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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
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.
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.
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.
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?
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.
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.