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  1. Since i last played there were many new changes to the game. About 90% of which made the game much more fun to play. But there are still some small issues (possible pun) that i think need to be addressed in some way: In particular Large and X-Large versions of some structures and items. First off i have some ideas for some new T-3/T-4 structures *Note: units/s pertain to power units per second* 1. Windmill (Large Wind turbines) The large version of the "Wind Turbine". Wind driven power source. A larger unit to gather more power from the wind thus producing more power then a single Medium Wind Turbine. One Windmill Produces 5 Units/s (the same amount of power as 5 Medium Wind Turbines) 2. Power plant (Large Generator) The large version of the "Generator". Fuel driven power source. Large unit to generate more power from a fuel source. This unit utilizes Hydrogen gas in order to operate and produces 12 Units/s over the course of 200 seconds. (The same amount of power as 4 Medium generators, but runs for 200 seconds per fuel unit instead of 100 seconds per fuel unit) *3. Extra Large Platform C Another Extra large platform that has an either a square or Octagonal shape (similar to the Extra Large Platform A) with 4 Tier-2 slots each slot being on one of the the four sides (Top, bottom, left and right side. This applies to the octagon shape as well). The main purpose of this Platform is to allow multiple Tier-2 structures to be placed on it. Such as for example several crafting modules, having one or more modules and/or storage items (which can be used to make production faster/ easier to manage. 4. Item Transferal Module The ITM allows players to transfer Units from one source to another. It would/should contain two T-4 connections. It would transfer items/units from one side to the other. This would only allow Storage units to be placed. Structures such as the X-Large storage (or any other storage sizes) would be placed on either side, and then allowed to transfer items into the slots. This is only meant to save time from taking units and items off of storage modules, such as the X-Large storage, allowing the attachments to be transferred to another storage unit. For example: If you want to transfer the contents of one X-Large storage, to 2 large storage units with (4) medium storage units attached , you would place the X-Large Storage on one side and the empty storage's on the other. Once activated it will automatically, and quickly, pull items off the X-Large Storage and place them onto any free spots on the other side. If there's no more space to move items to then they will not be transferred. This would not be much different then how some modules pull items from one storage and then after use/or smelting places them back onto a free spot. Suggested changes: I found a few items that already exist that have some issues with them: 1. Solar Array: The power output should be 10 Units/s instead of 8 units/s. The difference would mean your getting one extra solar panels worth of power to offset the cost of making them. Part of the reason this change would be nice is to make the module worth the materials it costs to craft it. For the time and cost of materials required, you can use a few extra easily obtainable / abundant resources (all of which can be found on the starting planet) to make a singe Large Platform B and 4 Medium Solar panels. Comparatively you save on copper and glass, but you still must craft Plastic and Graphene (both of which require the chemical lab as well as the atmospheric condenser for the latter). In turn, adding more power output to the array would make getting it over getting a solar farm more efficient at the expense of the resource cost, as well as take up less space (something it already dose very well) 2. Extra Large Platform A: An addition of the single T-4 slot, there should be two smaller T-3 slots allowing for up to four T-2 slots on either side. this would make the platform more useful as a production platform allowing multiple Production modules to be attached and work off each other and/or having multiple storage units attached to speed up production. This of course wouldn't be necessary if something like the Extra Large Platform C idea (as mentioned above) exists, however this could be a good alternative to it.
  2. I've noticed that I can move through the menium generator like it's not "physically" there - if I try the same on any of the charging devices (solar/wind etc.), I can't move through them
  3. The generators really need to waste less fuel. When the sun comes up and solar powers up the system, unless needed the generators should shut down and only auto-start as needed if left in the ON position, and never activate when left in OFF. Even driving the rover around, it is so annoying to hop of, individually disable generators, get back on. Not to mention the same setup going on at every base set up. Your choice is waste fuel or leave it off? No happy pick for the players
  4. As said in the title, since the hotfix, my small generators/fabricators won't deploy their legs anymore and also missing powerconnectors. So it's impossible to connect them and power them up. I also can't use the yellow powerstacks to feed them power on the space shuttle . So the base bootstrapping is now effectively a bit broken.
  5. First off well talk about the Recycling center/station. Essentially its a means to get rid of any unwanted platforms vehicles and modules (as well as their permanent attachments) The way it would work would be similar to how the vehicle bay "detects" an empty vehicle slot in front of it. When a large item (such as a platform, vehicle, or module) is in front of the station, it will allow you to do one of two things: Recycle - This will destroy the item and return half of the materials (a minimum of 1 per item recycled) used to create the item(s). This will recycle and return at least one material per item recycled, but cannot recycle materials (so be sure to remove them before recycling). Ex: if you place a single "Large platform D" you will receive two Aluminum for it. But if there are other items attached to it, for example a single medium solar panel, then you will also receive materials from that. Granting you two aluminum and one copper. you also cannot recycle the starter items (to ensure players cant continuously respawn the starter set for easy material farming) Deconstruct - following the same rules as the Recycle system, it will allow you to destroy items placed in front of it including any attachments. The difference is that rather then returning materials it will allow you to receive data (bytes) and will allow you to add a small amount of Bytes to your bank. the higher the tier the more bytes you can receive though the highest amount will only be around 50 bytes Next is Tier 4 power options. Currently the only real use for the XL platform is to be used with the XL storage (which is the only tier 4 module currently). These options will allow for greater power alternatives as well as a use for the XL Platforms. XL Wind Turbine - This windmill shaped turbine will provide up to 3x the amount of energy then a normal wind turbine, Using its articulated propeller it can face the direction of the wind allowing it to be more efficient with energy gathering. XL Solar Panel - Providing more solar energy this station works similarly to the small solar panel in that it will tilt itself towards sunlight to gather energy more efficiently the large solar cells are slightly larger then the XL platform but can deliver up to 4x the amount of power compared to a standard solar panel. XL Generator - Providing 2.5x the energy as a medium sized generator would be worth it enough, but due to innovations in technology XL generators not only will consume coal at one third the rate (essentially making a single stack of coal last up to 3x longer), but can also utilize Organic matter, but they will be consumed at half the rate as a small generator essentially making it last 2x's as long and more efficient then a small generator). They are also designed with a single Tier two slot allowing for two single items for storage or a single two tier item (such as a medium Storage module) All XL Power supplies are crafted with 2 Titanium and require a tier 4 slot making the XL Station or Large Rover the only way to use them (will be permanently affixed).
  6. theastonmartin

    Tier 2 power source platforms

    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.
  7. Vintiumdust

    Three Sizes Of Everything

    My friends and I have been thinking that there are lots of items with "small", "medium", and "large" in their titles, but there aren't always all three of the same thing. There's a small solar and a solar panel, but it would be helpful, more comprehensive, and more consistent if there was a large solar as well. Other examples: Large Storage and Medium storage but no small storage(could have 4 slots instead of 8) Small fabricator and medium fabricator but no large fabricator(could make a large hab like the one starting on terran) Small battery and Medium battery but no large battery ( maybe use medium fabricator to make it, put it on a large platform) Medium Rover and Large rover but no small rover (maybe just two slots and a seat, segway type) Small generator medium generator but no large generator( maybe hydrazine->power) And if something is too useless, just use small and large (for example, a small platform would be useless, so rename medium to small and keep large that way the naming is more comprehensive)
  8. RugbyHunter

    resource compactor

    I did a search and only found one comment on this one so wanted to put it out there. Resource Compactor: Takes raw resources and compacts them into a single item but with larger quantities. Basically it is a base platform that can take up to 8 resources (only of one kind at any one time allowed) kind of like a reverse mineral extractor that returns a single compacted object with 8x (if 8 materials were used) of capacity. This would be great for storage, using on a generator because it would last far longer. a block can be added to using more of the same resource in the compactor. I am thinking could have a small one that can only compact max 2x (same kind) that can be used on a backpack, a medium one that can be attached to a rover with a max of 4x, And the base platform that can get up to 8x. An example could be if you have a 4x stack (made from a rover) you cannot add any more to it on the backpack until it gets below 2x. Then it will max out at 2x using the backpack. The base could take that 4x stack and add 8x to it. If you have 3.5x stack you could used half of a resource stack to bring it back up to full capacity of 4x on a rover. Power would be a constraint especially away from base on a rover if you dont have a generator. I am thinking simply 2 power blocks per resource compacted (round up if partial used). so a backpack would use up to 4 power slots, rover would use up to 2 tall power slots, base would take 4 tall power slots. Can be changed possibly so the backpack uses less and it gets exponentially bigger. (4 backpack, 16(4 bars) rover, 64 (16 bars) base). Only power need to compact is used like a backpack (not like a base where it uses all power when run). A base doing only 2x would use only 4 power slots. This would only work for raw resources (compound, resin, coal, organic, oxygen, power, laterite, malachite, ammonium, astronium, hematite). Anything else that is smelted or made cannot be compacted. For generators you can now put 2x, or 4x or 8x on them and not worry so much about them later game because they will last far longer. For storage it makes it really easy to store. If doing exponential then you will have to consider to use more power now and need less slots or less power but more slots. Great for moving to a new planet also. This will change loadings expecially base building where you have to put 2 in 2 slots because now you could put an 8x block and just use 2 blocks from it. This might not matter in the new base building style.
  9. DarkPhosphorus

    Power Prioritization

    I think that there should be power prioritization, a sequence or order of base models that power flows to, or where it is connected to the base model first. This way, a player can avoid wasting power to complete a research when the sun is down, or when their power is limited. Then a player can use the power for base models like the printer, to print something of high priority before using all of the power on research. Along with this, I think that generators should only run when there is something that is missing power, to avoid wasting endless organics/coal when the power is fully recharged. This way, I can just put a bunch of organics on my generators when I need a lot of power, and not have them run when everything has full power. The use of power / storage seems like such an interesting concept in this game, and once there is more than enough power to go around, there's no use for it. I think that some of the new content that may be added on later should require a LOT more power, which would spice things up a bit. Here are some ideas to find use for all of that power: Processes that should require constant power: Oxygen Production in Vehicles/Refill from Base - For this to work, the main base model should have a visible oxygen tank, which is what the player starts out with, and uses to refill their tank. The more they refill, the more it uses, and constant power will be required to constantly keep the tank full. With this, a medium oxygen tank would be useful, so that if the base does run out of power, there will be plenty more oxygen to use up. This may be difficult or add a challenge with research since research also requires constant power. This may cause some difficulties with being away from the game without constant power to produce oxygen. For example, the player could suffocate simply because there is constantly no power. To fix this, sitting in the main base model (home) will not consume oxygen. -I will edit and add more later,
  10. I've been playing Astroneer now since build 119, and in all that time I have only ever used the Medium Generator once, and that was just so I could claim to have used it. My problem with the MG is that by the time I've unlocked it and found coal to power it, I have already got an established means of power generation in the form of Medium Solar Panels and Medium Wind Turbines. I can see that it would be useful for underground bases where there is no sunlight, but even down there you still get wind, which is what I tend to use (unless I go so far as to run a line of platforms up to the surface to get solar power). The Small Generator is different, as it's fuel source is readily available right from the start, so even before the recent excavation update I was using it to provide power when down in the caverns as well as an emergency power system for my Rovers if there is no sunlight. My main problem with the MG though is that once you have started it, there is no way to stop it producing power until it's eaten its way through the nugget of coal you've given it. This means that you must either have a number of empty Medium Batteries ready to be filled (no idea how many a single use of the MG would fill, if anyone knows please share), or you run around your base like a madman, activating everything again and again to make the most out of the power generated. If you don't do either of these things then you are going to be wasting a lot of power. I have thought of one possible improvement that would (to me) make the Medium Generator more practical, and that is to introduce an On/Off button on the Medium Generator. Once you have attached the nugget of coal you would the. Switch on the generator by hitting this button, then when whatever it is you are charging is full you then press the button again to "pause" the generation of power. When you need more power you press the button again to restart it, simple. Just to clarify, I'm talking about giving this On/Off button mechanic to the Medium Generator, as well as to any future generators that are larger (e.g a Large Generator), but not to the Small Generator. Thoughts? Opinions? And again, as I stated in the title, "Does anyone use the Medium Generator?"
  11. Joshua Ginsberg

    Small Generator Suggestion

    I have noticed that with the small generator on the backpack does not automatically place organic material. Considering the new update removes recharging power from tethers as regularly as before, it has become annoying to constantly go into the back pack and place an organic unit. I'm hoping to when exploring just harvest some organic material and boom instantly re-powering my suit. Maybe a specific location on the backpack could result in this for some players who want to both have a small generator on their back but also harvest some organic units to return to their base. What do you think?
  12. If you place a small generator on the medium printer in it's side inventory slot, and then place any item next to it in the other slot it sort of warps left about a meter and then back over and over until one of the two items is removed. PC version, Mouse, Keyboard, Full screen mode. v.0.4.10215.0
  13. Kantanshi

    Backpack error

    Version: Experimental 0.3.265.99 Platform: Steam Operating System Windows 8.1 Pro 64-bit CPU AMD FX-8370 29 °C Vishera 32nm Technology RAM 16.0GB Dual-Channel DDR3 @ 668MHz (11-11-11-28) Motherboard ASUSTeK COMPUTER INC. M5A99FX PRO R2.0 (Socket 942) 29 °C Graphics U2879G6 (1920x1080@60Hz) 4095MB NVIDIA GeForce GTX 1050 Ti (Gigabyte) 57 °C Storage 4657GB Western Digital WDC WD5001FZWX-00ZHUA0 (SATA) 34 °C Yesterday, I entered my rover to save the game and then quit. Today when I loaded the game, the small generator that I had placed on my rover was selected like I had picked it up. When I got out of the rover it disappeared, or so I thought. It is now stuck in my backpack in a way. Kind of.... See attached picture. I can not interact with it in any way. The slot it is using is locked from use. ***UPDATE*** After about 2 or 3 minutes of rapidly clicking around the phantom image I was able to grab the generator and remove it from the backpack.
  14. Summary: 158 - Steam - Using organic generator on vehicle or platform stops charging from other sources Description: Partially charged or flat platform or Vehicle with wind vane or small solar attached through network. Connect small generator to it, add organic. Once organic is consumed, it stops charging from other power sources still connected via network. Removing the generator does nothing. Removing and reconnecting the wind vane or small solar will start it charging again. This behaviour was observed on Terran. Platform: Steam Version / Build Number: 158 Specifications: OS: Windows 10 Home x64 | Version 10.0.14393 Build 14393 CPU: Processor Intel(R) Core(TM)2 Duo CPU E8500 @ 3.16GHz, 3166 Mhz, 2 Core(s), 2 Logical Processor(s) GPU: NVIDIA GeForce 9800 GT 1Gb RAM: Generic 4GB Drive: SAMSUNG HD753LJ ATA Device Yes I'm well aware this PC is the bare minimum spec needed to run Astroneer. Donations accepted gratefully. Regards Easy
  15. So, over my hours playing this game, I've come to believe that the coal generator is by and large useless. Coal is as valuable as lithium and titanium, which are both much more useful, so I almost never would choose to funnel my resources into collecting coal. The coal generator requires 2 copper to build instead of just 1 copper for the organic generator, which makes it less likely for me to want to build. The coal generator may generate more energy, but this doesn't matter. When coal is as scarce as it is, and costs so much to produce, why build a coal generator at all when I can find grass anywhere to power a set of organic generators? Perhaps coal should be found in a similar fashion to finding Malachite or other resources, then I might be inclined to keep a coal generator around. Thanks for reading!
  16. Hello, I have mounted a generator on my rover but it works even when my batteries are full
  17. I was reading through the planned features and noticed that temperature is on the list. This opens up the possibility of using Thermoelectric Generators (google it) to generate power. TEGs are currently used on spacecraft with small radioactive heat sources, as they are incredibly reliable with no moving parts. They require a large temperature difference between two different sources in order to generate electricity. This could between a hot source like a geothermal vent, solar heat, radiation source, etc and a cold source such as body of water or the ambient atmosphere. They could also function off of colder sources, such as the super low air temperatures some planets experience at night vs the warmer soil/water. I've seen some suggestions of steam turbines and other ways to get energy from the geothermal vents, assuming TEG efficiency continues to advance over time, TEG would be the most elegant choice for harnessing it. Advantages: Maintenance free, small size for large electric output (compared to solar), will work 24/7 as long is there is a temperature difference. Disadvantages: Currently they are not very efficient or cheap. But in the future they could be both!
  18. DinoInSpace

    Organic Compressor

    A machine that can convert organic into coal for generators, a ratio of 2 organic for 1 coal.
  19. So, I decided to post this as a bug because it results in waste of resources. When using the generator ( small or large ) it will consume all the fuel even if there is no demand, resulted in wasted resources. I came across this when setting up to go spelunking, solar panel, battery and 1 generator. The battery were full but it was night so not wanting to run out of power i hew some coal on a generator and walked away, then forgot my tethers so when back to get them and saw the coal was gone! So even if you grid is full, the generator will waste the fuel and not store it anywhere.
  20. I have two conduits connected to each other. When I place a solar panel on one and the large battery on the one connected, the battery is recharged. But when I place a generator on one and give it organic as fuel, the organic is consumed. But the battery is not recharged.
  21. Im not sure if its a bug or a feature, but as the title says, the generator consumes organic material even if he is not connected. I would be fine with him consuming material even if the station he is connected to has full power, but consuming while laying on the ground or being carried around does not seem useful to me. Playing on PC via Steam with mouse and keyboard. Win10 64 bit i5-4670k @4,3ghz 16GB DDR3-1600 Palit GTX 1060 Super Jetstream @1950Mhz 376.09 Driver
  22. This generator is a great idea and fills its own role. Im fine with having to resupply it with new organic material and im fine with its slow production rate, but it consumes organic material all the time, making it almost useless. It eats up the organic material even if you dont need new energy generated at the moment, forcing the player to pull off the organic material off it and putting it back on, when you need energy. Its tedious and not fun at all. Please make it react to the need of new energy and generate it accordingly.
  23. Hello fellow Astroneers! As I fell asleep yesterday an idea struck my mind. We are humans and in order for us to survive we need oxygen. And since we are in space we don't know if the air on that planet is breathable for us. So we're safer with out suit. If we can't use the oxygen of the planet then which should be use? Right now this is not a problem in Astroneer since oxygen is provided as long as you're connected with your base. But this is a little splinter in my eye. So why don't we use the planet in order for us to survive. My idea is an inflatable oxygen generator. (as the title may has already told you) This is how it should work: You provide a healthy amout of organic materials on one side of the generator, the generator takes a part of this organic mass and converts it into oxygen tank which then can be used by us, the humans. In order for us to get this generator we have to collect 2 compound. After the building part is done the actual action is starting. Of course this thing needs energy before anything happens. 8 energy bars have to be filled so the fun can start. The generator has 4 (actually 5) phases of "being inflated". Phase 0 - 0% oxygen Phase 1 - 25% oxygen Phase 2 - 50% oxygen Phase 3 - 75% oxygen Phase 4 - 100% oxygen As you could've guessed, one "loop" will give you 4 tanks of oxygen for you to be used. It doesn't matter there these tanks are placed as long as they are connected with the base, they can even be on the other side of the planet. I recommend placing 1 stock on each side of the generator. On one side there are preferably 8 organic and on the other side will be the oxygen tanks (input/output). One stack of organic should be enough for 8 tanks so you don't have to restock it every 5 minutes. Of course there can be huge tank of oxygen (which has to be researched) that takes 2 spaces of your stock (just like every other big instrument) but it can hold up to 6 charges of oxygen (so 1 1/2 loops) so you can take these tanks with you on a journey. I'm thinking about a portable generator that you can place on your truck(!) and it takes up 2 spaces (half the energy cost, half the oxygen profuction). So there is always be this one dude that has no real talent and which will probably kill you all because of his clumsyness, right? Let him be in charge of your oxygen so you don't die to death Great idea! There is still a little problem with this idea. You don't have this generator the second you land and you don't have to research it (would take to long). But how do you gather the ressourced and all this if you don't have a generator you ask? Your little escape pod has a little oxygen generator inside which will "mailfunciton" after several minutes after the landing. Of course you're getting a little warning how long it'll still work. I'd think 10 minutes are enough for you to get all this done. Has to be a challenge, right ? Why all this you ask? In my opinion organic mass has no real purpose of being used other than firing up an eninge which is not nearly as good as solar panels and wind turbines. ----------------------------------------tl;dr:---------------------------------------- > generator that generates oxygen > uses 1 organic mass for 8 oxygen tanks > uses 8 bars of energy for one loop (4 tanks) > 2 compound to be build > portable version > big tank (capable of holding 6 small oxygen tanks) using 2 spaced of your stock - but has to be researched > real purpose of using organic mass > more survival > another way to die if your forget to refill your organic mass --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Farewell fellows! Quarit over and out.