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About Me

  1. Summary: - Steam - Fuel-less Re-landing on RESETS DESOLO Description: The Short Version: Going back to Sylva after first trip to Desolo, I didn't have enough fuel, so I had to re-land my shuttle. I touch back down on Desolo, and EVERYTHING I'd done there was gone — Desolo had reset! The Long Version: My first ever playthrough, and I go to Desolo for wolframite. I leave with a small shuttle, oxygenator, and solid-fuel thruster. I decide to land by the gateway cube and make my Desolo HQ there. I land, poke around, have trouble finding a natural cave entrance, so I figure I'd blast off again and poke around on the other side of that moon to find one. I do that and still don't find a cave. I decide to go back to spot #1 and just keep digging down from the surface where I'd already been digging resin until I found a cave. I find a cave, wolframite, and half of a set of jasper chess pieces, I build a bunch of stuff — you get the idea. I load up the shuttle to go back to Sylva. I know I'll need to do two trips with the amount of stuff I've found, but I also know I have one use of my thruster left because the description says four uses and I'd already used three. I blast off, I get a pop up message saying I'm out of fuel, but then I can't click anywhere on Sylva to land. I didn't get the "planet selection" map or see any "landing zone" gray bubbles on Sylva. I thought I must've misunderstood how the thruster worked, but I see that I can click on Desolo again. I decide to land the shuttle on the pad I'd already set up back at my Desolo base, but there's no "landing zone" bubble to click on for that spot. I click next bubble over to land, and head over to my HQ area on foot. Nothing I'd done is there. The digging, the modules, the vehicles — everything I'd done was gone and Desolo looks like it did when I first got there. I go back to the shuttle, exit the game and close the program. I restart the program, and reload the game, but Desolo in still in it's reset state. The weird thing is, my ship and backpack still have everything I'd loaded them up with earlier (not any the chess pieces, sadly). Aside from not saving all of my progress to the same save file again so that reloading at an earlier point is rendered impossible, anything I can do about this? It seems to me like I have to start over if Desolo's glitched like this. Also, let me know if you want more details for troubleshooting purposes. I've attached some "before" and "after" screenshots of that area of Desolo, including ones I took as my shuttle lifted off the last time. Platform: Steam Version / Build Number: Specifications: OS: Windows 7 Home Premium (Yeah, I know it's not being updated anymore.) CPU: Intel Core i7-6700 3.40 GHz GPU: NVIDIA GeForce GTX 980Ti 6GB RAM: Corsair Dominator 2x8GB DDR4 1600Hz Drive: Western Digital WD Black 2TB
  2. A new idea I had because of the large automation update, players may be struggling for power. So to compensate, a new generator run by a new fuel, helium-3, based on the real nuclear fusion concept. This new generator would be able to handle an enormous base with no trouble and the main trade-off would be the super advanced materials needed to construct the reactor and the method of acquiring the helium-3 wouldn’t be easy to allow other generators to continue as currently designed. (The idea comes from another space game that talks about this concept)
  3. Allow Medium Canisters to hold Gas and hydrazine. This would help with storage and traveling and adds more use to this underrated gem of an unlock.
  4. I've been trading for ammonium like an idiot, when I could've just taken a rover with a drill and storage into a forest. Now I'm never running outta fuel; I should get some silos.
  5. I think I've made a fatal mistake. Flying to the moon with no oxygenator or additional resource (like aluminium). Plus my thruster is out of juice so I can't get back to home. Anyone find any resource on the barren moon so I can fuel a thruster or build an oxygenator so I can use tethers? I'm dreading having to start a new game. I've unlocked a few gates on my homeworld which took ages! #schoolboyerror
  6. I read on the wiki that it takes 1/2 a canister of fuel to launch from a planet (Terran) into orbit. I usually have a full tank plus two canisters with fuel when I launch. My camera was oriented to watch the shuttle, and when I launched, both canisters were emptied. It should have only been 1/2 of a canister. I haven't tried measuring the fuel usage. I think I should be able to launch-land 10 times on the tank; or 12 with the two canisters. (At least, that's what the wiki says.) So this may be a visual issue.
  7. Before going into detail about this idea I want to thank forum user franekdolas_eu for creating the awesome 3D model shown in the pictures below. franekdolas_eu was able to take my 2D concept drawings and turn them into a fully realised 3D model over the last month. If you like the work that they have done here, please drop them a message to let them know. "The best kind of community is one where its members support one another". Now, on to the concept: Overview The Fuel Tank Module (could alternatively be called the Fuel Storage Module) would be a Large Tier object that would be used to store a large amount of Hydrazine Fuel, as well as being able to automatically pump it at the touch of a button directly into any spacecraft docked at the same base. The Module would be placed on a Large Platform or Rover, occupying the same amount of space as any other Module. It would require power in order to operate when pumping it's contents out to the spacecraft, though not when it is being filled with Fuel. The Module would be able to hold up to 40 canister's worth of Hydrazine Fuel inside it's two Fuel Tanks, the amount inside being visible due to the transparent sides to each tank (just like with the Fuel Condenser Module). The amount can also be measured by looking at the display at the front of the Module, which fills up as the main Fuel Tanks fill. The display is marked at certain intervals, indicating when the Module is a quarter full, half full, three quarters full and of course, completely full. At the front of the module is an attachment slot that functions much like the attachment slot on the front of the Mineral Extractor, except that instead of draining soil from any canister that is placed there, it would instead drain Hydrazine Fuel into the module's internal Fuel Tanks. Also; like the Extractor, you would be able to drain multiple canisters quickly by placing down a Medium Storage Unit filled with full canisters onto the Large Platform or Rover that houses the Fuel Tank Module. The canisters would then auto-attach and drain their contents one after the other into the Module. This feature could allow you to fill up an entire 'rack' or 'pallet' of canisters with Hydrazine Fuel, either at a Fuel Condenser or a Hydrazine Catalyser, then simply pickup and transfer the pallet to the Fuel Tank Module, which when then drain them. Question: How does the Fuel get from the Fuel Tank Module to the spacecraft? Answer: In order to refuel your spacecraft, simply land them at a Vehicle Bay (or landing pad if that feature is included in a future update) that is connected to the same base that your Fuel Tank Module is connected to. Next, 'dock' the spacecraft to the Vehicle Bay by attaching the flat connecter cable from the Vehicle Bay to the Spacecraft. Once that is done, head over to your Fuel Tank Module and switch it on (you interact with it the same way that you do with most of the existing Modules, by click and holding over it). This starts the inbuilt pump, which pumps the Fuel out of the Fuel Tanks and out to the Vehicle Bay, via the platforms and cables that link the Fuel Tank Module and the Vehicle Bay Module together. The Fuel being transferred would be represented by a series of purple indicators that alternate with the power indicators on the cables themselves (see last image). Once the Fuel reaches the Vehicle Bay it is then pumped into the spacecraft's own Fuel Tank via the connector cable docking it to the Vehicle Bay. This entire process would be the same if both Fuel Tank Module and Vehicle Bay where on either the same or connected Rovers. In fact, if you have a Rover with either Module, then docking it with a base with the other Module would allow for the transfer of fuel in either direction. For example, if you have multiple bases with Vehicle Bays, you could use a Rover with a Fuel Tank Module to transfer the Fuel from one base to the other. If the receiving base has an empty Fuel Tank Module you could transfer the Fuel from one to the other by switching in the Module that contains the Fuel. If the Rover has a Vehicle Bay attached to it's back, then any spacecraft that then land there could then be refuelled and ready to take off again. As the Fuel Tank Module can hold 40 canisters worth of fuel, this would allow you to store enough fuel to refuel your Shuttle eight times, or refuel your Large Shuttle four times. This is equal to five Medium Storage Units filled with full canisters of Hydrazine Fuel. Once the Fuel Tank Module is empty (or even before it is empty), you can simply fill it back up again with more Fuel. If you go crazy and build multiple Fuel Tank Modules at the same base, then the Module that is closest to the Vehicle Bay would be drained first, before the next closest being drained, and so on. Question: What is the point of this? Surely you can just fill up your spacecraft directly and then set the Fuel Condenser or Hydrazine Catalyser to refill your canisters? Answer: The dev team have been mentioning in recent months that they want to increase the number of players in one game. When the dedicated servers come online later this year that will be another step towards having larger (and hopefully more stable) games. Imagine for a moment you have a game in with lots of players, all wanting to go to different places and planets. Your team of Astroneers could split up into multiple groups and head to different planets via their own Large Shuttles. Each group might be ferrying supplies to and from those planets, which is going to require lots of fuel. Instead of having to wait until a full set of canisters to be filled up, you can just set your Fuel Condenser and/or Hydrazine Catalyser going whilst you go through the first lot of Fuel you created. Once you get back to base the canisters should be all (or mostly all) filled. You can then just place the Medium Storage Unit holding your canisters on to the Fuel Tank Module, refilling it. A single trip is not going to burn through all the Fuel a Large Shuttle is capable of holding, so each time you come back you will have made more Fuel then needed, leading to the need for some where to store it. You don't want to have to keep making more and more canisters to hold it all, so you will need some place to store it. It would also be handy for those players who (like me) like to stockpile their supplies for when they need them. Hence, I give you... The Fuel Tank Module. If you have any questions, go ahead and ask. Once again, my thanks to franekdolas_eu for creating the excellent 3D model shown below. Enjoy the pictures! ?
  8. As of now the seeds which drop from the Stabby-shroom are pretty useless, but since the thing are tagged as Organics we should be able to use it as fuel for the Small Generator as well.
  9. It could be interesting if there was a floating or flying drone the player could remotely control from a limited distance that would fly and let them see over obstacles like mountains or down in caves. It could use basic fuel like hydrazine or power. I think this would also make exploring tough terrain more efficient and give people a nice birds-eye view of an area.
  10. Zer0

    reporting bugs

    I cannot put fuel in my shuttle any more. The hydrazine canister attaches to the shuttle but will not add fuel to it. Also, the alternate function of the gun thing does not work. I can no longer add land anywhere, I can only remove it. BUMMER, PLEASE FIX. THANKS
  11. Mouse and Keyboard STEAM, Version 0.4.10215.0 of the game OS of the 2 online MP clients: Windows 7 (host) & Windows 10 I was playing online coop with a buddy before the excavation update on october 12th, everything working as intended (regarding fuel, fuel condensator and refuelling) After the excavation update, fuel just won't work, as well as the add and flatten terrain function
  12. The player loses the need to explore or find anything as soon as they have both the trade platform and fuel condenser. Need hard-to-find rare items? Just produce an unlimited amount Hydrazine fuel out of thin air and trade for all the minerals you want! My idea is that you need to make fuel out of ORGANIC RESOURCE, or something like it (sort of like a bio-fuel I guess?). If not, ditch the condenser. You can find Hydrazine to collect both on the surface and in caves anyway. It's just too unlimited to have along with a trade platform.That way, you still have to do a little something to make all that fuel. LOVE THE GAME SO FAR! KEEP UP THE GOOD WORK!
  13. I ran out of fuel on a foreign planet after exploring with my drill mounted rocketship, I managed to find some but i couldn't attach the fuel to the rocket because there were incomplete resources attached to the fuel pod with no way to detach them (that I could find). Am I missing something or is this a bug?
  14. Hi! I am pretty new to Astroneer myself but I got to the point where I want to get off my starting planet so I made a shuttle. after I made my shuttle I got as much fuel I thought I needed and a seat then I went into orbit and flew to a couple of planets (my mistake) after a couple of planets I ran out of fuel and now I am on a planet that does not have any hydrazine (which is the fuel) so my question is: is there any substitute for fuel for the shuttle? and if not is there any way I could get back to my home planet?
  15. Hello There Reader, I, Sidegamer, Have an idea for improving base physics transport. While The "Base" on a planet CAN already transport energy, I think that the base should be able to transport fuel, needed materials, and Minerals (To the smelter). Also, the tethers should give energy to vehicles that are attached to said tether. As a footnote, I believe that players should be able to "unextend" built base areas, to a half refund of the materials used. Thank You for your time, Sidegamer PS: I have included a sketch for the different animations of the material transport
  16. I made my way to another planet in my shuttle. I hadn't figured I would not have enough fuel to take off an return to my homeworld! While I eventually figured out how to create a platform from my shuttle, not only can I not create more that one, I picked a smelter which can't produce fuel needed for my shuttle! I think I'm stuck here and will have to start a new game??? Thoughts anyone?
  17. 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.
  18. I built a fuel condenser and it doesn't seem to charge off of the batteries linked from other pods I have to manually put a battery on it to charge it, but even that doesn't charge from other power sources linked to the base so I have to put it back to a linked pod to charge
  19. •make the fuel condenser need a resource to make different tiers of fuel. Like if you put organic on the condenser it will make bio fuel, hydrazine would make some other kind of better efficient fuel and add other resources that can be used to make fuel. •Add a craftable mini fuel condenser that can be put on your terrain gun to convert smaller amounts of fuel depending on what you suck up.
  20. A few thoughts on Hydrazine: Should have minimal, even zero, sale value, as it's effectively just stored energy. Still cost as a common to buy though (doubtless due to shipping, VAT and Customs Duty ) Should need the right kind of atmosphere for a condenser to work ( N2 & H20/NH3/CH4) --> H2N2 + X
  21. I play on Steam with a Mouse and Keyboard. Having a partially empty Hydrazine hooked up to the Fuel Condenser is the only way I know how to reproduce this exploit. Starting the Fuel Condenser with a partially filled bottle and removing it when filled as the second bottle fills the machine will complete before it has filled but then automatically fills the bottle the rest of the way anyways. I would have attached video but the way I recorded me and my friends session last night did not seem to record the game at all it just recorded the steam page. Good Luck.
  22. Here's an idea for the fuel condenser structure; being able to hook it up directly to a nearby shuttle or spaceship, to passively refuel over time, at the cost of energy (normal cost of hydrazine), making the process more automated.
  23. First insert a used Hytrazine can, Second power on the fuel condenser, third take the Hytrazine when you can take it(even the fuel condenser still running), fourth, you got a extra Hytrazine on the fuel condenser.
  24. Frankly, Hydrazine is worth way too much. I get to a certain point in any point of Astroneers save where I'm simply grinding away, using the fuel condenser and trading Hydrazine to get any and all resources I need, and I find myself with very little or no reason to go out and explore. I think that this needs to be balanced by doing one of two things 1. Making Hydrazine worth nothing as a trade commodity (unless a dynamic player economy is in place), or by 2. Making Hydrazine tanks/fuel containers cost Titanium to build, much like oxygen tanks, and said tanks you would be able to refill with the condenser, but a filled fuel tank wouldn't return once traded and would still be worth its current trade value. As it stands currently, fuel-and-trade is too easy to justify any other form of gameplay. I think it stands as the single most important issue to address about the core "feel of the game", it doesn't promote exploration at all. It just feels cheaty! Thanks in advance for the consideration, I know you guys must be swamped. Keep it up, cheers!
  25. When the fuel condenser is started, you can grab the partially filled canister from the fuel condenser and drop it on the ground. this can be done about 10-12 times in one fill of a canister. This wouldnt really be a problem if the trade platform didnt recognize a partial canister as a full canister.