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Found 149 results

  1. Carson St. Amand

    Long-Term Research bases

    Add a "Long-Term research" that you could cue up multiple research objects on but it takes more resources to make and takes longer to research but it's for like research bases and stuff. Also add a shuttle that only has enough fuel to get to a planet and back, but has a internal storage to carry a ton of stuff for building bases, so you could ship tons of stuff from a base. And internal storages that have like a catalog on the front that shows what you have in it so you don't have to have tons of medium storages and despawn the resources that go into it so it is easier on the processor. Also add terrestrial bases that you can add stuff inside of like a garage to store rovers and have a bed to pass time during storms and options like have the long term research need to be on the base. And you can like walk around in them. And space stations that can hold resources and fuel and you can ship stuff to them and then refuel there. Oh and last thing more options for the controls and a better camera on xbox.
  2. StubbornDonkey

    Unlimited storage

    Lately I have seen a lot of people mentioning they wanted a storage with a virtually unending amount of storage. And while I like the idea of minimizing the space for end-game bases, I feel like there definitely has to be limitations. So I'd like to put it out there that should this become a thing, it should require the XL platform in size. This prevents using it on shuttles and on rovers giving a little challenge rather than throwing it on one of those and taking it wherever you need to. If you want unlimited resources you should play in a creative mode, if you want a real challenge make the individual storages.
  3. You guys should make it so you start with the 8 slot storage attached to your back, (this will be the same as the backpack in its current state) but it could be removed to reveal a 2-slot for stuff like 1 research pod, or a jetpack attachment that's efficient like the buggy, but uses hydrozene. Your top slots (z,x), augment slots, and build slot will still be free.
  4. Ben Durcholz

    Seat on a rocket

    So, i just got back into the game, learning everything new. Found out that i need an atmospheric condenser on a different plant for some things. So i place one on my extra large rocket, go out and salvage for 3 hours so I could trade for ammonium to make hydrozine to fully fuel my rocket. All is going as planned until i find out that a seat attached to storage doesn’t count as it being the cockpit. I couldn’t attach a seat to my only fully fueled rocket. Kinda upset me and I haven’t played since.
  5. NolimitsHD

    Tier-one storage

    I and werd02(His discord name) thought of a way storages that are only a single tier-one slot big could be used. This is what we came up with: The storage would be as big as a small generator when not in use, and extend like a piston once you place it on any aux-slot. It has four tier-one slots, in the formation of a medium storage thats sawed in half(two on the front and two on the back side). It would also have a small platform like a generator when you put it on the ground, thus extending it. We also thought about how we can prohibit players to stack extended storages onto another: if you put one of these onto an extended storage, it won't extend, and you could carry all four items/storages, without creating infinite storage-structures. We currently aren't sure if it would create a cable socket when deployed on the floor, but it might be better for power management and storms. If you know how to improve this idea, feel free to reply to this message!
  6. What if the backpack was a 2 slot space that could have any 2 slot item attached? So you could put a single medium storage on it (which could be filled like the backpack currently works) and remove it to replace it, or you could carry a single research item, or one of the larger packed crates. It would make it easier to remove all items on your backpack, as well as allow you to carry that research item easier (but at a loss of all storage items). As a related side idea, you could add in another medium storage that instead of 8 slots has 4. Two on each side that can't hold storage but can hold the crates or research. It would double your storage for fabricated base items, but at a cost of extra materials (e.g. do you want to bring the platform and vehicle bay already made which would normally cost 8 slots including the printer and platform if you used materials, or would you rather bring other materials and hope for a good landing spot that you can find what you need)
  7. I build a large storage on a shuttle, but now the seats don't work. Since is not possible to remove, now I'm stuck with a shuttle where I used all my resorces to build, filled with hydrazine and completely useless. So I ask for suggestion on what to do now. Also, Please: remove this "feature", if I'm not supposed to do that, don't let me (or at least let me fix my mistakes). Thank You.
  8. ashton markham

    EXTRA LARGE TANKER STORAGE.

    create a large "tanker" style storage, similar to the fuel storage on the large shuttle. let it be able to connect to the mineral extractor with a pump hose system, similar to the power cables
  9. Consider making medium storages stackable. Make them flatten out and extend the same way they do when placed on a platform. Limit them to only two per stack. This will give players even more options as far as storage goes. Especially if they are on a world that isnt very resource friendly
  10. Since the last update, it apparently isn't possible to start a shuttle anymore if the seat has been placed on a large storage and it is both appearing for the open and for the closed seat. Is this a bug or has this been done on purpose?
  11. like on some devices a switch would be nice to select which nuggets it should allow on it. for example: you place a small storage on the truck and drill and the nuggets simply search for a new free space. would it be handy, that you can select on which storage which nugget gets his place? either a switch or a wheel like on the mouse could do the trick
  12. The 8 slots in the 'main' storage area of the backpack, I want to just all at once swap that with the contents of a Medium Storage. Say I gather 8 Organic and I swap with an empty Medium Storage, I simply unload the 'main' area to that Medium Storage If that Medium Storage has any contents, those contents are moved to the backpack. In this way I could dump the Organics I picked up, and gather all of the items I left behind for a moment to gather Organic
  13. I just added two storage modules to my spaceship. After stocking it up and putting a one seat on it, the craft won't launch. The button appears, but it can not be pressed. No highlight appears when you hove on it. I've tried removing all the items and switching the seat position. None of these worked. The storage units can't be removed after adding them so I can't test if the spaceship will launch again with out them. I've launched the game both with Steam and directly. And in both full screen and windowed modes. The problem will not correct itself.
  14. I want to make some suggestions, for convenience I numbered them. Please if you like it indicate numbers)) 1)Please make huge platform narrover, like in first pic. On a big rover all looks great, but platform is differnt story(( 2)Please change a big storage, to carousel type, like in a second pic(offcouse it's not transparent, this shoved only for better concept understanding). With long "Q" it can open inventory panel, for more comfort use. Now this storage absolutely pointless. Suggesting version should hold atleast to 56 resources(like in pic), current setup whith two medium storages and 8 small storages can hold up to 64, but it's very expensive and not so comfortable for use)) 3)Please make possible to pack ANY module, or at least destroy or recycling them. Half of my base already full of useless junk and ugly setups. 4) If you make possible to packing modules, but not a recycle them, make some storage module for packet modules 5) Please make possible build modules in transport factory on a ground, but not on vehicles. Player should set up them like any other modules, this convenient.
  15. I have a minor annoyance than I think could be easily addressed (I think). When you backpack is stuffed and you have to unload your items one at a time. I noticed the backpack has the same amount of slots as a medium storage, so why no just be able to pop off the one on your back and put on an empty one? That way you could essentially put your backpack on a table/large storage. It would also allow you to create load outs. like one for mining with extra tethers and one for exploring with extra beacons. That kind of thing.
  16. Okay, the idea is simple, presuming that the Dev team insist on keeping the XL-storage Dome at it's measly 30~ish single slots, then why not make it generate power? (yes, literally just stick an RTG in it) This gives it something else to do instead of just being a "cheaper" storage space for 30~ish small items. Heck, it'd give a reason to use it! Starting up a new base? plonk down the XL-storage with RTG and you're set for a while. Well, if you have it produced as a package by the Medium Fabricator, instead of hard-mounting to a rover from a vehicle bay. ... I guess that makes this two suggestions in one. TL;DR Allow the XL-Storage Dome to be made in the Medium Fabricator as a package. Allow the XL-Storage Dome to generate power like the new main habitat's RTG.
  17. Richard Darrington

    New Interplanetary Rocket

    I'd like to have the ability to build a larger Rocket where you can store store multiple items. Make it so you have to build the rocket in 3 stages. Each module requiring at least 4 resources each but of various resources coat. ENGINE module, STORAGE Module( 5 DOUBLE SLOTS/10 SINGLES AND COMMAND module. The engine module would have its own internal tank and hydrazine cataylser which woukd require ammonium to be processed prior to take off. Would require the equivalent of 12 ammonium to be full of hydrazine. The storage has double doors that open while landed to allow access and the engine module produces processed oxygen and power much like the hab. Ship design based of of Vintage rocket design. Streamlines with 3 fins that act has landing legs with a ladder up the side for command moduke access or leave it for the astroneers to build a ramp up to the command module
  18. i researched medium storage and build new medium printer but i can't find medium storage from printer where does i can find it
  19. I think that many of you do not like the way the storage looks in the game. If the appearance of medium and large storage facilities is still acceptable, then the huge storage looks like a stupid hedgehog. It would be great to replace it with a modular vault in the form of a revolver. What I mean. Two types of modules: the base module, with two arrows (left and right) end capacity gauge, and a storage module .The storage module has the form of a cylinder, a height of one resource, a port for installation on the base from below, and a port for installing another module from above. On the one hand, there is a window in the module, with a port for installing one resource. All modules are assembled to the tower and the player simultaneously available number of ports equal to the number of storage modules. When the player fills them, he can click on the arrow in the base module, thereby rotating the entire "tower" and making available a new ports. full storage capacity whith 6-8 storage modules with 6-8 resourses per each will be 36 - 64 resource. You can add a function to quickly reset resources in the vault (for example, with the Shift button) or quickly retrieve resources from the entire column. also please add some description for all researches. we need to know: 1) what is and what for? 2) How much it cost for fabricate 3) Where it fabricated
  20. Dartheblue

    Large Storage Detachment

    So i was Building a large storage onto a small rover and then whilst it was building i had to go but when i came back and booted it up, the large storage finished building and detached from the rover and was its own separate item. Image of the large storage in a hole Thanks for making such a good game though
  21. Summary: 0.6.5 - XB1 - Constancy needed in platform utilization Description: The game is very non-uniform in the utilization of platform slots. Any production base module should be consistent as to where it deposits output materials. I don't care whether its the left side or the right side that is the primary output but pick one and make it the same on every base module. Platform: XBox One Version / Build Number: 0.6.5 SMELTER: Not positive when it started but it was in one of the more recent patches. The smelter has changed where it deposits output metals. It now outputs to the row of 4 smelting slots before choosing to output to either of the companion (when attached to a large platform) slots. It appears to favor outputting to the left companion slots when the 4 smelter slots are occupied. The smelter will take ore from either companion slots. MINERAL EXTRACTOR: This one outputs primarily to the right companion slot. HYDRAZINE CATALYZER: This one seems to output to the left companion slot. Will take Ammonium from either companion slots but won't take canisters. TRADE PLATFORM: This one does not deposit its return onto any storage. The request: What I am asking for is uniformity. Pick either left or right as primary output slot (I would like it to be left first, then right but I don't care deeply which is first). All output from all modules should go to the primary slot FIRST. And always the same slot (be it right or left) if it has free slots. Smelter should STOP outputting to the 4 input slots unless all companion slots are full. And please have the smelter eject the last piece of metal from its output. This would allow us to consistently predict where things are going to go in every platform with every module. The result (if uniformity were implemented): I could drop a medium storage with 8 malachite onto the left slot beside the smelter and when its complete, that same medium storage would be filled with 8 copper. Why does that not work now? Because the smelter won't deposit to that side and favors depositing them onto its 4 input slots. It also does not eject the last piece from the output. I still have to pick those up and put them on the storage. In addition, I could drop a medium storage with 8 malachite onto the left slots and a storage with 8 Laterite and walk away. When its done, I would come back to one storage full of copper and one full of aluminum. Why this doesn't work now? If you do that it seems to randomly pull from the storage intermixing copper and aluminum going to the storage tabs. And, obviously, leaving some on the input 4 slots and on the output slot. Its a mess. I can place a medium storage with 8 canisters on the left slot of the soil condenser. It will fill itself and return the canisters to the medium storage. Why does that not work now? Because the soil condenser wants to output to the RIGHT slot, not the left. I can put a medium storage with 4 empty canisters and 4 ammonium onto the left slot of the Hydrazine Catalyzer and it will suck up the empty canisters and the 4 ammonium and produce 4 canisters of hydrazine back on the medium storage. Why does this not work now? It won't take the canisters off a storage. And it doesn't deposit the hydrazine canisters back onto the storage. If this was fixed you could drop a medium storage with 8 ammonium and another with 8 empty canisters and walk away. Come back later to have the left storage full of 8 hydrazine and an empty storage on the right.
  22. theastonmartin

    Please help

    So I build the spaceship with 2 storages like you're supposed to do, shove 7 small storages on the nodes and one habitat, and I can't enter the habitat. So I put a seat there instead and enter it, and I can't launch the spaceship. This wasn't mentioned in the patch notes. For the love of God, please revert it back to the way it was in 0.5. What do I do?
  23. theastonmartin

    Revamped extra large storage

    The extra large storage has 31 slots, but a large storage with 4 medium storages attached has 32 slots. I think a completely new and larger extra large storage is needed. It needs to be a different shape, more like a small tower.
  24. Before going into detail about this idea I want to thank forum user franekdolas_eu for creating the awesome 3D model shown in the pictures below. franekdolas_eu was able to take my 2D concept drawings and turn them into a fully realised 3D model over the last month. If you like the work that they have done here, please drop them a message to let them know. "The best kind of community is one where its members support one another". Now, on to the concept: Overview The Fuel Tank Module (could alternatively be called the Fuel Storage Module) would be a Large Tier object that would be used to store a large amount of Hydrazine Fuel, as well as being able to automatically pump it at the touch of a button directly into any spacecraft docked at the same base. The Module would be placed on a Large Platform or Rover, occupying the same amount of space as any other Module. It would require power in order to operate when pumping it's contents out to the spacecraft, though not when it is being filled with Fuel. The Module would be able to hold up to 40 canister's worth of Hydrazine Fuel inside it's two Fuel Tanks, the amount inside being visible due to the transparent sides to each tank (just like with the Fuel Condenser Module). The amount can also be measured by looking at the display at the front of the Module, which fills up as the main Fuel Tanks fill. The display is marked at certain intervals, indicating when the Module is a quarter full, half full, three quarters full and of course, completely full. At the front of the module is an attachment slot that functions much like the attachment slot on the front of the Mineral Extractor, except that instead of draining soil from any canister that is placed there, it would instead drain Hydrazine Fuel into the module's internal Fuel Tanks. Also; like the Extractor, you would be able to drain multiple canisters quickly by placing down a Medium Storage Unit filled with full canisters onto the Large Platform or Rover that houses the Fuel Tank Module. The canisters would then auto-attach and drain their contents one after the other into the Module. This feature could allow you to fill up an entire 'rack' or 'pallet' of canisters with Hydrazine Fuel, either at a Fuel Condenser or a Hydrazine Catalyser, then simply pickup and transfer the pallet to the Fuel Tank Module, which when then drain them. Question: How does the Fuel get from the Fuel Tank Module to the spacecraft? Answer: In order to refuel your spacecraft, simply land them at a Vehicle Bay (or landing pad if that feature is included in a future update) that is connected to the same base that your Fuel Tank Module is connected to. Next, 'dock' the spacecraft to the Vehicle Bay by attaching the flat connecter cable from the Vehicle Bay to the Spacecraft. Once that is done, head over to your Fuel Tank Module and switch it on (you interact with it the same way that you do with most of the existing Modules, by click and holding over it). This starts the inbuilt pump, which pumps the Fuel out of the Fuel Tanks and out to the Vehicle Bay, via the platforms and cables that link the Fuel Tank Module and the Vehicle Bay Module together. The Fuel being transferred would be represented by a series of purple indicators that alternate with the power indicators on the cables themselves (see last image). Once the Fuel reaches the Vehicle Bay it is then pumped into the spacecraft's own Fuel Tank via the connector cable docking it to the Vehicle Bay. This entire process would be the same if both Fuel Tank Module and Vehicle Bay where on either the same or connected Rovers. In fact, if you have a Rover with either Module, then docking it with a base with the other Module would allow for the transfer of fuel in either direction. For example, if you have multiple bases with Vehicle Bays, you could use a Rover with a Fuel Tank Module to transfer the Fuel from one base to the other. If the receiving base has an empty Fuel Tank Module you could transfer the Fuel from one to the other by switching in the Module that contains the Fuel. If the Rover has a Vehicle Bay attached to it's back, then any spacecraft that then land there could then be refuelled and ready to take off again. As the Fuel Tank Module can hold 40 canisters worth of fuel, this would allow you to store enough fuel to refuel your Shuttle eight times, or refuel your Large Shuttle four times. This is equal to five Medium Storage Units filled with full canisters of Hydrazine Fuel. Once the Fuel Tank Module is empty (or even before it is empty), you can simply fill it back up again with more Fuel. If you go crazy and build multiple Fuel Tank Modules at the same base, then the Module that is closest to the Vehicle Bay would be drained first, before the next closest being drained, and so on. Question: What is the point of this? Surely you can just fill up your spacecraft directly and then set the Fuel Condenser or Hydrazine Catalyser to refill your canisters? Answer: The dev team have been mentioning in recent months that they want to increase the number of players in one game. When the dedicated servers come online later this year that will be another step towards having larger (and hopefully more stable) games. Imagine for a moment you have a game in with lots of players, all wanting to go to different places and planets. Your team of Astroneers could split up into multiple groups and head to different planets via their own Large Shuttles. Each group might be ferrying supplies to and from those planets, which is going to require lots of fuel. Instead of having to wait until a full set of canisters to be filled up, you can just set your Fuel Condenser and/or Hydrazine Catalyser going whilst you go through the first lot of Fuel you created. Once you get back to base the canisters should be all (or mostly all) filled. You can then just place the Medium Storage Unit holding your canisters on to the Fuel Tank Module, refilling it. A single trip is not going to burn through all the Fuel a Large Shuttle is capable of holding, so each time you come back you will have made more Fuel then needed, leading to the need for some where to store it. You don't want to have to keep making more and more canisters to hold it all, so you will need some place to store it. It would also be handy for those players who (like me) like to stockpile their supplies for when they need them. Hence, I give you... The Fuel Tank Module. If you have any questions, go ahead and ask. Once again, my thanks to franekdolas_eu for creating the excellent 3D model shown below. Enjoy the pictures! ?
  25. Summary: 0.6.5 - XB1 - Half of planet is unusable (can't interact with items) Description: In half my world, I can't interact with items, items don't snap to other items like they do on the other half of the planet. Platform: XBox One Version / Build Number: 0.6.5 On the non-working half of my planet, interaction seems to work as it should. Move the same object (platform, rover, storage, etc) and the object doesn't operate properly. In this save, my hab just happened to land on the bad half of the planet. I believe this is why the hab in this save produces NO POWER as it has in other saves since patch. I tried generating power on a platform and feeding power TO the hab. But the other power ports on the hab don't exude that power and remain dark. This is a NEW SAVE after the 0.6.5 patch. So there is nothing from prior patches. Its a fresh clean new save. I spoke about a "meridian" on reddit that I discovered. I recorded some video explaining what I discovered. Its damn hard to describe the issue in words but once you view the videos, I think its fairly clear what the problem is that I am trying to describe. The basic gist is that half my world doesn't allow me to select items with the pointer. It doesn't matter whether I am underground or on the surface. Items do not snap to other objects such as storage, platforms and rovers. Power connectors don't snap properly either. I also found that I can literally push a large rover around by simply running into it. This only seems to happen on the bad half of the planet. The rover is immovable on the normal half of the planet and can't be pushed by the astroneer. I laid out beacons (colored green for reference) along the meridian that demarcates the working and non-working half. Here is a video showing my method of placing the beacons. Notice how the compass appears and disappears and interaction with items in the backpack works and then doesn't as I move into and out of the non-working zone. This video shows the established line of beacons and how the bisect the planet apparently from the north pole to the south, although I didn't go all the way south but the pattern is fairly obvious. I did go to the north pole to establish a power production facility and thats when I finally realized what was going on with the working-non-working areas. Also note that the one near the hab got accidentally moved so its out of line with the rest. That was my bad. When I recorded this following video I had not realized quite yet what was going on with the work/no-work zone. It shows how the rovers refuse to couple in the non-working zone. At first I thought the power coupling was broken. But I found out its not the coupling, its WHERE the rovers are thats the problem. Simply moving the rovers to the other side of this meridian I discovered allows you to snap things to them and allows them to couple together.