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  1. 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
  2. BigAT70

    New power generator

    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)
  3. Version: 1.13.126.0 Platform: Steam Problem: Research chamber works without power, because it isnt on a platform Description: I took the research chamber off the designated platform to conserver power for other machines, but the chamber continued to process the item. Moving the chamber did not affect it. Even after having finished the item and another item being placed inside it, the chamber continued to work. Only fixed itself after reloading the save. Astroneer Bug.mp4
  4. Since there is a small, medium, and large solar panel (the Solar Array being the large solar panel), there should be a small, medium, and large wind turbine, but there is not a large one. I think that should change, because from the very beginning wind and solar power are kind of like the renewable energy rivals. Many people prefer wind over solar and vice versa, which makes sense in part due to they both activate under specific circumstances; neither occur 24/7 but wind can occur at any point of the day, but is unpredictable, while solar panels only work during the day but provides a constant stream of power. But would the Large Wind Turbine cost resource and byte size? How much power would it provide? Well I have the answer: Since the small and wind turbines are generally cheaper than their solar counterpart; each level of each are the same size level, i.e. both small versions can be printed on the backpack printer and so forth. The Large Wind Turbine would be cheaper, but not incredibly cheaper, than the Solar Array. The chart below shows the progression of each item, including the yet-to-be-implemented Large Wind Turbine. (for the resources, "copper -> + glass" means that the first level costs copper, and the second level, signified by the "->", costs glass on top of the previously listed resource(s), signified by the "+") Solar Power Bytes: 500 -> 3,750 -> 6,250 Power Output (Units/second): 0.5 -> 2.0 -> 8.0 Resources: copper -> + glass -> + plastic (requires chemistry lab) + graphene (requires chemistry lab and atmospheric condenser) Wind Power Bytes: 500 -> 2,500 -> 5,000 Power Output (Units/second): 0.5 -> 1.0 -> 6.0 Resources: glass -> + ceramic -> + plastic (requires chemistry lab) + steel (requires chemistry lab and atmospheric condenser) Reasoning behind the suggested costs: Since the medium wind turbine's byte cost is less than the medium solar panel's but not by a substantial about, the Large Wind Turbine's byte cost is reasonably less than the Solar Array's. For the power output, the medium solar panel outputs twice as much as the medium wind turbine, but if that stayed consistent the Large Wind Turbine's power output would be a measly 4 Units/second, which would make the Large Wind Turbine essentially useless when it comes to power, especially because the RTG, which isn't too much more work to make, outputs 4 Units/second of power as well. Therefore, the Large Wind Turbine's power output is 6 Units/second, which is more than the RTG, but less than the Solar Array, meaning the scaling is on par. The resource cost of the Large Wind Turbine costs glass and ceramic, which is the resources of the medium version, and plastic which is the same as the Solar Array (copper and glass - the same as the medium solar version - and plastic). The main resource difference between the Large Wind Turbine and the Solar Array is the fourth ingredient, which is Steel for the Wind path and Graphene for the Solar path. The reasoning behind Steel: The Solar Array is relatively expensive, but all the resources are on Silva, the starting planet, excluding the resources of the chemistry lab and the atmospheric condenser. The Large Wind Turbine is overall cheaper than the Solar Array, which means there needs to be something difficult about making it, which is where Steel comes into play. For Steel, you need to go to a different planet from Silva to get a gas, which is Nitrogen. That extra step makes the process of making the Large Wind Turbine more difficult. For the Solar Array, the necessary ingredients for Graphene is on Silve, but you find Ammonium and Graphite, which is more difficult to obtain than the other non-gaseous materials needed for the Solar Array, even though they generally not too difficult to obtain. Therefore, Steel being the alternative manufactured material for Graphene is balanced and continues the general path of difficulty between making the solar- and wind-powering objects. Lastly, I would prefer the name of the Large Wind Turbine to not be what it is because it seems more generic than the Solar Array, because it goes from small to medium solar panel to Solar Array, while for wind it just goes from small to medium to Large Wind Turbine. Any necessary changes are accepted when it comes to the name (which is preferred), byte cost, resource cost, and power output. For the design of the Large Wind Turbine that I had in mind is like real-life wind turbines; a picture is provided for convenience. Any necessary changes to the design are also accepted, but I would prefer that the design would be at least somewhat similar to what I had in mind, meaning that drastic changes are not preferred unless the drastic change in design looks interesting and realistic in the sense that it may possibly work in real-life, life most other items in the game.
  5. Golubeva Svetlana

    more electricity + chat

    since there is a small wind turbine and medium, there should also be a large wind turbine. there should also be geothermic power from the geysers on glacio that could run out after a few hours of usage. there should also be a chat so you can see who joined the game, you can talk to people and its going to be a good way of communicating in astroneer.
  6. Astronium is kind of useless in the current build of the game. It can be researched, sure, but it provides 1k over 25 minutes. Large Organic samples found on pretty much any planet that isn't Sylva or Desolo beat that. The only value it has is to occupy research pods on planets you don't frequent, which with the coming automation update potentially brings an opportunity to set up a research station and a silo to have dozens or hundreds of Astronium queued up to just constantly provide a trickle of bytes. I have a different idea. There's really only one economy that matters in Astroneer, and that's power. Your power economy dictates how much you can do at one time in your base, how long you can run without outside input, and how quickly you can activate the Gates. Most people see the RTG as the do-all-end-all of the power economy, once you start producing those everything else except maybe small batteries for personal use or large solar arrays because you probably built these before you had an RTG gets put on the shredder to make space for more RTGs. But what if there was an alternate option? RTGs offer unlimited power for free, which is great, but only output 4 power per second. They are a grind to build as a solo player, literally if you're purchasing the material resources using scrap. While I agree they are fine for vehicles, your base deserves something bigger and better. All of this discussion leads to my idea. A "Large Generator" fueled by Astronium. The Reactor. Following the math of the Small Generator at 1 power, and the Medium Generator at 3 power, the Large Generator or Reactor could generate 9 power per second (maybe more), consuming a unit of Astronium. This massive power output could be used to rapidly charge a rack of batteries, or possibly even a 'large battery' to compliment it's smaller cousins. Personally I envision a Reactor mounted on a Large T Platform with a Large Storage Silo behind it, with a couple of Medium Storage Silos outfitted for Astronium storage, and then the remaining 10 slots filled with Medium Batteries. Especially given the coming Automation Update, I feel that this would be a natural addition to the game as it could add diversity to the late-game power economy.
  7. The splitter separate energy to two outputs. The grounder controls the intire current speed by being anchored to the soil. Like a fuse box between power source/storage to out put station. Input to control to Output.
  8. Greetings! I had a somewhat interesting idea yesterday while trying to mine on Desolo. What if we could have a tether system, like a vacuum/power line between the rover and the mining gun? My idea : The item would be equipped on the mining gun and it would amplify the connexion range with the rover. It could be a physical link that would send the item directly to the rover instead of having to hot-swap every mineral collected from the backpack to a storage.
  9. 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
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. 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!
  18. 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.
  19. 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.
  20. 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.
  21. 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
  22. 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
  23. 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.
  24. 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 -----------------------------------------------------------------------
  25. 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