Astroneer has gotten waaaay easier over the years. And the tapper is one of the reasons why! If you want to see the full video about how Astroneer got easier, then here it is: th-cam.com/video/Dz224IBX5Tw/w-d-xo.htmlsi=Uo55JNUySvaZ-9wV
Small correction: at 4:25 you said each medium gen equals to 9 small ones, in fact each small produces 2 power and a medium produces 9. So, each medium is equivalent to 4,5 small ones... But, taking into account you need smelters for them to work, I would say a bigger small gen farm is more bang for buck then the the medium one... In fact I have a nice design that uses small silos filled with small gens... 4 full small gen silos, 6-7 tapped honeypots and 2 arms... Works very close to 100% efficiency...
I think they could drastically reduce the rate of organic generated by the tappers. It wouldn't solve the problem, but it definitely seems over tuned at the moment. On paper the power gained from s/m/l/xl wind and solar, the smallest ones are the most efficient right? But that's not considering the crafting cost, mostly just the space. Using solar as an example, if you think about the power per copper required, the picture is different.
completely disagree on the front that the xl power generation items are "useless" not only are they freestanding, but also only use (xl wind turbine for example) Iron, Ceramic, Aluminum, Copper, and the most expensive part, a graphene (1 hydrogen, 1 graphite, 2 ammonium) 8 items total, all of which you should have an abundance of late game. and they produce 17 energy. that's 2 energy per item, vs if you used small wind turbines you would need 17 ceramic for the same effect, and it would take up lots of storage. suffice to say you can power a full base realistically with 2 mmmaybe 3 xl wind turbines, which is 51 ceramic for littles!! also they look cool. I guess it comes down to a preference of spending pricier resources for a more compact extent vs mass producing cheapo ones and finding space for them.
@@polarispulsar Yeah, lategame you can get anything extremely easy. But early and mid-game, it's so much easier to put a soil centrifuge on repeat and get a lot of compound to craft small generators (and you get 2 U/s out of 1 Compound). Auto-arms only cost 1 aluminum and 1 graphite, and 1 auto-arm can easily service 4-8 small generators. So, no item is truly useless, because each item has a function. But: through the initial tapper update, they made it waaay less appealing to use certain items (like the XL power stuff) and way more appealing to use the easier, new thing.
Tappers are broken, 100%. But I have even in this current playthrough, used whatever I felt. Yes the numbers say small wind turbines are the better bang for the buck type thing. But still seeing a massive field of XL wind turbines charging an equally field of batteries is fairly impressive to behold. I agree with the power system the way it is something that needs to change. If adding another power source is true could be interesting, also limited to certain planets that have geysers. Looking forward to this year's updated
Actually, you need 2850 bytes, because to make the tappers and the autoarm, you need a smelter to make aluminum (which is an extra 350 bytes to unlock it; thus 2850; it is possible to find the portable ones in the caverns, but they are rare enough that this is rather unlikely, specifically in the early game). Unless you find Graphite somewhere near, you might also need an extra 750 bytes to unlock the soil centrifuge which can sift throught some dirt for you to get a little Graphite. So it could be a total of 3600 bytes (1000 for the tapper, 1500 for the autoarm, 350 for the smelter and maybe 750 more for the soil centrifuge) you're looking at before you can make the simplest of the infinite energy systems, which is the organic, small generator system. 3600 shouldn't be a problem though, because there are a lot of samples lying around to research manually; also the rewards you get for doing specific "missions" early on will help you to quickly get to the 3600 bytes for everything you need for the infinite power system. About energy needs: I recently played through the "Unbeatable" custom game preset (and I managed to "beat" it; took me a while though), and the energy consumption and production is so abysmally bad that you constantly need solar and later wind power to progress with this setup... so you have to play a custom preset, which is so unfathomably difficult that it creates the need to use the old power items. The normal game though, as we discussed a few weeks ago, is now broken with the tapper. By the way (and a little off topic now): The "unbeatable" preset is the most difficult game setup available in astroneer. Forget about "hardcore" or "extra rules" that one might impose on themselves. Those are all childs-play compared to "unbeatable". This preset is so unforgiving that you have to employ every trick, every bit of experience you have about the early to mid game to survive this horror of a preset and leave the planet (Sylva is the only planet in the system that is so harshly deadly; all the others are normal, except for O2 consumption, energy needs and energy production, which are all global variables and also are a problem on the other planets). The printing speed is lowered by 2 magnitudes (100 times slower than normal), even though I found a little workaround for that to speed it up considerably. Resources are so scarce that I have seen one youtuber running around for an hour only to give up on the preset and modify it to get resources more easily, even though he declared boastfully a "challenge accepted" at the beginning of his stream. He gave up too early I think, because there is a way to get everything you need, even though it's superhard and dangerous to do... he just didn't think of it, I guess (veteran players usually know how to work with such harsh conditions early on I believe). Try it... it's fun and a reward in itself when you actually are being able to leave the planet (which I consider to be the one condition that lets you beat the rest of the game, so the preset is "beaten" as soon as you have the rocket and leave the planet).
@@gamesforlife36 I'd guess it's about 2 hours to get the basic resources to make a smelter and centrifuge, then another hour to get the bytes to unlock the rocket and solid fuel thrusters, and it takes about 30 minutes (with the speed up version; tip: Put batteries in your backpack, charge them fully, then connect them to the shelter; repeat and watch how the printer reacts to that - connecting batteries directy doesn't help because the charging priority is always given to the Astroneer's backpack) to print the shuttle and the thruster (it otherwise would take at least 2 hours) and you should be good to go. Hazards: - Gravity is 3.5 times heavier than normal. That means falling from a height that is larger than your body-height, is going to kill you. - You have only 4 respawns, the savegame will be deleted after you have used up all of them. - Bytes farming does not work anymore, they are reduced by 90% (popcoral bytes usually give up to 20 bytes, but in this setup it's 3 tops, so you have to uproot more than 1000 of them to get the bytes for the rocket and the thruster). Researching samples is not efficient with only 2 per minute - it's easier and quicker to uproot Popcorals. - Popcorals are everywhere in the caverns (ten times more than normal). - O² is consumed 3.5 times faster than normal. - Resources are scarce, and by that I mean: You won't find them on the plains, and rarely in the caverns. Most of what you need is up in the mountains, which are dangerous to climb with this strong gravity - Power production is reduced by 90% - Wind is not present on Sylva in this preset; windmills are useless - There is next to no organics to be found (all that there is, is on the mounains, and not by a lot; you really need a centrifuge to beat this preset) Pros: - It's a seed that sets the preset. That means: Every piece of resource and every derelict landing platform (there are 4 of them on the planet) with all the free items available are at the exact same spot for you as they are for me. That ultimately means that I can give you advice where to find essential stuff if you happen to be stuck. That's it. If you play it: Good luck and tell us how it goes :D
I wish Astroneer would listen to their community more. It broke my heart when the game started dying, but now there’s rarely anything new. Im really hoping we do get a big update this year
@@AWSOMESNAKES I'll put out videos on that, but if you want to see a deep-dive on the entire 2024 Astroneer Roadmap, I've got that video on the channel!
I kinda of like it. Bcause it encourages to find stuff. Which alot players dont naturally do. The generators because they need tungsten which isnt on sylva. And especially the portable furnaces. Which are not easy in bigger numbers. You need to dig to the deep layers and than still you really need to know where to find it.
You don't actually need small furnaces. I currently have a large platform b that produces 18 power with a normal furnace and 2 generators on it. That platform is the blueprint for how I'm planning to produce power on all planets that I still have to visit. All it takes after that is a medium platform a, an auto arm and whichever seed you run into first. You can straight up fit all of this on 2 medium storages with space to spare. In other words, you can get a fully functional base going with just 2 rocket trips and without taking more than a few steps from your landing site. Especially once you have the trade platform as organic can be used to get scrap without even having to dig dirt (at the cost of crafting manually).
@@gamesforlife36 The tapper isn't actually that overpowered. It has just highlighted a method of power production that has been mostly ignored. A soil centrifuge is just as effective at the cost of a large platform b and a 5 energy loss in power production. 8 soil is enough to produce 32 organic. 32 soil is enough for 128 organic. And any experienced player knows to take some aluminium with them when travelling to a new planet. In fact, the tapper means that you need to take a seed in addition to aluminium if you don't want to rely on local plants. All you're really getting is a bit more power while saving on some compound and resin. After actually thinking about it, I'm pretty sure that people are overestimating how useful the tapper is because it is specialized. Generators were always the most reliable method of early game power generation. People just didn't realize how useful because they didn't explore the generator meta beyond a surface level.
@@rendomstranger8698 That's true. But before, you had to gather soil to get organic at the soil centrifuge. Now, you don't need to do any action after setting up a power farm with the tappers. The difference is that it went from a thing that you could do to get power with generators to a "one-and-done" type of deal. And this deal is way better than getting solar and wind power.
Astroneer has gotten waaaay easier over the years. And the tapper is one of the reasons why!
If you want to see the full video about how Astroneer got easier, then here it is:
th-cam.com/video/Dz224IBX5Tw/w-d-xo.htmlsi=Uo55JNUySvaZ-9wV
Small correction: at 4:25 you said each medium gen equals to 9 small ones, in fact each small produces 2 power and a medium produces 9. So, each medium is equivalent to 4,5 small ones... But, taking into account you need smelters for them to work, I would say a bigger small gen farm is more bang for buck then the the medium one... In fact I have a nice design that uses small silos filled with small gens... 4 full small gen silos, 6-7 tapped honeypots and 2 arms... Works very close to 100% efficiency...
Oh, you're right😅
It's 4.5, not 9, my bad.
I think they could drastically reduce the rate of organic generated by the tappers. It wouldn't solve the problem, but it definitely seems over tuned at the moment. On paper the power gained from s/m/l/xl wind and solar, the smallest ones are the most efficient right? But that's not considering the crafting cost, mostly just the space. Using solar as an example, if you think about the power per copper required, the picture is different.
The thing is the tapper is waaaay to cheap, it's only 1 aluminum.
If it was something like 1 steel, then it would be alright.
completely disagree on the front that the xl power generation items are "useless"
not only are they freestanding, but also only use (xl wind turbine for example) Iron, Ceramic, Aluminum, Copper, and the most expensive part, a graphene (1 hydrogen, 1 graphite, 2 ammonium) 8 items total, all of which you should have an abundance of late game. and they produce 17 energy. that's 2 energy per item, vs if you used small wind turbines you would need 17 ceramic for the same effect, and it would take up lots of storage.
suffice to say you can power a full base realistically with 2 mmmaybe 3 xl wind turbines, which is 51 ceramic for littles!!
also they look cool. I guess it comes down to a preference of spending pricier resources for a more compact extent vs mass producing cheapo ones and finding space for them.
@@polarispulsar Yeah, lategame you can get anything extremely easy. But early and mid-game, it's so much easier to put a soil centrifuge on repeat and get a lot of compound to craft small generators (and you get 2 U/s out of 1 Compound). Auto-arms only cost 1 aluminum and 1 graphite, and 1 auto-arm can easily service 4-8 small generators.
So, no item is truly useless, because each item has a function. But: through the initial tapper update, they made it waaay less appealing to use certain items (like the XL power stuff) and way more appealing to use the easier, new thing.
Tappers are broken, 100%. But I have even in this current playthrough, used whatever I felt. Yes the numbers say small wind turbines are the better bang for the buck type thing. But still seeing a massive field of XL wind turbines charging an equally field of batteries is fairly impressive to behold.
I agree with the power system the way it is something that needs to change. If adding another power source is true could be interesting, also limited to certain planets that have geysers. Looking forward to this year's updated
I think the power system needs a serious over-haul.
Or at least make the tapper more expensive😅
Rain might solve this.
Rain?🤔
@@gamesforlife36yeah, if the tapper would work only when it rains
@@krapmuzix3277 That's interesting🤔
Actually, you need 2850 bytes, because to make the tappers and the autoarm, you need a smelter to make aluminum (which is an extra 350 bytes to unlock it; thus 2850; it is possible to find the portable ones in the caverns, but they are rare enough that this is rather unlikely, specifically in the early game). Unless you find Graphite somewhere near, you might also need an extra 750 bytes to unlock the soil centrifuge which can sift throught some dirt for you to get a little Graphite. So it could be a total of 3600 bytes (1000 for the tapper, 1500 for the autoarm, 350 for the smelter and maybe 750 more for the soil centrifuge) you're looking at before you can make the simplest of the infinite energy systems, which is the organic, small generator system. 3600 shouldn't be a problem though, because there are a lot of samples lying around to research manually; also the rewards you get for doing specific "missions" early on will help you to quickly get to the 3600 bytes for everything you need for the infinite power system.
About energy needs: I recently played through the "Unbeatable" custom game preset (and I managed to "beat" it; took me a while though), and the energy consumption and production is so abysmally bad that you constantly need solar and later wind power to progress with this setup... so you have to play a custom preset, which is so unfathomably difficult that it creates the need to use the old power items. The normal game though, as we discussed a few weeks ago, is now broken with the tapper.
By the way (and a little off topic now): The "unbeatable" preset is the most difficult game setup available in astroneer. Forget about "hardcore" or "extra rules" that one might impose on themselves. Those are all childs-play compared to "unbeatable". This preset is so unforgiving that you have to employ every trick, every bit of experience you have about the early to mid game to survive this horror of a preset and leave the planet (Sylva is the only planet in the system that is so harshly deadly; all the others are normal, except for O2 consumption, energy needs and energy production, which are all global variables and also are a problem on the other planets). The printing speed is lowered by 2 magnitudes (100 times slower than normal), even though I found a little workaround for that to speed it up considerably.
Resources are so scarce that I have seen one youtuber running around for an hour only to give up on the preset and modify it to get resources more easily, even though he declared boastfully a "challenge accepted" at the beginning of his stream. He gave up too early I think, because there is a way to get everything you need, even though it's superhard and dangerous to do... he just didn't think of it, I guess (veteran players usually know how to work with such harsh conditions early on I believe). Try it... it's fun and a reward in itself when you actually are being able to leave the planet (which I consider to be the one condition that lets you beat the rest of the game, so the preset is "beaten" as soon as you have the rocket and leave the planet).
I really want to try that, but I'm also kinda scared of how long it might take😅
@@gamesforlife36 I'd guess it's about 2 hours to get the basic resources to make a smelter and centrifuge, then another hour to get the bytes to unlock the rocket and solid fuel thrusters, and it takes about 30 minutes (with the speed up version; tip: Put batteries in your backpack, charge them fully, then connect them to the shelter; repeat and watch how the printer reacts to that - connecting batteries directy doesn't help because the charging priority is always given to the Astroneer's backpack) to print the shuttle and the thruster (it otherwise would take at least 2 hours) and you should be good to go.
Hazards:
- Gravity is 3.5 times heavier than normal. That means falling from a height that is larger than your body-height, is going to kill you.
- You have only 4 respawns, the savegame will be deleted after you have used up all of them.
- Bytes farming does not work anymore, they are reduced by 90% (popcoral bytes usually give up to 20 bytes, but in this setup it's 3 tops, so you have to uproot more than 1000 of them to get the bytes for the rocket and the thruster). Researching samples is not efficient with only 2 per minute - it's easier and quicker to uproot Popcorals.
- Popcorals are everywhere in the caverns (ten times more than normal).
- O² is consumed 3.5 times faster than normal.
- Resources are scarce, and by that I mean: You won't find them on the plains, and rarely in the caverns. Most of what you need is up in the mountains, which are dangerous to climb with this strong gravity
- Power production is reduced by 90%
- Wind is not present on Sylva in this preset; windmills are useless
- There is next to no organics to be found (all that there is, is on the mounains, and not by a lot; you really need a centrifuge to beat this preset)
Pros:
- It's a seed that sets the preset. That means: Every piece of resource and every derelict landing platform (there are 4 of them on the planet) with all the free items available are at the exact same spot for you as they are for me. That ultimately means that I can give you advice where to find essential stuff if you happen to be stuck.
That's it. If you play it: Good luck and tell us how it goes :D
@@TRG_TheRantingGerman Wow, alright! I'll look into it and I'll probably give it a go! Thanks!
I wish Astroneer would listen to their community more. It broke my heart when the game started dying, but now there’s rarely anything new.
Im really hoping we do get a big update this year
A new update just came out, it's called the 'Roadtrip' update and by the end of the year we will also get a massive DLC!
@@gamesforlife36 I’m going to have to check that out, thanks for the info!
@@AWSOMESNAKES I'll put out videos on that, but if you want to see a deep-dive on the entire 2024 Astroneer Roadmap, I've got that video on the channel!
I kinda of like it. Bcause it encourages to find stuff. Which alot players dont naturally do.
The generators because they need tungsten which isnt on sylva.
And especially the portable furnaces. Which are not easy in bigger numbers. You need to dig to the deep layers and than still you really need to know where to find it.
Yeah, but if you've got tappers, you won't search for materials to craft all the wind and solar items🤷♂️
You don't actually need small furnaces. I currently have a large platform b that produces 18 power with a normal furnace and 2 generators on it. That platform is the blueprint for how I'm planning to produce power on all planets that I still have to visit. All it takes after that is a medium platform a, an auto arm and whichever seed you run into first. You can straight up fit all of this on 2 medium storages with space to spare. In other words, you can get a fully functional base going with just 2 rocket trips and without taking more than a few steps from your landing site. Especially once you have the trade platform as organic can be used to get scrap without even having to dig dirt (at the cost of crafting manually).
@@rendomstranger8698 That's why the tapper is OP!
@@gamesforlife36 The tapper isn't actually that overpowered. It has just highlighted a method of power production that has been mostly ignored. A soil centrifuge is just as effective at the cost of a large platform b and a 5 energy loss in power production. 8 soil is enough to produce 32 organic. 32 soil is enough for 128 organic. And any experienced player knows to take some aluminium with them when travelling to a new planet.
In fact, the tapper means that you need to take a seed in addition to aluminium if you don't want to rely on local plants. All you're really getting is a bit more power while saving on some compound and resin. After actually thinking about it, I'm pretty sure that people are overestimating how useful the tapper is because it is specialized. Generators were always the most reliable method of early game power generation. People just didn't realize how useful because they didn't explore the generator meta beyond a surface level.
@@rendomstranger8698 That's true. But before, you had to gather soil to get organic at the soil centrifuge. Now, you don't need to do any action after setting up a power farm with the tappers. The difference is that it went from a thing that you could do to get power with generators to a "one-and-done" type of deal. And this deal is way better than getting solar and wind power.
Hello
Hi!😎
okay so its not perfect
It's way too perfect, which makes it broken😂