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  1. 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!
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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
  7. 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
  8. 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.
  9. 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 -----------------------------------------------------------------------
  10. 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
  11. 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
  12. 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!
  13. 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
  14. 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.
  15. 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.
  16. 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.
  17. 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
  18. 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.
  19. 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.
  20. 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?
  21. 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
  22. 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
  23. 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
  24. 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
  25. 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.