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Found 3 results

  1. Recently I was building custom fun tools in Astroneer using existing pieces, such as platforms, research items, plant seeds, minerals, and then I thought that having electronics lab would provide endless opportunities for different kind of creations. So, the suggestions is to implement electronics laboratory, similar to the chemistry laboratory. There will be the following items: - Printed Circuit Board (PCB). - Alternating Current Generator (AC / ACG). - Wire. - Capacitor. - Diode. - Transistor. - Switch for AND, OR, XOR, NOT operators and manual on/off. - Light sensor. - Movement sensor. - Memory (RAM) bit. The electronics lab will consume silicone, resin, copper, aluminum, steel, plastic to print the items. In the future, some (or all) existing structures might receive Electronic Control Unit (ECU), which, for example, would allow to use electrical input in order to instruct chemistry lab to produce an element.
  2. 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.
  3. Slaying B A M F

    Electronics and Automation

    From some gameplay of Astroneer I would love to see some automation and simple electronic systems. For instance, a cable system set up to power lights everyday and night, by a stronger generator with an advance solar panel all connected together. These cables can be placed to power different machines and different types of batteries, perhaps a robot-like pet who needs energy to survive and can help carry more items, attack potential enemies, or even spot out rare resources. An automated routine for him to return to the base when he is low could be a command made by the player, or else the robot may lose power and require lithium batteries. Once he returns the player may have an automated dock for the robot to dump storage into crates unorganized and to charge its power back up, once fully powered up he will run to the player to attend his adventures. The storage could also be automated with advance machines that organize items that the player or robot dumps off. Furthermore, the robots can be commanded to not follow the player but to constantly organize or transfer resource from a quarry. These robots can be little spiders, dogs, cats, birds, dragons, really anything beastly. Next, a quarry that is powered by the cables could take lots of energy but can mine an area overtime to provide resources in a certain area. Robots can be commanded to transfer resources. I believe a cool step into Astroneer would be technological advances that can be applied to the player's base and the player themselves to create well developed adventure. Thanks for reading my ideas, please provide more feedback as I can't wait to see this game advance. Thank you, Slay