ASTRONEER

ASTRONEER

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Scrappy Feb 7, 2021 @ 2:56pm
Tip 11 of 25: RTGs
RTGs are the best power source, period. Once you can make RTGS, shred your turbines, panels, generators, and batteries. Keep only a few small batteries for your backpack, etc. Use scrap to trade for lithium and ingredients for NanoCarbon.

Unlocking gateways with a mix of batteries and power sources does not work well. The software gets confused on whether each battery should be charging or discharging. With 8 RTGs on a large silo, you can unlock every surface gateway.

You can power a train of 3 large rovers with an XL shredder aboard with only 1 RTG.

If your game has progressed to where you have lithium and can make NanoCarbon, then...

Forget medium batteries. Each RTG delivers 4u/s while each battery delivers only 3u/s. Both require lithium. The RTG will NEVER run out.

Forget solar arrays. Even for bases on Desolo and Novus, 2 RTGs are better than a solar array. Two RTGs will ALWAYS deliver 8u/s. RTGs can be packaged and carried in your backpack.

Forget medium wind turbines. They deliver only 1u/s each, intermittently.
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Showing 1-15 of 16 comments
Bomoo Feb 8, 2021 @ 3:22am 
Originally posted by Imperial Crown:
Unlocking gateways with a mix of batteries and power sources does not work well. The software gets confused on whether each battery should be charging or discharging. With 8 RTGs on a large silo, you can unlock every surface gateway.

Small batteries have been vastly more effective for me than using RTGs. Racks of eight small batteries on medium storage worked perfectly on every single gateway with no issues. Possibly the logic issues / software confusion you describe has been fixed since you played.
Scrappy Feb 8, 2021 @ 7:07am 
Originally posted by Bomoo:
Originally posted by Imperial Crown:
Unlocking gateways with a mix of batteries and power sources does not work well. The software gets confused on whether each battery should be charging or discharging. With 8 RTGs on a large silo, you can unlock every surface gateway.

Small batteries have been vastly more effective for me than using RTGs. Racks of eight small batteries on medium storage worked perfectly on every single gateway with no issues. Possibly the logic issues / software confusion you describe has been fixed since you played.

My advice about unlocking gateways is about a mix of batteries and generators. If you are using only batteries, that should work fine, because during the unlocking, the software is not worried about charging them. The software bug is still extant.

With small batteries, you need 4 times as much lithium to yield the needed current (throughput) as RTGs. You also need something to charge the batteries. If you can make NanoCarbon, RTGs are less complicated.

https://astroneer.gamepedia.com/Small_Battery
Last edited by Scrappy; Feb 8, 2021 @ 7:09am
Goryl Feb 8, 2021 @ 9:20am 
BLA BLA
Ewanc Feb 8, 2021 @ 2:36pm 
The medium storage silo with your choice of tier-1 power gives you over 12-24 U/s per Tier-2 slot. It only looks slightly goofier that driving around with a medium wind.
Bomoo Feb 9, 2021 @ 10:18pm 
Originally posted by Imperial Crown:
With small batteries, you need 4 times as much lithium to yield the needed current (throughput) as RTGs. You also need something to charge the batteries. If you can make NanoCarbon, RTGs are less complicated.

https://astroneer.gamepedia.com/Small_Battery

It isn't like lithium, or literally any resource in the game, is actually rare. The first lithium deposit you find should give you enough of it to build enough small batteries (in addition to the ones you find on wrecked platforms out in the wild) to unlock most if not all gateways in the game world. Certainly on the less demanding planets until you can find your second and final lithium deposit.

Yes, insane resource overabundance is a huge issue with the difficulty tuning, or to be more precise - total absence thereof, in this game.
Curious Fox Feb 10, 2021 @ 8:15am 
Originally posted by Imperial Crown:

Unlocking gateways with a mix of batteries and power sources does not work well. The software gets confused on whether each battery should be charging or discharging. With 8 RTGs on a large silo, you can unlock every surface gateway.

That is such a hilariously bad method of unlocking gateways. You 100% can unlock gates. Are you aware that all gates have 3 inputs in the first place?

https://steamcommunity.com/sharedfiles/filedetails/?id=2224712558

Plugging them into separate sockets guarantee stable discharge. You can even do this with a tractor.
Scrappy Feb 10, 2021 @ 11:09am 
Originally posted by Curious Fox:
Originally posted by Imperial Crown:

Unlocking gateways with a mix of batteries and power sources does not work well. The software gets confused on whether each battery should be charging or discharging. With 8 RTGs on a large silo, you can unlock every surface gateway.

That is such a hilariously bad method of unlocking gateways. You 100% can unlock gates. Are you aware that all gates have 3 inputs in the first place?

https://steamcommunity.com/sharedfiles/filedetails/?id=2224712558

Plugging them into separate sockets guarantee stable discharge. You can even do this with a tractor.

Yes, the sum of the 3 inputs. If extenders are used, you control the direction of flow, so you can isolate batteries and sources.

So after you unlock the gateways, what are you going to do with 30 small batteries? RTGs can be used to power bases, rovers, and extractors.
Bomoo Feb 10, 2021 @ 11:24am 
Originally posted by Imperial Crown:
So after you unlock the gateways, what are you going to do with 30 small batteries? RTGs can be used to power bases, rovers, and extractors.

Same thing you'll do with all the mountains of useless resources you'll have left over after completing adventure mode: arrange them in neat piles and take screenshots.
GhanjaKhan Feb 12, 2021 @ 10:41pm 
scrap them lol
Wolfrages Feb 13, 2021 @ 10:37am 
They should make RTG's require refined uranium cores. That ways the other power sources are still a viaible option
Bomoo Feb 13, 2021 @ 11:33am 
Originally posted by Wolfrages:
They should make RTG's require refined uranium cores. That ways the other power sources are still a viaible option

Not really on topic, but I think RTGs are broken as hell and completely unnecessary to the ecosystem. Just plain bad, thoughtless design, which has been a common thread running through this game since the launch out of early access.
Scrappy Feb 13, 2021 @ 12:18pm 
Originally posted by Bomoo:
Originally posted by Wolfrages:
They should make RTG's require refined uranium cores. That ways the other power sources are still a viaible option

Not really on topic, but I think RTGs are broken as hell and completely unnecessary to the ecosystem. Just plain bad, thoughtless design, which has been a common thread running through this game since the launch out of early access.

What is your objection to RTGs specifically? That they're too good? They make powering bases, rovers, and extractors too easy? Are they too simple (4u/s uninterrupted forever) ? They print too quickly? Too easy to transport by backpack? Do you think their animation is lame?
Noobiecanoobie Feb 14, 2021 @ 1:53am 
Here's my Unlockenator

https://pasteboard.co/JOiu0Ml.jpg

Just two RTGs for Atrox, only one required for all others. The 48 small batteries came from a single deposit of lithium on Vesania which I visited first.

For each planet, just make a sacrificial medium rover and seat, which cost nothing more than a few of the most basic resources. The rest can go in your ship stuck to a large storage.
After unlocking at the surface, pull the large storage off the rover, connect drill and let gravity do the work. At the core package the Drill bit and RTG.
Last edited by Noobiecanoobie; Feb 14, 2021 @ 1:54am
Curious Fox Feb 14, 2021 @ 2:48am 
Originally posted by Imperial Crown:

What is your objection to RTGs specifically? That they're too good? They make powering bases, rovers, and extractors too easy? Are they too simple (4u/s uninterrupted forever) ? They print too quickly? Too easy to transport by backpack? Do you think their animation is lame?

Eh, not that person but personally all of them. RTG is an objectively no-brainer type of generator like how you said nothing else matters when you build them. 2 Large Silo B can power an entire medium base without much trouble and even power a factory with it.

It's, frankly boring for how cheap it is.
Bomoo Feb 14, 2021 @ 3:29am 
Originally posted by Curious Fox:
Originally posted by Imperial Crown:

What is your objection to RTGs specifically? That they're too good? They make powering bases, rovers, and extractors too easy? Are they too simple (4u/s uninterrupted forever) ? They print too quickly? Too easy to transport by backpack? Do you think their animation is lame?

Eh, not that person but personally all of them. RTG is an objectively no-brainer type of generator like how you said nothing else matters when you build them. 2 Large Silo B can power an entire medium base without much trouble and even power a factory with it.

It's, frankly boring for how cheap it is.

Yeah pretty much. They're an endgame cheat for infinite power, essentially. In my game I'll only use them underground solely because the medium generator is badly designed and useless. Otherwise I wouldn't use the damn things at all for the same reason I don't use cheats in other games. They're one symptom of the underlying dysfunction in astroneer's design in making everything too damn easy, unengaging, and therefore boring.

How would RTGs have been interesting? This isn't a simple fix on RTGs alone, but pretty much the entire power resource demand/supply ecosystem would need to be rebalanced. Power demand increased across the board, but especially for rovers, and RTG power output reduced at least by half, to 2 units per second if not actually 1. For being unlimited power with no other requirements other than initial build cost, I think that's balanced against their unwieldy size.

In a better world where we had survival mode with waste heat as a survival parameter, that could've been another drawback to the RTG, increased heat output requiring more heat radiation equipment (i.e. radiator fins) to make up for it. In said better world, building an RTG would've been a minigame in itself, with different operating environments needing more or less heat radiation capacity. Which, again, would be engaging the player to anticipate and prepare for where they intend to use the RTG, and balanced against its ability to generate steady power without any outside input.
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Date Posted: Feb 7, 2021 @ 2:56pm
Posts: 16