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Found 22 results

  1. I am completely surprised that the ratios for trading weren't just changed, instead of removing Hydrazine from the Trade Platform entirely. I have accumulated quite a bit of Hydrazine just from mining and opening research chests, with nothing to do with it except plop it in a waste dump. The costs should be changed like this to make the Fuel Condenser unproductive for trade (yet available if you are in a pinch and have nothing but time to spare)... Hydrazine (cost 2, sell 1) Compound, Resin, Organic (cost 8, sell 4) Laterite, Malachite (cost 16, sell 8) Aluminum, Copper (cost 32, sell 16) Coal, Lithium, Titanium (cost 64, sell 32) This is basically a 4x multiplier for people that choose to pump out Hydrazine to trade for resources. This means you have to sit around a lot longer if you just want to run a Hydrazine refinery all day.
  2. Resources Sperrylite Smelter processing into Platinum Trade resource Sale value of 16 Gas Hydrate Fuel Condenser processing fills Canisters with Liquid Propane Liquid Propane produces doubled energy output in Small Generator; triple energy output in Medium Generator Isotope Smelter processing fills Canisters with Tritium (hydrogen-3) Fuel Condenser processing fills Canisters with Helion (helium-3) Modules & Equipment Atomic Battery = Tritium Canister + Copper Roughly size of canister Provides 100.0 Bars at 2.0A Spent batteries can be used as substitute for Fuel Condenser Helion production Great for late game solution to portable power (widget compatible) Fusion Reactor = Iron + Titanium Attachment space for four Helion Canisters Produces 6x Power Stack equivalent per canister Flywheel = Tungsten + Copper Large, powerful immobile energy storage (non-lithium based) Stores twice the amount of energy produced by a Fusion Reactor; provides at 2.0A Scrubber Printed using Filters Acts as indefinite oxygen supply when powered Greatly benefited by equipping Atomic Battery Vital late game upgrade for Astroneers needing medium-term independence from external oxygen supply; without burning through resources Other (For possible future addition of Space Stations) Space Elevator Solution to fuel demands late game May use rare resources, but allows for movement of larger objects into space Bulk trading using docking spacecraft with station (late game resource procurement)
  3. Adam McAvoy

    Fuel condenser HELP S.O.S.

    For the life of me I cannot figure out why my condenser is not working at all. I am pretty sure I have more then enough power. Power grid consists of.. - solar array, 10 small solar, 3 medium solar, 4 small wind, 1 large wind, 3 large rovers hooked in power grid 3 medium batteries all together. Ive tried putting a condenser on a large platform A and large platform C. I have canisters in both and i have not gotten a single drop in multiple in game days. I'm sorry if this discussion exists, but i have not found anything. What am I doing wrong!??
  4. Hi there, Fuel condenser used to start filling a new canister when the previous one had been filled up, i usually put medium storage units on the sides of the fuel condenser with empty canisters, the fuel condenser automatically picks one and starts when you give the order, then you have to manually remove the filled canister and it picks another to start filling, i remember it was an automatic process as long as there were empty canisters and energy available, you didnt have to remove the full canister manually. Edit: playing on steam version, win 10, CPU i5-3570k, 16GB Ram, GPU GTX 1060 6Gb
  5. Since patch 221, fuel condenser no longer automatically switches to next empty canister after filling first one
  6. fireman1x

    Dust Collectors!

    Since the addition of T.A.R. and the nerfing of Fuel Condensers, I thought about something similar to a Fuel Condenser... Introducing Dust Collectors! Dust Collectors look kind of like your average Fuel Condenser (except that they might have some sort of funnel or tower or something on top), but instead of condensing Hydrazine from the air, they collect dust particles floating around! They are about 1.5 to 2.0 times more effective than Fuel Condensers, and they are twice as effective as normal while a Sandstorm is active near them! (Just like wind generators) Since there won't immediately be a way to semi-automate Sediment collection (other than Trade Platform, and who likes a generic rocket better than a cool semi-new mechanic?), the Dust Collector will provide a way to gather lots of Sediment for those builders who have tons of power and want to get more Sediment without destroying an entire mountain. More accurate description of the module: Just like almost all other modules, the Dust Collector requires a Tier 2 Base Platform and to be researched. The Dust Collector would probably look like a slimmer, smaller fuel condenser, but on top it would have something like a tower that might look like one of those towers with a ton of satellite dishes (or radar dishes or whatever they are) on them.
  7. This is my 2nd base on Planet 1 on Astroneer Pod 1 (1st save), tried practically every tip and trick laid out for creating a perfectly flat surface but no go (lower ground soil color appeared to be angled at a gradient and not flat when digging into the ground? But I digress). I just went with the base building anyway with a new Habitat.I extended max 6 "branches" from the Habitat, and on 3rd extension from the last "branch" i kept 2 Copper on the slots while I went to harvest for more Resins. I came back and just casually popped off the Copper and slotted in 2 Resins. I noticed I left one of the Copper right next to the undeveloped base extension, and when the Platform was generated the Copper sunk into the ground right under the Platform and started making scratching noises from the hitbox collision (or whatever you call it). In my mild "panic" I started digging around where the Copper fell through the ground, but it eventually started popping out from under the white struts under the Platform. I flattened the ground I dug and dug another hole to let the Copper pop out on its own. Done. I took the Copper and flattened the ground around the Platform before proceeding to build a Fuel Condenser on it. I did, but then noticed that power wasn't being transferred from my 5 Batteries from around the base. That's when I notice the connection cable between the Fuel Condenser platform and the adjoining "extension" is not there. And try as I might, I could only extend and retract the rotating "connector" facing our view-point, but not the permanent one facing the platform.
  8. An isolated event ( I have two fuel condensers next to each other and this only happened to the first one made). The condenser does not receive power from any external power sources (I have tried every option even a battery). However it does gain power from and "power generating module" connected directly to one of its available slots (in my case a wind turbine).
  9. So there's a thread about hydrazine farming and then trading it for basically unlimited resources as long as you have power, and I had an idea to fix it. I would have posted this there, but I had a bunch more ideas, and I thought it was appropriate to start a new topic. So here's my idea for the farm fix plus more: Make the hydrazine canister a crafted item, and when mining hydrazine without one in your backpack, it will give solid hydrazine that can't be used on a spaceship or shuttle (more on that later). It should be a generally expensive item to create (the canister) so that trading it away might not be the best idea. Change the function of the fuel condenser to be a converter, it takes solid hydrazine on one side, turns it into liquid, and puts it into a canister that you put into another socket on the other side. Converting solid hydrazine to liquid should only give one charge into the canister (that's half the can). Add in another module or 2-socket crafted item that looks similar to the old fuel condenser and call it fuel storage. Fuel storage takes liquid hydrazine from your cans and stores it, kind of like a battery. There should be one socket for in and one socket for out, or a switch type interface like the printer, so that when you put a half-full canister on the machine knows what to do. So, effectively what would be done with these changes: Hydrazine would be more valuable but not any less common. The resources to make the canisters would be more valuable. Beacons would be more useful, if you wanted to only get liquid hydrazine from mining. (Mine the can full, go back and store it, come back and mine with the empty can). Hydrazine farming through the fuel condenser would be eliminated. An effective way to store fuel would be added. (And to take it with you on a spaceship if the devs go with 2-socket item requires another third socket somewhere to take your canister). Fuel storage would be a thing that you would want for-sure with the changes, who wants to make storage for all that solid hydrazine since cans don't just come from nowhere now? Hydrazine makes more sense... it's the only thing in the game that goes straight into something else (the can) that you didn't have to make yourself. Let me know what you guys think of my ideas! If you guys like these I might have more about vehicles and whatnot, too.
  10. Found a potential glitch / bug: 2nd base on the 2nd landing, 1st planet on my first save-game, base is built hexagonal in shape from a single Habitat, with first ring of extensions loaded with 6x Tier-2 batteries, second and third ring loaded with Tier-2 solar panels (12 in-total). Each "base arm" is about 3 or 4 extensions long from the central Habitat before a platform is built and a base structure is constructed on it. I've no problems with power transfer between structures (vehicle bays, 3d-printer, smelter, research) being supplied with power from either the batteries, solar panels or the wind-farm on one of the base arms except this particular one. I seem to have stumbled on a glitch with one of the base arms constructed with a fuel condenser, it does not draw power from any power-source except one which is attached to its side slots. And since there is no way to deconstruct the base structure or extension, it cannot be redone and so my base plans are screwed-up. I've also tested building base extensions around the fuel condenser structure and attach empty batteries, they seem to charge and discharge power from the central solar panels just fine. It just seems to skip the fuel condenser platform no matter what.
  11. I believe that the fuel condenser is a little weird. The first time I used it, I thought, "Oh cool! It's reusable! But instead it fills up all the way, then it gives you a single hydrazine and all of the hydrazine inside the condenser disappears. I think you should fill it up, then put the hydrazine into TANKS (made of titanium) so that the hydrazine inside doesn't all just disapear. I think the tanks should be reusable and the condesner can fill three tanks max each time you fill it up. If this is a little confusing, let me know and I might be able to farther explain it. Thanks for checking this post out, and I hope it gets into the game! RYNO
  12. FatMax1492

    Bug with base modules

    I have a Fuel Condenser and a Vehiclebay connected to my base on TERRAN or TERRA but they are not getting charged by the 2 Solar panels and 2 Wind turbines on my base. I have tried to put a Battery on them, But the battery won't Decharge into the Fuel Condenser. Please Help me!
  13. When walking on top of the Fuel Condenser it provides colored dust. Not a major bug, but definitely odd.
  14. mouse/keyboard, steam. Fuel condenser had full power but was unusable, fixed by exiting to title menu and re-entering the game.
  15. The fuel condenser can be unfortunately exploited easily to get any resource you want. With just being able to convert energy into free fuel, you can gather these with no effort at all on a sunny day, and use the trade platform endlessly to get resources for free. I propose that the fuel crystals you mine be raw, like copper and aluminum, and the fuel condenser converts them into the liquid fuel. Maybe even add a production cost of a compound to make the container for the fuel during the process. This would eliminate this exploitation and add a bit more depth to fuel harvesting.
  16. the ability to get to end game and self sustain without leaving the base is still possible with the fuel condensers, it just takes longer and a bigger setup now. my idea is that the player could make the tanks (oxygen tanks) and they can either equip it to the side of the backpack to use as an oxygen tank or use in the fuel condenser and then it couldn't be traded to make the game easier. this could also work with mining it, adding realism and turning hydrazine into a rarer resource like lithium and titanium that need special equipment to mine.
  17. I can't get to connect the Fuel Condensers to the electric grid. I have tried several ways, in different files and to no avail. I built a new one on my current save to check, here I attach a pic of my base. http://imgur.com/a/4PNv1 I play on Steam, Win10, M&KB, 8 GB RAM, Intel Core i7361, x64, gforce GT 630M.
  18. I assume this is a bug its on xbox. when I built a fuel condenser I realized it creates fuel out of nothing just uses power. With unlimited free fuel and a trade station to get any resource there's really no reason to leave your base for any thing once you've researched everything. The fuel condenser should require organic or maybe even multiple ingredients to make the fuel
  19. I've come across a bug involving the Fuel Condenser, it won't recharge unless I have a Solar Panel, Wind Turbine or Large Battery(fully charged) it will not charge via the connection point to my Habitat.
  20. One of you channel subscribers mentioned a cool idea for making the Fuel Condenser less "Press for fuel" and more like a smelter. The Fuel Condenser should require the addition of another material you can already collect. The idea is to have the Fuel Condenser require Organic or something similar to use in the conversion process. This wouldn't make the process of making fuel hard on Terran and other like planets but it would on Barren, Arid and the harsher bioms / environments where organic is not easily found. This would solve the "Press button for fuel" style it is now and would also curve the exploit of making a load of Hydrazine and then using the Trade Platform to get what ever you want. Side Note: I also agree that Hydrazine should be worth WAY less in trade than it currently is.
  21. When you are using power to create hydrazine, you can take the hydrazine off of the condenser before it is completely filled. This "half" hydrazine sells for just as much in the trade center as "full" hydrazine. The remaining hydrazine that is being created creates another that automatically fills up. I did this over and over on the steam version using keyboard + mouse
  22. Bug: Fuel condenser - built via normal means, appears to be connected to base infrastructure - does not pull power from grid like other devices. Placing a solar panel, charged battery, or collected energy onto any available slot on the fuel condenser recharges internal battery. Have only built one FC so far, unsure if I can reproduce it. I have a saved game available if anyone needs it. Bug: When all item slots on fuel condenser are full (including the 'output' slot where the hydrazine tanks are generated), pressing the 'go' button runs the FC through the normal cycle, but no hydrazine canister is generated. Occurs on the same FC mentioned above. Specs: Win10 x64, MSI P55-GD65 (MS-7585), Intel Core i5 760, NVIDIA GeForce GTX 750 Ti, WDC WD10EARS-00Y5B1, 4x 4GB DDR3 1333, mouse and keyboard, PC/Steam