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  1. 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.
  2. Hello My proposition is to add a rotating platform controlled with logic signal. It would allow to switch sections of storage or buildings presented to auto-arms, aim a printer or spotlight to a new spot, track the sun and wind direction, possibly even more. The ideas is inspired by true industrial devices, example : https://www.youtube.com/watch?v=rcmlsUAkvmI&feature=emb_title The platform could re-use the design of "wreck" planding pad, or introduce a new type of slot for platforms (curved ones would be perfect for this purpose) It could be controlled with automation signal
  3. On PC through Steam. Currently on Atrox and have had 2 soil centrifuges completely lock up if the power is cut off during use. They will not produce anything, can't accept new soil, and moving them changes nothing. The first time was a power outage, the second was an accidental disconnect. I have tried restarting the whole game and also just reloading from the menu.
  4. I really impressed latest update(automation update), And really enjoying Astroneer. But It was really hard to keep operating the factory without RTG; it need constant power supply (like Organic, Carbon to feed generators) otherwise should build dozens of Shelters If it was able to craft 'Power cells' (which is only able to be crafted from Backpack Printer) automatically, It would be much easier to keep things on (mine and refine Sphalerite, and craft Power cells). So, it would really impressive if there is some other power source which is powerful than Medium Generator,
  5. Idea: an item that is in your backpack, and lets you transfer power to and from your backpack this would help because you could get backpack power if you are on another planet and have a small base you could add extra power, or you could have run out of power and quickly get power back after crafting.
  6. 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
  7. 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)
  8. 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
  9. 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
  10. 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.
  11. 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,
  12. 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.
  13. 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.
  14. 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
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. 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 runnin
  20. 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.
  21. 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
  22. 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
  23. 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 grou
  24. 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.
  25. 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 1