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  1. 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)
  2. 1. Mouse/keyboard 2. Steam 3. I use a generator located on the transport to power the atmospheric condenser (maybe other production facilities). After discharging the transport battery there is a visual bug on the power cord. The arrows move very quickly from vehicle to platform. This may be due to the fact that the generator is powering the vehicle batteries. After that, both the alternator and the vehicle are powered by the platform. 4. https://youtu.be/ZSmSBEerZt8
  3. As Nikola Tesla invented the Tesla coil in the theory that the atmosphere of planets can carry a highly powerful electric current. Based on his studies of the Egyptian pyramids. The way astroneers can use Tesla coils for long-distance powers and Base building. Tesla coils have their own batteries and have for type 1 slot 4 power generation attachments as well as power coupling.
  4. Just a new placeable generator that the player can take a moment to produce power it can only be placed on tier 2 onto tier 2 placements.
  5. 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 si
  6. 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
  7. 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
  8. 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.
  9. 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
  10. 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.
  11. 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 bat
  12. 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 compact
  13. 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.
  14. 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
  15. 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?
  16. 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
  17. 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 sm
  18. 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:
  19. 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
  20. Hello, I have mounted a generator on my rover but it works even when my batteries are full
  21. 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 functi
  22. A machine that can convert organic into coal for generators, a ratio of 2 organic for 1 coal.
  23. 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 anywher
  24. 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.
  25. 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