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Also, quoting the Astroneer wiki:
"A Medium Generator will produce 300 Units of power from one Carbon. Making the Carbon takes one Organic and 60 Units of power in a Smelting Furnace. The net result is 240 (300-60) Units of power from one Organic."
(https://astroneer.gamepedia.com/Medium_Generator)
Yes, that's the idea behind it. However, in practice, you never need to use one since you can get wind power underground, which I'm pretty sure has to be a bug. That is the point of this thread. On paper it sounds fine but in actual gameplay practice it's scrap.
What are you going to do, carry a medium storage of carbon down with you? What if you don't use it all, just leave it there? You need a base to process the organic nuggets into carbon, which you don't have underground. Contrast with the S generator which is fueled by a junk resource you literally can find on the ground when you need it, and pretty much anywhere. That is the key distinction that makes the one viable and the other junk - fuel availability and logistics, and that is what makes the M generator a non-viable piece of "frontier" technology - its lack of versatility.
You have to keep in mind that this game doesn't have linear gameplay but that you are free to do whatever you want right from the start. So you can not predict whether someone will ever use an item or not.
Okay, I will grant you that may be the ONE situation in which an M generator is actually useful, for getting that first bottle of helium from Atrox so you can start cranking out nanofiber and RTGs. Even so, in that situation I simply stuck four wind turbines onto my large rocket and went afk to cook dinner, but an M generator would have been better in that scenario, yes.
Just to compare: A small generator produces only 1 U/s of power while the medium generator produces 3 U/s of power. Both run for 100 seconds with one piece of the needed resource.
The wiki page I linked gives you a good comparison of the two generators.
I think you're missing the point. One generator is fueled by a resource you can find on the ground where you're going. I.e. Not only is the S generator effectively 1/8th the size, you don't take up your limited cargo space with fuel, you dig it up as you need it. The other, you have to lug processed fuel around with you, and thereby have less space to carry things back with you.
Yes, with the M generator you're able to take "longer trips underground," but you aren't connecting the two. Longer trips underground with half the carry capacity (assuming a tractor with 3 trailers) = very short trips underground, for which you don't need an M generator. Besides, the power draw of a tractor is so insignificantly low that a single small wind turbine stuck on it powers it just fine. Even an S generator would be a bit overkill. Maybe if they ever fix the underground wind bug (and bump up vehicle power drain such that it's actually non-trivial and you need to put some thought into it) and you actually do need to think more deeply about your underground power solution.
There isn't even anything to do underground that requires the power a generator puts out. Maybe opening research pods, but research is so abundant you can get more than plenty to unlock the entire tech tree just driving around on the surface.
Again, quoting the wiki:
"When planning for long trips, Carbon has the highest consumable power yield per single T1 slot of any item in the entire game, with a few exceptions;
The tier 2 slot that a Medium Generator takes up is effectively 24 tier 1 slots that could be used by Medium Storage Silo to hold Organic and Small Generators.
Consequently, it's possible to carry more energy per storage space used by placing Organic instead of Carbon if space is limited.
The ratio flips above 12 spaces used; 12 T1 spaces worth of Organic or Carbon produce almost exactly the same amount of power, including the overhead of the space the generator takes up. An easy way to remember is that if you must carry more than 12 Organic for portable power, you will be able to store more total energy by using a Medium Generator instead.
For longer one-way trips, it might be viable to simply package a Medium Generator back into its original T1 box, or fabricate a new one by bringing materials along."
Yeah, that's pretty much its only use from what I've seen. Shame, because I love the model and wish I could find a niche for it elsewhere.
Once again you're missing the point and thinking in terms of abstracts and not in real gameplay situations. The point of this thread is to suggest making the M generator a viable option in a wider range of situations, especially against its apples-to-apples competition, the S generator. The fact is that S fuel can be found anywhere and dug up and used without processing and M fuel requires a trip to the furnace back at your base, and therefore having to lug it around, and therefore handicapping your ability to collect resources.
Maybe if you're driving around with a ludicrously long rover train that happens to have a smelter on it. But a vehicle like that would be a disaster underground, and you'd be infinitely better off just powering it with solar/wind up on the surface.
Even if it is mathematically less efficient to burn a lot of organic vs. a lot of carbon, in a real gameplay situation, you have to process that carbon back at your base and carry it with you. That logistical issue by itself renders the M generator generally non-viable when compared to an S generator or two. Maybe if you could create carbon out in the field, but again, that's goofy and implausible, and a much more thematic solution is simply letting the M generator take organic as well as carbon fuel.
Every way of processing the resources makes them more valuable ending in the nanocarbon alloy which you can use (along with Lithium) to make RTGs. The start of the nanocarbon alloy is basically unprocessed resources which you have to smelt and put into your chemistry lab to process them.
Same goes for carbon which is processed organic resource thus making carbon more valuable than organic resource.
But I have to quote myself here:
Medium generators are a good solution to power a big base with a high energy demand while you craft RTGs. Small generators are more for the beginning while medium generators are for your fist trip establishing a base on a differnent planet/moon.
For the record the medium rover has the same problem. Namely that it has no niche and is therefore useless and a waste of resources to build and research - the tractor has effectively stolen the M rover's niche due to shortsighted design by people who don't play this game. At least with M generators they have the slight advantage that you can find them as freebies lying around in caves.
Small generator: I use it from the beginning to the end of the game. Useful for powering the backpack and using the mod tools of the soil tool, and 1 or 2 on the Large Rover because very small and organic you find it on the surface or you create it through a Soil Centrifuge that you can mount on rover, which I also use to make graphite for packagers and quartz for beacons while exploring.
Medium Generator: Useful on a base in case of energy need and sometimes while facing the construction of a new base. When I use it, I often create a Soil Centrifuge and a melting furnace just for make organic and carbon. Using a battery sensor with attached batteries makes it very useful for this.
I don't use it to collect gases or for autoextractor because with 8/24 turbines in medium storage or medium silos (which I consider as to be a hiccup RTG) are good for collecting all types of gas/resource in long time and while doing other things.
As you can see, maybe the medium generator is not necessary but sometimes it can be convenient for building the bases, while the small generator even if it produces little power is very versatile.