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Found 8 results

  1. I'm nostalgic for old astroneer dust storms, I think that weather of increasing severity and difficulty should be added to planets in a way that makes sense. for example, OG duststorms on arid, infrequent and small meteors on desolo, fog on the tropical planets, and something like an acid rain that destroyed exposed resources and hurt the player on radiated. I like having to adapt to the different planets I visit, i believe that ramped up and diverse weather hazards would demand more preparation and adaptation to different planets. This may also provide greater incentive to break the status quo of base building, like having to build a base underground due to poor and hazardous conditions on the surface.
  2. The flying ice shards are snow but its very cold it can freeze objects the rest of the ice mechanic is explained in my other post the flying ice will fall like snow except there like glacier picked up by the wind.
  3. 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.
  4. So I know there are plans for reimplementing the storm system, and I have a few ideas for it. The main point is that each planet has different weather, and will affect the player differently on each planet. Terran: Nothing. Starter planet won't have much in the way of storms. Barren: Meteor Showers. Basically, a meteor storm will send down meteor, which on impact would kill the player instantly, or if it hits a base item, it will damage it and turn it into the debris* form of it. Or maybe a junk shower where it rains scrap. Arid: This would be the iconic storm we all know and love. Exotic: This would be an electric storm, and would discharge lightning, which, if it hits a power system, would drain all the power from that system (batteries) and disable any device it hits directly. Same for Novus Tundra: Blizzards. Basically, player movement is slowed, all power usage is increased, and all machines work slower. Radiated: Here, there are big superstorms, combining Arid's and Exotic's storms, going for longer and more dangerous. *This is where a repairing tool that uses scrap to repair debris would come in handy.
  5. Currently we have storms. Bad, oppressive, 'seek shelter' storms. They also persist in some large caves (see as a remote player on someones game), not fun. That said, what other types of 'non-destructive' weather can you dream up? This is an alien planet, what do you wanna see? Assume they put in T2 and liquids and other things that may help make this a reality. My suggestion for a list: Rain Visual Effects: Water falling from sky, the usual. Plant life encroaches / grows. Player Effects: Increasing slipperyness on flattened land Snow Visual Effects: Snow Falling, the usual. Player Effects: Shakes occasionally because its cold. Maybe craft and install/remove insulation into suit? Sand storms Visual Effects: Like current storms, slowly lowers raised areas, raises lower areas, reduced effect on flattened land. Player Effects: Same as current storm, slows movement.
  6. How come there's no rain? Rain would only make sense on Terran and Exotic, but I think rain/thunderstorms would definitely fit into Astroneer in general. Terran and Exotic obviously have atmospheres. The amount of flora would definitely cause them to form, and there are even clouds. If water exists in a gaseous form, it would make sense to have use for the liquid. They wouldn't even need to effect gameplay in any way necessarily, I just think rain could give the game more life, and a stronger, more natural feel. They would by no means replace the sandstorms already present, they'd be merely a cosmetic feature, another weather event to spice things up. If you wanted to have them effect gameplay, even slightly, there are a few options. the sky could be darker, the ground could be slipperier etc. If water were added as a full blown resource, a rain collection module would be a good way of harvesting it, depending on its actual use, that is. in my other post, I briefly mention the implications of lightning, so actual thunderstorms, with downpour and lightning could make sense.
  7. An idea for weather. What if there where weather radars that tell what's is happening and if a tornado is likely to Spin Up <--(Storm chaser word) But the chances can be really low like base damage which could be scrapped. Ideas for weather, Rain, T-Storm, High wind storm, Sandstorm, Hail, Super-Cell, Tornado F0 F1 F2 F3 F4 F5?
  8. The storms need to be gone their is no use for having them in the game, they get to annoying and they happen way too often, either get rid of them or change it so it happens way less. other than that this is a really great game. Thanks, much love to the team ?