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About Me

  1. 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.
  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 inp
  3. 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 com
  4. 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.
  5. 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.
  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 perh
  7. 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.
  8. 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
  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, player
  10. 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.
  11. 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
  12. 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 rocke
  13. 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.
  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. 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 e
  16. 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.
  17. 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 sa
  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
  19. 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. 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 ba
  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 sen
  23. 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
  24. 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 "
  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