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Showing results for tags 'generator'.
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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)
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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
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- visual bug
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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.
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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.
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0.10.2 - Steam - Medium generator graphical bug
handsovereyes posted a topic in Bug Reports, Crashes
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 -
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
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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.
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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).
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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.
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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)