one loading in the ore, another unloading the smelted product. This would make it really easy to chain production of multiple items. Arms have to be set up with direction (loading/unloading) and specific product. Mainframe: Built with 2 circuits and aluminium. Requires control circuits (made in Fine electronics printer) to operate. It allows for the platforms connected via power connectors to operate. Has slots for 8 control circuits. Each control circuit allows for 4 automated items to operate. Excavators: Practically automated crane with a drill. Excavates soil in a half-sphere beneath the excavator while storing soil in provided containers These are suggestions to changes to existing items> Modification slot on printers: Medium printer can make small printer items with a mod. Vehicle printer can make medium printer items with a mod. Mods are circuits made in fine electronics printers that enable automated control or efficiency upgrades to some items. E.G. make an atmospheric condenser more energy efficient at the cost of speed (50% power usage at 80% speed), enable trading points to trade finished products instead of scrap, etc. Automation slots on platforms: An alternative to mainframes, it would remove one power connector slot and instead make it into a circuit slot. You would have to insert the circuit inside to be able to use it and it would add a control panel to the platform. This panel would then be used to set up the automation of robotic arms as mentioned above. This took a while, hope someone here likes it.
  14. icebird

    Automation mod

    Here is a picture of my work in progress idea for Astroneer i am posting this for feedback and what i should add i will put updates in the comments when i do a change also this project is nowhere near finished. Sorry for the bad image quality
  15. GlumCashew8980_2018

    space trains manual/automatic

    Hello I thought of this crazy thing of having space trains that can be very long and are automatic, like you program it to go to certain places depending on how you set up the layout. Would that be awesome?
  16. A while ago, another person suggested adding a zip-line to improve mobility on hills. It fits in with some other parts of the game such as tethers and sliding down hillsides and could be a help with caverns and mountains, so I agree that it would be a good add, but I think going further and making a whole set of tools using overhead cables would be even better. For starters, cables themselves - a set of poles built in a batch like tethers or extenders that can attach to a surface and be linked together over a distance. Maybe built using resin or aluminium, to differentiate from tethers and extenders. The poles would be sort of an upside-down-L-shape, and just tall enough that the astroneer could jump up and grab the cable to slide down. Cable poles could attach to terrain or single sockets on platforms and vehicles, which would allow cable cars to transfer items. Next, a small motor that could clamp onto the cable and use a small amount of power to drive along it. This could clamp onto the backpack, or carry a small item. The motor would come out on an L-shaped pole, normally keeping the astroneer or socket looking a bit balanced, but able to swivel them out of the way if the cable got too vertical to act like an elevator (holding the cargo/astroneer to one side). Again, this could be made of aluminium, and be charged up at each destination when in automatic mode. Finally, a larger cable-car platform with a medium/two-socket connector, able to automatically transfer items over a long distance. This could have connectors on the cable attachment to turn it into an overhead train, attach cockpits to transport astroneers, and hook up to a generator of some sort for long-distance travel as well as being handy for use as an elevator or getting around rough terrain. The cable poles wouldn't need to be very high since the terrain tool could easily make them taller. Yes, I watched Sky Commanders too much as a kid.
  17. I think we all would love this feature! I imagine bringing a medium storage with you when grinding for resources. You find a huge occurrence of compound, resin or whatever, put your storage next to it and start digging up that good stuff. Automatically, when your backpack is full and you're close enough to the storage, the harvested resources move to the storage. The same thing with rovers. This way, storages would act as extension of the backpack. No more clearing the backpack by moving every single item each time it's filled up.
  18. Gamerboy17780

    Automation

    It would be cool to have conveyor belts that take resources to a smelter the being crafted in to gear or put in to storage. Or automatic mines oh and add more game mechanics like hunger sleep water proper clothing bathing every thing that a humans need oh and little robots that you can program to do any thing
  19. - Some thoughts on how automation might be able to be implemented. Drone Hub module: Small module that when attached to a structure or vehicle, will provide two drones which gather items and bring them to any empty nodes on the structure or vehicle on which it is attached. It could have an activation button such as what you see on a research station, trade platform, dynamite, etc., that when pressed, would bring up a console similar to what happens when you activate the research station or open your backpack. In the console there would be a command along the lines of, “collect ‘RESOURCE’ from ‘LOCATION’”. Selectable resources would be all standard resources including soil, hydrazine, and even empty canisters. Selectable locations could be something fairly broad such as “Structures”, “Vehicles”, or “Any Location”, or it could even be specific structure or vehicle types for more exact control. The way it would work is once programed with the selections, two small drones will begin collecting any “RESOURCE” connected to any “STRUCTURE” or “VEHICLE” that is connected to the same power grid as the drone hub, and deposit it in any empty nodes on the structure or vehicle to which the hub is attached. A specific example of this in action: - A Mineral extractor with a drone hub attached and programed to collect “SOIL” from “VEHICLES”. - A smelter with two drone hubs attached, one programed to collect “LATERITE” from “VEHICLES” and the other programed to collect “MALACHITE” from “VEHICLES”. - And a drone hub attached to a large rover with a crane and canisters of soil that is programed to collect “EMPTY CANISTERS” from “STRUCTURES”. When you roll in from an expedition with a bunch of resources and soil, once you connect the vehicle to the power grid, the drones from the mineral extractor will begin bringing the soil to the extractor. When the canisters are depleted by the extractor, the drones from the vehicle will bring the empty canisters back. While this is happening, the drones from the smelter will also be bringing the laterite and the malachite from the vehicle to the smelter. You could also set up some storage, as long as it’s connected to the power grid, and use a drone hub to collect “Copper” and another to collect “ALUMINUM” from “STRUCTURES” if desired. The appearance of the drones wouldn’t have to be fancy. They could just be two small hovering orbs or something as far as I’m concerned. Thoughts?
  20. vizthex

    Recycling Plants

    So I saw another thread who said something about this (Link below, or maybe at the bottom of the page depending on how it wants to work...) But having a recycling plant would be cool, and different versions too. Perhaps a building with a grinder on top, and you throw stuff into this bin and click a button then its recycled (and has a buffer that can hold 1 - 2 medium items) [Looks like an industrial shredder almost, but more futuristic] Like a small version that can recycle hand crafted items (So a Small generator gives you back a quarter of the Compound to craft it) and gives 25% of the items back A Vehicle version (that can recycle Medium, Small and Wrecks you find, as well as the random bits of tech strewn everywhere) that also gives 50% A Large version (built in a base) that can recycle Medium and Small items for 75% of the Resources required (But costs more than the vehicle one) An Extra Large version (which is like a Large, but you need to upgrade the Large to get it) that gives back 100% of the items, and can recycle Rovers as well (if you drive them inside the grinder on top) Anyways, these are my thoughts on it. Would be very very good if we could make one, and perhaps a trash can that you can put Small items into to get rid of them (Worms are great for this, but are only on 1 planet)
  21. I know city building is being redesigned and I am sure it as been said here many time on a new interface so i just wanted to add a slight variation. First the variation then I will add it to how I think it will fit to base redesign. Currently platforms of all types are connected by power tubes for the lack of a better name. What I am suggesting is to have an add-on that will supply power in either direction (as it currently is) but also allow the flow of materials (or any small single slot objects) to be passed in one direction. Here is how I see this: quick future base building. the building circles are now build able in your backpack for 1 resin. They can be placed anywhere. The power tubes will be built in the backpack for 1 compound. You can grab a power tube off your back pack and connect it to a building circle to another building circle or platform if it is close enough. Or if you have one in your backpack it will show you the connection. Just dont show it all the time incase someone doesnt want to always have it. Later in the medium printer you can print a power suction tube for 1 compound and 1 copper. This will be placed just like the power tube but depending what you connect first will have a direction associated with it. The power will run just like before but now if any materials or single slot objects are placed on the platform they will move to the next platform assuming there is space. With this setup you could build a base however you want with still the restriction of having close connections. If you placed it wrong just pick it up and place it again. once placed you can use 2 resin just like now to build to whatever you want even with connection to anything. obviously need power once whatever is built. The building must be connected to a habitat to supply oxygen. In this scenario you could build out a base with no oxygen in the middle of nowhere. your oxygen line would be black like tethers not connected. Could still get power if you put a generator or solar on the structure though. Not sure if this would be good or bad but still really awesome. The tubes would mean you can start moving things around automatically which would be really cool. Advanced possibilities: - Suction tube only that would reach 3x or 4x as far as a power tube and maybe wont need small circle buildings as middle points. made with 2 copper. This could be used like a resource moving system that you could build out to a lower base, or even that middle of nowhere base to supply oxygen and easily send back resources. - Movement mag rails. These could be tubes that your person can ride along. They could be made with 2 aluminum. Not sure exactly how this would go but following the tube idea would mean they supply oxygen if connected all the way back so no more tethers. Maybe a special thing you can print in the medium printer or just have the 1-seat chair and medium storage could slide along them. Future more specific things maybe. And have powered sections like the circle platform or just say the movement rails are powered. Still working this out.
  22. vizthex

    Automation

    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)
  23. 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...
  24. 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
  25. Splasher325

    Automation

    Belts, teleport, or of the like