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  1. 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.
  2. 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).
  3. 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.
  4. 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!
  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. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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
  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. 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.
  14. 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!
  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. 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.
  17. 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
  18. 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?)
  19. 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
  20. This is my first post on here. Please be kind. Hello fellow Astroneers! I have been thinking about automation for a while now. It is pretty tedious to not have a simple way of transporting items in the game, either its on a vehicle on your backpack. I am mostly focusing on underground use for the conveyors, but they are needed above ground too for short distances, i.e if you have a small table for a furnace/soil centrifuge and want to move the resources to a separate storage area. Picture this: You are far underground, searching for a rare material. You only have 8 slots on your backpack, and you need a lot of it. Instead of having to go up and down that steep pathway several times, you can craft a conveyor belt that will transport the items back up that hill for you, saving you a lot of time. They wont supply oxygen They should require power, either from the connecting table up top or from small batteries (Last conveyor should have 2 slots for small batteries, preferably on the sides) They require Bytes to unlock They should cost 1000 Bytes (Not a typo) They are the same length as a regular cable/Extender Requires "Backpack Printer" They should cost 1 Copper, giving it a brown-ish/red look. Now you might be thinking that this is way too OP and it should cost about 2000 instead of 1000. Well I had a thought mid-typing. Introducing.. Conveyor Belt Mk. 2 Still no oxygen Still require power, now have space for 1 medium battery (front of last conveyor preferably) Same length Can now fit 2 items side by side. Slightly faster than Mk.1 Should cost 2500 Bytes Requires Small Printer They should cost 1 Copper, and 1 Alumin(i)um, giving it a reddish look with white accents And lastly, Conveyor Belt Mk. 3 No oxygen Still requires power Slightly longer connector between them Slightly faster than Mk.2 Can fit 2 medium batteries, 1 on each side of last conveyor Should cost 3750 Bytes Requires Small Printer They should cost 1 Copper, and 1 Titanium, giving it a reddish look with "Titanium-like" accents. All 3 should look similar to the Extender or Floodlight, Example: All 3 should also have the feet that makes it steady, as opposed to it flying around upon slightest touch. I do not know what the actual belt should look like, maybe the belt can just be the power connector. Please reply if I missed something, though I think I covered everything. Thanks for reading, have a good day!
  21. 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.
  22. 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.
  23. 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
  24. 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.
  25. 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