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  1. Pretty long time all went well. But suddenly when i was driving with a tractor when odd rabid power spending started. I returned to my base. I took all of my items out but still. I restarted the game what fixed it for now but figured to still report this. energy bug.mp4
  2. Thalber

    Cursed platform

    Started a new save and stumbled upon a weird bug: one particular medium storage unit breaks energy distribution when connected to base. Previously this storage was holding three batteries, no other storages acted the same way. Re-entering the save fixed the problem. Steam, M/KB (controller connected though), in case it is relevant.
  3. jerry steward

    Tesla coil tier4

    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. A cat from Poland

    Bike generator

    A little bike for early and mid game that costs one compound and one copper. You place it down, pull a cable from it to your base. Press F and jump on, tap C and V to start cycling.
  6. nunya

    New Power Source

    Geyser Power Generator. I've seen them on Desoro, Glacio and to a lesser degree Atrox. It would be a module that would have to be installed on top of a geyser or fume elimination point, then you would have to run the power to where ever your station is. In the case for Desoro and Glacio, the actual pressure from it would allow for the power, while Atrox you would actually harness the fumes passing through the surface. This is just another alternative power source, especially in the case of Atrox where it's extremely limited from the get go. If we ever seen running water in the game, it could then be converted to utilize that as energy as well.
  7. Ghost Of Sparta

    Tesla Coil?

    It could be a module that you can attach power to in order to transfer it over distances or produce 2 U/s on its own. Maybe making it out of copper and titanium alloy, and if geothermal power is added, it can help transfer that power.
  8. When I go near my tractor in a cave on Glacio to get O2 and to charge, I hear a loud whooshing sound and see flashing lights. It stops when I disconnect from the tractor. See the short video. Closing and restarting the game does not fix it, but grabbing a fresh battery and attaching it to my backpack does stop the noise and lights. My portable O2 generator was on (in my backpack) and kept draining my backpack battery, and whenever my backpack got to zero power, the noise and lights started (while near the tractor and trailer). So this is a no backpack power triggered event, with a device on the backpack requesting power. I'm on the latest Windows 10, Steam install of the game. Wanderers update. AstroneerWeirdNoiseBehavior.mp4
  9. I have played Astroneer quite a bit for now and while it is great fun to play i noticed that there are several factors that make long term playing feel rather grindy and repetative. I could go the easy way and say it's just the lack of content to spend that much time on the game but i realized that there is actually enough stuff in the game already but it simply is balaced badly - as a consequence a lot of items become obsolete. Power: Here the RTG is a big problem. in late game it makes power management obsolete and robs the game of an fun game mechanic: solar, wind, generators and batteries suddenly become all obsolete - effectively these are 4 small, 4 medium and 1 large building that have no use. sure the RTG is supposed to be an expensive late game achievement but in my gameplay Atrox was the 3rd planet i landed on and the first one i unlocked (it made the most sense due to resources). but now unlocking everything else feels trivial and repetitive. yet it doesn't have to be this way: as it is the medium RTG beats all other medium power sources - that's bad. if it was made to be a large building however (like the large solar) with the same power output it would still be great for bases as an infinite power source but it would be difficult to transport - a big trait of all medium buildings. there should still be a (cheaper?) medium version however with significantly less output (25% of the current - exactly enough to power a large rover) that would be inferior to alternatives in raw output but an unconditional and indefinite power source. Another issue is the (medium) Generator: i never build a single one of those. i think their niche should by to provide the highest energy output of all the alternatives (including the battery) as its also the most work intensive power producer for the player. currently there is indeed only limited use for such a building profile however apart from unlocking gateways - but that would still suffice to give it a right to exist.
  10. First/Simplest Item: Tier 2 - Wireless Power Receiver This item would be placed on the ground like a splitter, would have 3 output-only cable plugs, and a control panel(I'll get to how this works in a bit). Next Item: Tier 3 - Wireless Power Transmitter This one goes on the ground as well, and has 4 input-only cable plugs. Control panel here too. Range only encompasses the planet it is on. Final Item: Tier 4 - Stellar Power Transmitter Again, goes on the ground, is larger than the default transmitter, and has 8 input-only cable plugs. Control Panel here as well. Range encompasses entire solar system. Okay, here is how this works: There will be about a dozen power "channels" that the player can transmit on, each on its own wireless power network. The player can set the transmitters and receivers to any of the networks, with transmitters pushing power into the network, at the U/s they are getting, and receivers pulling power from the network, again at the same U/s the transmitters are getting. The control panels will have a network channel selector, and display the U/s being transmitted/received. If this needs to be more of a challenge, there could be a large power cost for transmitting, maybe 5-10 U/s per Receiver on the network. Here's what this means: With a system like this, players can set up a power plant base at one location(or multiple with multiple transmitters) and place multiple receivers at other locations to power their modules. The default transmitter can only send power on one planet, but the larger variant can send to any planet(if a player tries to receive a network that is out of range, than it will alert to player that it is out of range). I could create a massive solar farm on Calidor, have that power a massive battery array, which goes into a Stellar Transmitter. I can then set up receivers on any other planet, set them to the network on Calidor, and power many bases. Final Note: I am open to suggestions on how to tweak this and make it better, and if anyone has a question, please ask!
  11. FireStorm649

    Large Wind Turbines

    I would like to see large wind turbines in Astroneer in the future as I feel like wind power is a little bit under appreciated. My idea is that with better turbines, people will think of wind power as just as good as solar. I want it to cost 2 glass 1 ceramic and 1 aluminum in the large printer. I want it to look how it looks in real life, but I don't want it to be so big. Having the blades higher means that wind can catch them when turbines on the ground cannot. I want it to create as much as 4 medium wind turbines at full speed. Last suggestion is that it should be able to anchor to the ground without a platform with an increase cable length.
  12. AssassinPig

    Large battery

    Since there is a small and medium battery you should add a large, it should be the same idea as the large storage (on a rover) but contain a lot of power. It would help in the research update a lot.
  13. The Large Battery would be built by the Medium Fabricator and would cost one Lithium, one Zinc and one Titanium Alloy to make. It would store 1,024 Units of power (equal to four Medium Batteries), and would have an Input/Output speed of 5.0U/s. The advantage to building a Large Battery over four Medium Batteires would be that it would be cheaper in terms of resources used for construction, just like building one Medium Battery is cheaper to build than eight Small Batteries. The Large Battery would have just under half the Input/Output of four Medium Batteires (four lots of 3.0U/s equals 12.0U/s), just like a Medium Battery has just under half the Input/Output of eight Small Batteires (eight lots of 1.0U/s equals 8.0U/s). The Extra Large Battery would be built by the Large Fabricator and would cost one Lithium, one Zinc, and two Nanocarbon Alloy (alternately, if that's considered too expensive, the recipe could replace one of the Nanocarbon Alloy for a second Lithium). It would store 4,096 Units of power (equal to sixteen Medium Batteires, which could be stored in the same space on two Large Storage Silo A), and would have an Input/Output speed of 8.0U/s. For reference (according to the Astroneer Wiki): Small Battery stores 32 Units of power, and has an Input/Output speed of 1.0U/s Medium Battery stores 256 Units of power (equal to 8 Small Batteries), and has an Input/Output speed of 3.0U/s It takes 1 second to charge/drain a battery with 1Unit of power at a rate of 1.0U/s.
  14. UnwrittenMythz64

    RTG

    I feel as if the rtg in the habitat at the start of the game lacks a little colour and looks very white as if it has no texture even though it does this is my first post hope I have posted in the right area thx
  15. My backpack is stuck at zero power; if I attach to a tether line my oxygen recharges, but my power does not. If I attach to a powered platform or a powered vehicle, it all pulses rapidly and makes a horrible roaring sound. I've tried saving and quitting to menu and reloading, and saving and quitting to desktop and reloading. Is there a way to fix this? I can't print anything from my backpack, even when I'm tethered to something powered by two RTGs
  16. Stenny127

    Large gen

    I have made a similar post in the past about the, check it out for more details. I think that a large gen should be added to the game, either one that runs off hydrazine, like in my other post, or have it run off Geometric Triptych's, of course what tripych you use would change the power output of the gen, for balance purposes, in order of lowest power to highest power output, would be: Atrox (Hydrogen), Sylva (Quartz), Desolo (Zinc), Novus (Silicone), Calidor (Explosive Powder), Vesania (Graphene) and Glacio (Diamond) Feel free to debate this order. The power output of each: 1.0U/s (100U) 1.0U/s (130U) 2.0U/s (150U) 3.0U/s (180U) 3.0U/s (200U) 5.0U/s (250U) 5.0U/s (550U) If you feel like this could be changed and/or improved then feel free to give your own take on it. As for the design of the actual generator I wasn't sure on what that could be. If you think anything could be improved don't hesitate to tell me.
  17. Summary: 1.1.3.0 - Steam - Research Chamber draws power even when idle Description: Made a base on Vesania, brought only one wind turbine but made heaps of batteries. Noticed that something was draining the batteries, so I disconnected everything. Plugged things in one at a time, and only the Research Chamber draws power while idle -- the other machines don't draw any power unless they're running. With some testing I found that re-packaging it and un-packaging it caused it to stop drawing power while idle. Platform: Steam Version / Build Number: 1.1.3.0 Specifications: OS: Windows 10 Home x64 | v. 1809 | Build 17763.195 CPU: Intel i5 3570K 3.40GHz GPU: NVIDIA GeForce GTX 960 RAM: G.Skill 16GB (2x8GB) DDR3 Drive: Seagate Barracuda 1TB -----------------------------------------------------------------------
  18. Summary: 1.0.4.0 - Steam - Sufficiently Powered Teleporter Does Not Unlock Description: After powering up one of the intra planetary teleporters (purple vertical bars are at maximum) the unlock animation/procedure does not start. The usual unlocking sound is beeing played endlessly. This occured at all two teleporters which i tried to charge and unlock thus far. As a result, no teleportation orb is appearing. One tractor + one trailor with one medium storage incl. eight charged small batteries + one medium wind-turbine + four small wind turbines are used. At my very first unlock attempt power was lost / became insufficient right after the unlocking animation was nearly complete, i.e. the structure had completely sunken into the ground. Savegame + Screenshot is provided. Platform: Steam / XBox One / Windows 10 Store Version / Build Number: 1.0.4.0 Specifications: OS: Windows 10 Pro x64 | v. 1803 | Build 17134.423 CPU: Intel Core i7 4790K 4GHz GPU: MSI GeForce GTX 1080 Ti Gaming X Trio, 11GB RAM: Corsair CML16GX3M4A1600C9, 4 x 4GB DDR3 1600Hz Drive: WDC WD10EADX-00TDHB0, 1TB PersistentLocalPlayerData.savecfg SAVE_1$2019.02.09-21.55.08.savegame
  19. PlateGlassArmour

    Can't activate nodes on Desolo

    Summary: 1.0.4.0 - Steam - Can't activate either of the surface nodes on Desolo, despite supplying power Description: In one of my save files, I can't activate the nodes on Desolo. I've restarted my game, supplied more than enough power to both nodes, tried various plugs on each node, supplied more than double the power required, etc. Nothing I've done has helped so far. I can hook up power to the node, and the pillars appear, but they don't go down, despite making the charging sound effect. I've included a save file and a screenshot, if that will help. Platform: Steam Version / Build Number: 1.0.4.0 Specifications: OS: Windows 7 Home Premium, service pack 1 CPU: AMD FX-8320 at 3.5 GHz GPU: NVIDIA GeForce GTX 960 2GB RAM: Corsair 2x8GB DDR3 1600Hz Drive: Western Digital Blue, 1TB 1-0 FIST GAME$2019.02.09-22.13.04.savegame
  20. I'm not sure if it's clear enough. I'll explain it in detail soon. Recently I'm doing some experiments on power stuff for the editting of Astroneer Wiki. While testing the allocaiton of current in directional cables, it was like: Source Network: Shelter (+1.0A), Small Battery (+1.0A), Research Chamber#1 (-2.0A) Object Network: Research Chamber#2 (-2.0A) Research Chamber#1 was working at full speed, so theoratically Research Chamber#2 is not going to work at all but actually it did. The power gauges read around a half, and the splitter connecting the 2 networks also read 1.00. The battery output was 1.0A, which means 4 seconds every bar. I was sure there wasn't any other available power source. It means that a Battery can provide multiple maximum currents via directional cables, which doesn't obey the Conservation of Energy as it shoud do. I did another test then, it was like: Source Network: Shelter (+1.0A), Small Battery (+1.0A), Research Chamber#1 (-2.0A) Object Network#1: Research Chamber#2 (-2.0A) Object Network#2: Smelting Furnace (-3.0A) The result was the same: Research Chamber#1 FULL SPPED, Research Chamber#2 A HALF, Smelting Furnace A THIRD. This time the Smelting Furnace was connected by an Extender. I copied the first test and took a screenshot. Hope it'll help. Sorry if there's something confusing, since my first language is not English. Thanks for reading this. Have a nice day!
  21. So, placing a zebra ball on the front of the rover with a drill is very bad idea. As soon as you attempt to turn on the drill, the game crashes. Logs.rar
  22. I suggest that Oxygenators should require power to produce oxygen (and/or resources). This would require additional planning when building your bases and create some challenge. Does the planet you are building a base on have sufficient solar/wind? Will you have to use generators? Is there plant life to fuel generators? Do you have batteries to store excess power? Having oxygen storage tanks for your bases would be cool too. Right now oxygenators make an endless supply of oxygen without power or resources. As long as you bring one along when building a base, you really have very little challenge or risk in making your new base viable. I get the ghist that this game isn’t meant to be overly challenging, but a little more realistic challenges in base planning and management would add a more immersive experience IMO. I know this game isn’t trying to be a ‘realistic’ space survival simulator, but right now it realistically requires our characters to need an oxygen supply. Where does that supply come from? How does my oxygenator make oxygen on a planet with no atmosphere and requires no power or resources? A lot of suspension of disbelief is currently needed.
  23. CopperyMarrow15

    Scanning Requires Backpack Power

    Since there are not many uses for Backpack Power at the moment (1.0.8), I believe that scanning Research Samples should require 1 unit of Power from the backpack. I like the idea of free Bytes but I would like it to not be completely free. I find it unrealistic that one can go unteathered and infinitely scan Research Samples if they have no source of Power. This also challenges those who use Rovers to use their Power wisely. Please let me know what you think.
  24. This use to be possible in the prelaunch, but while having extenders on your backpack, when you hit a cable plug and didn't connect it to another object, it dropped a power extender and connected it to that.
  25. Playing on Steam. If you connect your tractor to your base and has a wind turbine charging the tractor, it will create a lot of noise and power icons. bug astroneer.mp4