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Found 14 results

  1. I think Astroneer should have an RGB Lamp With normal Cables And a controller which controls the lightning of many RGB Lights/Floodlights. that you can pick any color you want an apply it to many lights . Make it that you can control the lights separate in the controller or the Light itself too. sorry for my small vocabulary.
  2. I'm not sure if it's clear enough. I'll explain it in detail soon. Recently I'm doing some experiments on power stuff for the editting of Astroneer Wiki. While testing the allocaiton of current in directional cables, it was like: Source Network: Shelter (+1.0A), Small Battery (+1.0A), Research Chamber#1 (-2.0A) Object Network: Research Chamber#2 (-2.0A) Research Chamber#1 was working at full speed, so theoratically Research Chamber#2 is not going to work at all but actually it did. The power gauges read around a half, and the splitter connecting the 2 networks also read 1.
  3. I tried to disconnect a cable connection and an extender appeared in the middle of the cable. Upon trying to disconnect the extender than appeared, it duplicated again, and again, and again! I swear... I didn't feed them after midnight...
  4. I’ve already posted this on the Help, Questions, and Support forums, but based on how far apart each reply was on other pages, it’ll be a LONG time before I get an answer, and the general forum looks much faster, so: I’m new to Astroneer but I’ve seen some videos. One thing that really confuses me is the first landing. In some videos, people land and their pod stays there. The pod has a cylindrical extension and when clicked, it extends and you can build off of it. But in other videos and in my game, the pod gets way bigger and then some landing pod appears and opens up into a mi
  5. I’m new to Astroneer but I’ve seen some videos. One thing that really confuses me is the first landing. In some videos, people land and their pod stays there. The pod has a cylindrical extension and when clicked, it extends and you can build off of it. But in other videos and in my game, the pod gets way bigger and then some landing pod appears and opens up into a mini-stadium thing. My main concern about that is I have to use those cables, which is harder because I had to go find something, research it, get some resources, build it, place it, and attach the cable. In the videos with the cylin
  6. As explorers exploring unexplored caves, ropes and zip-lines should be essential tools of the trade. Imagine your astroneer rappelling up and down a deep cave, or zip-lining between two distant points, say, two mountaintops or a cave entrance and down its depths. Harnesses, ropes, cables, anchors, pulleys, grappling hooks and their delivery systems, all could be unlocked from the research catalog and crafted using already-available materials such as iron, tungsten, titanium, aluminum, or copper. Another idea: we could even hook anything and send it up a rope or across distances
  7. Hello, I played this game for the first time yesterday and it's amazing :) I have an idea I think would make using the cables more intuitive: whenever someone grabs the cable: take max length of cable as radius find all cable ports within that radius create a 3d voronoi from all the ports angle the cable plug towards the nearest port based on the voronoi cell its in I think this is good because mainly the issue I have with cables is they seem to always face the wrong way and I struggle a little bit with connecting them
  8. You know how the tier 1 power-generator items create little platforms with cables on them when they are freestanding? It would be useful if there were versions of that for tier-2 power-generators.
  9. Hey all! First off, some credit for these ideas go to EzCheezy123 and UtpoicVision. These lovely gentlepeople suggested a grappling hook that can be used for climbing mountains and rappelling, and I'm borrowing these ideas and building on them somewhat. Lemme know what you all think! Feel free to offer suggestions for different/better names and functions and such. Summary: Range Extender (augment) - allows the terrain tool to work at longer ranges Grappling Cable (augment) - turns the terrain tool into Batman's grapple gun / Link's claw shot Cable Ancho
  10. I think that SES should add power cables cables to ASTRONEER because there is no good, easy way to connect base modules and solar panels without using lots of resin platforms. They would look similar to the current cables that connect modules to the habitat, but the player would be able to connect them to anything within range. I had this idea while I was watching one of Biffa's videos, he was trying to attach the huge solar panel to his base, and he had to use 8 to 11 resin platforms and a rover just to hook it up. To use this item you would simple print it with 2 Resin, select a cable port(l
  11. While playing with my friend we set up a nice little base and started on rover exploration. After getting the truck convoy set up and returning back to the base I noticed a slight drop in fps. After driving up to the vehicle bay in order to recharge the trucks there was a significant loss in the fps once it was attached, causing it to drop down to around 1-3~ fps. The game became generally unresponsive but did not crash. My friend dropped down to about 10 fps but was still able to move comfortably. We detached the truck and instantly the problem was mostly resolved, but there was still a sligh
  12. When in singleplayer, vehicles can be connected to each other and hauled around without error. Physics is properly calculated and vehicles move along services without error. But when in multiplayer, it appears syncing issues are causing the vehicles to stutter in their movement and briefly clip with the ground. The vehicle then reacts to touch the surface and tries to repel it, but instead it clips through or repels at violent speeds and will either throw it into orbit, or through the cave wall and disappear into oblivion. Iv also found that if a non-host player tries to enter a veh
  13. What I did: Build spaceship Land on other planet with spaceship Build base on that planet starting from the spaceship Launch from that planet without detaching from the base Result: After taking off in my spaceship without detaching from the ground base, the cable is still connected. Technically I am still connected to the base on another planet which is hilarious, but what is not so hilarious is the fact that it seems impossible to detach. Hope this can be fixed. If I didn't have enough fuel to go back to the base where I'm connected, I think I would be screwed!