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  1. 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
  2. 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.
  3. 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.
  4. 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 -----------------------------------------------------------------------
  5. 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
  6. 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
  7. 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!
  8. 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
  9. 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.
  10. 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.
  11. 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.
  12. 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
  13. While it does make sense that you can't pump breathable air through a tether line with no oxygenator, it makes less sense that you can't push power through it. So I submit that tethers should still attach to platforms without an oxygenator in their network, just that they shouldn't replenish oxygen. Power, however, should still run through them. Possibly this could be restricted to platform networks with a battery, and should only draw from the battery. I.e. the small or medium battery, not an internal rover battery. Specifically, the first tether length/step in the non-Oxygenator network should still be blue, but steps past the first will be black as per normal for disconnected tether lengths. The yellow striped line would run through it to replenish depleted suit battery/backpack power. It's also unreasonable to force me into wasting a T2 socket on bringing an oxygenator just so my tether lines will attach, tether lines which, because I bring a small tank in my backpack, I only need to replenish power. Possibly you could add this as a feature in a tether-focused bugfix + improvement push.
  14. Hey everyone, second post here, still loving the game and the new patch to Astroneer has definitely helped with performance and a little bit of the jitter gun issue. The current issue I'm having even before the latest patch was spotty Solar Power on Desolo. Many times the panels would be open and wouldn't be getting any power during broad daylight, or they would be closed at night and yet somehow still give me power. Not sure if anyone else has been having these same issues, but any light that can be shed on this would be greatly appreciated.
  15. I recently set up a base on the starting planets moon. When reviewing the in-game wiki for the planets before departing, the Desolo is listed as having ‘no atmosphere’ but produces ‘low’ wind power. How can you have wind without an atmosphere? Shouldn’t it be ‘none’ for wind power?
  16. ADHD-Pupper

    Desolo Gateways Broken

    Hello, I just been working on the Desolo gateways, powering up them in different ways. The first gateway I powered up using my base which was right next to it. I connected it up using extenders and ended up being fairly far away from it when connecting it and it finishing receiving power. When it received full power however the gateway didn't light up and the globe didn't appear. I can still connect power lines to it and the triangle will rise up, but it will not accept any more power going in to it. I also did the same on the other gateway on the other side of the planet and received the same problem. We also checked the core of the planet and it's locked off to us despite powering up both gateways. So kind of stuck here without being able to progress in the game despite having played on this save for 20+ hours, I don't really fancy starting again. This was done on a multiplayer save, however when I powered it up the first time on Desolo it was in solo play, there was no other client connected to the game at the time. Also while I'm here, please give the option to turn auto-save off when entering vehicles, as this can cause high frame rate issues and even potentially make the game crash multiple times while in multiplayer. Thanks
  17. Playing on Xbox One One of the purple gateways I encountered on the surface of sylva wont unlock even with enough power going to it. I have tried powering it from a rover (making sure the arrows are the right way) and also from a platform. the pillars appear when a plug is attached to it and the purple bars rise all the way to the top when I start to power it. the music starts to play as usual when it usually works but the pillars do not sink back into the base they just stay still even after a couple minutes. restarting has not helped. I connected 4 medium solar arrays, 2 medium batteries, 1 medium generator, 2 fully charged rovers and a small wind turbine together to produce the power, easily enough to power it. Version 1.0.3.0 gateway Glitch.mp4
  18. Caleb Fowler

    New power ideas

    Maybe geothermal and nuclear power with plutonium ore and stuff like that and when the y are water hydro electric.power pls
  19. SammyTheRat

    power bug

    hi, i got the power bug, like before, could reproduce, i put all files on google drive with a short video, link below. https://drive.google.com/file/d/1o54NXVez-kcpwGYbApNUikLESYfJbs44/view?usp=drive_web it happen at 3:08 , before it happen all was ok, ..once i started the foundry, then connect the tractor via the extension to the base, the bug happen shortly after , following the sun i was on Desolo
  20. 1.0.3 Steam Had an instance of power not being distributed properly. The base was strained as in only a needle thin yellow line on the power cables, yet a battery sitting on a connected platform was not being drained. Activating a small generator on the same platform would instead fill said battery. still no power to the network. No extenders or splitters were involved.
  21. GlumCashew8980_2018

    Volcano, Thermal reactor.

    Hi, I came up with something in my head and I want to share this idea with you guys. What if there where volcanoes on certain planets that produce heat around them, then there would be heat pipes and heat collectors, the heat collectors would transfer the temperature to heat pipes (Celsius or Fahrenheit) and since there apparently there is water you could have a boiler leading into steam engines then you got thermal power?? Not sure this is a good idea.
  22. It simply makes logical sense that the Terrain Tool should at least require some power, right? The Large Rover already requires a HUGE amount of power but the Terrain Tool requires nothing. Also, spacecraft should not give free power when you are tethered to them. Power should be a problem that you actually need to consider when you leave your base. Please let me know what you think.
  23. So, I was thinking that the oxygen and agriculture could be altered by a new set of parts. Oxygen- Right now is almost infinite for the habitats. I suggest making the habitat capable of holding up to 10 hours of oxygen and rovers like 6 hours. As your astronomer consumes oxygen you pull from the habitat/ rover reserves. Then use green houses and organics as the resource for compost to grow algae with small greenhouses and actual plants in large green houses. Small greenhouses could make it so you need two to support 1astroneer and 1 large greenhouse to support 3 astroneers. Agriculture- So, this feature could play well with the oxygen system with the greenhouses. Similar resource management but have 1 more module to package the plants into food. The habitat could hold 10 hours of food as well. Food bar on the suit could be a half circle of green lines on the back of the helmet. Rtg- Lastly, the rtg on the original habitat seems to be infinite and I more rtg can last years. But what if we have a limited amount of hours with the first rtg then use astromium to refuel it. Plus, use the medium printer to create an rtg out of titanium and astromium. Each rtg could give about 20 hours of power. Even if you can’t find astromium by then you would have a power collection system by the first 3 hours easy. Backpack Power- why not have the backpack grab power from rovers and actually drain the rover battery? These are just a few ideas I’ve had that shouldn’t break the game. Also give us new parts to research while adding a small amount of real while keeping the Essence of astroneer. Thabk you for this wonderful game, JBall
  24. Cummingtonite

    Unlimited Power

    It's been awhile since I played Astroneer. There was something that I noticed when I played it again today. When I was modifying the terrain, my power on the suit was unlimited. There was no deduction of power from the suit. Is it a bug or a new feature? If it is a new feature, I actually prefer the old way where it requires power to modify the terrain.
  25. Summary: 0.10.5 - Steam - Infinite power glitch with Extenders Description: You can charge batteries without any normal source by crafting a particular Extender pattern. Please see video. Platform: Steam Version / Build Number: 0.10.5 Specifications: OS: Windows 10 Pro x64 1809 CPU: Ryzen 2600X GPU: GTX 1080 RAM: 16gb DDR4 at 3200 Disk: Samsung 850 Pro 1tb