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The Astroneer Megatech DLC makes my favorite space sandbox a lot bigger, but its best feature is free for everyone

Astroneer's Megatech DLC has just arrived, and in case the name didn't give it away, it's all about building colossal megastructures. The expansion brings a new level of scale to one of the best sandbox games I've ever played, with several new building types that expand your endgame potential and let you put all those gathered resources somewhere useful (or, at the very least, pretty). Perhaps best of all, the most valuable addition is actually available for free, whether you buy the DLC or not.


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MEGATECH UPDATE HOTFIX 1

[p]Thanks for all of the feedback today, we prioritized several fixes in this Day 1 patch that were the most reported! Keep the feedback coming and hit us up at [email protected] with any new bugs you are seeing. These fixes will be deployed to consoles in the coming days.

We do want to call out one thing - We do not officially support mods, so if you have used them on any of your old saves, you are likely going to crash. We are a small team and will not be able to fix that for you, so please don't inundate the support line with reports on modded saves. We recommend installing fresh and starting a new save if you want to enjoy the content and use mods at your own risk! NOTE: This version will break crossplay compatibility for dedicated servers while we wait for this patch to pass certification on consoles. Steam players should be unaffected.[/p][p][/p][h2]BUG FIXES[/h2]
  • [p]Fixed multiplayer crash caused by the Terrain Tool.[/p]
  • [p]Fixed walkways not existing even though they existed.[/p]
  • [p]Fixed incorrect tooltip on Walkway.[/p]
  • [p]Fixed Reward string localization.[/p]
  • [p]Fixed the Mega-Mini Asteroid voxels flickering on consoles.[/p]
  • [p]Fixed the byte milestone on the museum having the wrong value.[/p]
  • [p]Fixed the Research collection on the Display Cases, and added the Seed collections.[/p]
  • [p]Added a missing cosmetic for the DLS, and retroactively gave it to players that didn't receive it.[/p]
  • [p]Fixed a crash with the Biodome.[/p]
  • [p]Added the DLS Anchor to the creative catalog (you can spawn anchors via the DLS for the other Megastructures).[/p]
  • [p]Fixed a crash when loading a save with seeds in a specific slot in the Biodome.[/p]
  • [p]Fixed certain cases of partial nuggets with the Museum.[/p]
  • [p]Prevented Megastructures, Megamodules, Mega Component Printer from being destroyed by Dynamite.[/p]
  • [p]Fixed an exploit caused by building the Intermodal Terminal and then the Orbital Platform not adding entitlement to the save.[/p]
[p][/p][p]We are continuing to work through things as they come in, this is the biggest update we have ever shipped so we appreciate everyone's patience while we continue to hotfix issues![/p][p][/p]

ASTRONEER: Megatech – Patch Notes

[previewyoutube][/previewyoutube][h3]UPDATE: If you're encountering issues following this update, please review the Troubleshooting Report for the latest information on emerging issues and incoming fixes.[/h3][p][/p][h3]Modding Disclaimer: We do not officially support mods, so if you have used them on any of your old saves, you are likely going to crash. We recommend removing all mods and starting a new save if you want to enjoy the content.[/h3][p][/p][p]Today finally marks the release of the long-awaited Megatech update! There’s a lot of content packed into this one, even beyond all the content pertaining to the new DLC. Speaking of which, that’s a good place to start. [/p][p]Note: Our Nintendo Switch release for this update will arrive in early 2026. We’ll share an update once we have more to share. [/p][p]The following is an exhaustive list of the changes and new content being added to the game. Steer clear if you’d prefer to go in blind and discover everything for yourself.[/p][p][/p][h2]Megatech DLC[/h2][p]Those who bought the new expansion and completed the pre-requisite missions will be welcomed by a new Mission in their log, where a new virtual assistant by the name of Beepy will walk you through the steps to unlock the exciting new Megastructures technology of Megatech! Give this guide a look to ensure you’ve progressed enough to get started. [/p]
  • [p]New Mission lines have been added to guide Astroneers through unlocking all of the new Megastructures. [/p]
[p][/p][h3]New Megastructures [/h3][p]The following three Megastructures are exclusive to the DLC. [/p][p][/p][p][/p][p]Orbital Platform: Space-based observation and science platform developed by the Vastar Infrastructure Research Institute. A Megastructure that can be launched to orbit a planet of choice, offering a vast ring-shaped build space with special conveniences and the MEGA-Mini Asteroid at its center. You only get one, so choose wisely, it's not an easy thing to move around. Features:[/p]
  • [p]Gravity: This remains consistent throughout the top side of the platform, even when you jump onto the Asteroid. Walking off the edge will result in falling into space, but you’ll be safely recovered and placed right back.[/p]
  • [p]Power & Oxygen: The orbital platform contains its own oxygen supply, so no tethers are needed here. As for power, you’ll need to provide that, but there are convenient cable ports through the whole platform to help distribute power.[/p]
  • [p]Megaception: With a few limitations, you can build other Megastructures on top of the Orbital Platform, as long as you build it on the ring itself. Just keep in mind that some Megastructures are limited to either just one or one per planet.[/p]
  • [p]Orbital Relocation: You can spend Astronium as fuel in order to move the Orbital Station into orbit of another planet if you change your mind.[/p]
  • [p]MEGA-Mini Asteroid: An Asteroid of pure soil that can be infinitely reshaped into one of various shapes: Asteroid in two different variants, Sphere, Donut, Flat Platform, Resin and Compound.[/p]
  • [p]Upgrade Stages: Upgrading the Orbital Platform to Stage 2 adds a Megastructure Component Printer. Stage 3 unlocks free flight on the Orbital Platform, even in Adventure Mode.[/p]
  • [p]Megastructure Component Printer: A Stage 2 Orbital Platform will have the ability to print Construction Anchor Landing Pads and its associated Mega Module, the Mega-Terrain Platform.[/p]
[p]Orbital Platform Mega-Modules:[/p]
  • [p]Mega-Terrain Platforms: Can be placed on the edge of the Orbital Platform or another Mega-Terrain Platform to extend the edge with flat platforms made of terrain.[/p]
[p][/p][p][/p][p]Biodome: A peaceful place to plant and harvest plants. Automate the process and gain planetary buffs. Only one per planet. Features: [/p]
  • [p]Seed Harvest: Biodome harvests are a bit different compared to what you get out in the wild. Instead of Organic, you can harvest Seeds from most regular plantable plants in the Biodome (excluding hazardous plants, LTE Plants and Fractal Roses). Plants will require more care and attention, but their yields will be greater. Seeds are a resource that plays into one of the Museum’s Donation Station rewards.[/p]
  • [p]Rare Drops: There’s a small chance for harvested plants in the Biodome to drop extra goodies for you to discover. Only the newly added seeds are capable of this (more info on the new seeds further down in the free content section).[/p]
  • [p]Upgrade Stages: Upgrading the Biodome to Stage 2 adds the Mega-Grow Lamp, which boosts plant growth rate within the Biodome. Stage 3 adds a Megastructure Component Printer.[/p]
  • [p]Megastructure Component Printer: A Stage 3 Biodome will have the ability to print its associated Mega Modules, listed below.[/p]
[p]Biodome Mega-Modules: [/p]
  • [p]Auto-Planter: Automatically plants seeds in the Biodome from canisters attached to it.[/p]
  • [p]Auto-Fertilizer: Automatically applies fertilizer to plants in the Biodome periodically. Fertilized plants retain the “fully grown” state longer. Uses Organic.[/p]
  • [p]Auto-Harvester: Automatically harvests plants in the Biodome. Prioritizes fully grown plants. Harvested items will fill attached storage canisters if available.[/p]
  • [p]Biodome Expansion: Expands the biodome with more planting space and an additional Mega Module slot. Up to five of these can be added.[/p]
  • [p]Resource Pod: Allows the installation of canisters on the Biodome to grant it storage options for automation operations like harvesting and planting.[/p]
  • [p]Mega Oxygenator: Provides a planet-wide buff that slows down suffocation rate.[/p]
[p][/p][p][/p][p]Museum: A Megastructure that provides rewards in exchange for donations of resource nuggets, power, bytes, and seeds. The advanced model of the Museum also allows Astroneers to display collections of items in themed groups for rewards. You only get one, so think twice before you place it. Features: [/p]
  • [p]Donation Stations: Donate spare Research Bytes, Power, Resources, and Seeds that can unlock valuable and unique rewards as you reach their milestones. Holographic displays at the center will grow to display your donations.[/p]
  • [p]Donation Perks: Reaching the final milestone for each donation station provides helpful perks that boost your Astroneer kit. Each active perk consumes 5 U/s, and the boosts will decrease in effectiveness proportionally if underpowered.[/p]
    • [p]Research Bytes grant increased Backpack power recharge speed.[/p]
    • [p]Power grants increased Backpack power capacity.[/p]
    • [p]Resources grant increased Terrain Tool drill speed.[/p]
    • [p]Seeds grant increased Backpack oxygen tank capacity.[/p]
  • [p]Collection Perks: Place your collections into themed Displays in order to unlock unique perks. Only one type of collection can be held on a single themed Display Case Platform with a full collection, otherwise items will be dropped from their Cases. Each active perk consumes 5 U/s, and the boosts they provide will decrease in effectiveness proportionally if underpowered.[/p]
    • [p]A full collection of LRDs grants increased soil use efficiency.[/p]
    • [p]A full collection of Composite Resources grants increased effectiveness against hard terrain.[/p]
    • [p]A full collection of Hazardous and Harvestable Seeds grants increased run speed.[/p]
    • [p]A full collection of the Mega Seed variants of the newly introduced seeds grants increased jump height. [/p]
    • [p]A full collection of Galastropod Shells grants increased rover speed.[/p]
    • [p]A full collection of Medium Research Items grants increased research speed.[/p]
    • [p]A full collection of Chess Pieces grants increased print speed.[/p]
  • [p]Upgrade Stages: Upgrading the Museum to Stage 2 unlocks the ability to display collections of items in themed groups for unique perks.[/p]
  • [p]Megastructure Component Printer: A Stage 2 Museum will have the ability to print its associated Mega Modules, listed below.[/p]
[p]Museum Mega-Modules: [/p]
  • [p]Display Case Platform: Can be placed on terrain around the Museum and connected back to it with Walkways. Fill with appropriate collection items to gain access to the Display Case’s reward. You’ll be able to toggle Collection Perks on and off for full collections on a Platform by interacting with it.[/p]
  • [p]Display Cases: Offering a place to display your collection of curios and oddities, you can print a Display Case for small items or a Case for medium items, which can be slotted on to the Display Case Platform.[/p]
[p][/p][p][/p][h3]DLC Rewards[/h3][p]Each Megastructure has its own Mission line with its own rewards:[/p]
  • [p]Orbital Platform: Launching the Stage 1 Package for this Megastructure will reward you with the “Cosmopolitan” palette, shown above.[/p]
  • [p]Biodome: Planting and successfully harvesting your first plant on a Stage 2 Biodome will reward you with the “Under the Sun” hat, shown above. Completing the Mission line will also unlock the whimsical Melodic Mushroom, which plays a tone when activated or bumped into it.[/p]
  • [p]Museum: Completing the final milestone for all four of the Museum’s Donation Stations will reward you with the “Tableau” visor, shown above.[/p]
  • [p]All Megatech Missions: Completing all Megatech Missions will reward you with the “Haywire” mask, shown above.[/p]
[p][/p][p][/p][h3]Deluxe Edition Cosmetics[/h3][p]Those who purchase the ASTRONEER: Megatech – Deluxe Cosmetic Pack will unlock the following set of cosmetics: [/p]
  • [p]Jewel Case Palette[/p]
  • [p]En-Ambered Visor[/p]
  • [p]Gear Shift Mask (With rotating gears!)[/p]
[p][/p][p][/p][p][/p][h2]Megatech Free Update[/h2][p]All ASTRONEER players will gain access to the following new content.[/p]
  • [p]The initial Megatech Missions that walk you through building the Distribution Launch System and subsequent Missions to build the Intermodal Terminal will be available for all players.[/p]
[p][/p][p][/p][h3]New Megastructures[/h3][p]The following two Megastructures are included in the Free Megatech Update.[/p][p][/p][p]Intermodal Terminal: An interplanetary transportation facility where cargo from trains can be transferred to automated shuttles, allowing for the automation of moving resources between planets. Only one per planet, including the Orbital Platform. Features:[/p]
  • [p]Landing Pads: Labeled A, B, and C, each pad has its own control panel, allowing you to set its respective shuttle “Loading Mode”, an “Automation Mode” in case you want to set it to manual, and a “Destination”. A shuttle launching from one pad will land on another under the same letter label.[/p]
  • [p]Integrated Rail Stations: Each Pad has its own attached rail with automation controls for loading and unloading resources to their respective shuttles. No auto-arms needed; resources will be moved until they fill up their available space.[/p]
  • [p]Fueling: Each Pad has an integrated Large Fluid & Soil Canister slot for holding Hydrazine to refuel your Shuttle’s Hydrazine Thrusters.[/p]
[p][/p][p]Distribution Launch System (DLS): A Megastructure that enables the construction of other Megastructures via Construction Anchors it can launch to locations near and far. You only get one, so think twice before you place it. Features: [/p]
  • [p]Construction Anchors: A deployable Megastructure construction kit. These are launched from the DLS to anywhere in the system that you want to build a Megastructure in. Once deployed they unfold into a Mega-Printer Platform.[/p]
    • [p]Mega-Printer Platform: Platform for the Mega-Printer Drones. Provide canisters of resources on platform slots for Drone Printing to commence on the site marked by the Construction Anchor. They will only initiate once all resources are provided.[/p]
  • [p]Megastructure Component Printer: The DLS already comes fitted with its own printer in order to be able to print Construction Anchors Landing Pads.[/p]
    • [p]Construction Anchor Landing Pad: Destination for Construction Anchors. Place at the desired location and activate a button to call a Construction Anchor from the DLS.[/p]
[p][/p][p][/p][h3]Megatech Rewards[/h3][p]Completing the Megatech Missions associated with the DLS and Intermodal Terminal, included in the Free Update, will grant the following rewards.[/p]
  • [p]*DLS: Completing these Missions will reward you with the “Pardon Our Dust” Hat, shown above.[/p]
  • [p]Intermodal Terminal: Completing these Missions will reward you with the plans for printing the Mega-Mini Training Shuttle, a personal shuttle that consumes less fuel at the expense of lacking any cargo capacity.[/p]
  • [p]Mega-Deconstructor: Unlocked after printing the DLS. Destroys Megastructures and Mega-Printer Platforms. WARNING: Resources not refunded.[/p]
[p]*Check the Known Issues section for more information.[/p][p][/p][h3]New Items[/h3][p]The following items have been added to the base game, unlockable in the traditional way through research.[/p]
  • [p]Tether Dropper: Deploys tethers from storage slots at regular intervals.[/p]
  • [p]Icon Sign: Small Drillable Item. Choose an icon to display from icon collection in item’s list. It has almost 30 different icons to choose from.[/p]
  • [p]Large Gas Canister: Holds more than a substantial amount of gas.[/p]
  • [p]Large Fluid & Soil Canister: Holds more than a substantial amount of fluid or soil.[/p]
  • [p]Walkways: Creates and extends walkways that transfer power and oxygen. Can tunnel through terrain like rail posts.[/p]
  • [p]New Decoration Items: A set of 7 new decorative items that can be used to spruce up your base. These include:[/p]
    • [p]Snow Globe: Small slot Decorative Item. A space souvenir.[/p]
    • [p]Ship in a Bottle: Small slot Decorative Item. How did they get that in there?[/p]
    • [p]Model Planet: Small slot Decorative Item. It’s like a planet, but smaller. It can be cycled to change its appearance to that of any of the 7 different planets in the game, excluding Aeoluz.[/p]
    • [p]Robo Bonsai: Small slot Decorative Item. A soothing simulation of a plant that glows and grows over time.[/p]
    • [p]Lava Lamp: Small slot Decorative Item. Can change colors and effects for more groovy results. Cycle to change colors to either yellow, green, or magenta.[/p]
    • [p]Helmet Lava Lamp: Small slot Decorative Item. When arts and crafts time goes too far and spare helmets are lying around. It can be cycled to change colors to either yellow, green, or magenta.[/p]
    • [p]Simulated Aquarium: Medium slot Decorative Item. Now with Robo Fish! No water required. [/p]
[p] [/p][h3]New Features & Changes [/h3][p]The following changes and additions have been added to the base game.[/p]
  • [p]New Plantable Plants: A set of 7 new plants you can grow and harvest have been added to the game. These are best suited to the Biodome but can also be planted normally. The new plants include: Nubcap (Glacio), Arctichoke (Glacio), Bubbulb (Desolo), Dewtrunk (Atrox), Conepod (Calidor), Hornstalk (Vesania), and Finwheel (Sylva).[/p]
  • [p]Encumbrance walk speed has increased. This means you’ll generally walk a bit faster while carrying a large object.[/p]
  • [p]EXO Chips and Seeds have been added to the list of resources that can be contained in Resource Canisters.[/p]
  • [p]Train stations can now be set to pull items off of trains based on size tier.[/p]
[p][/p][h3]UI Changes[/h3][p]The UI for the game’s Main Menu has undergone some small changes.[/p]
  • [p]The Main Menu UI has had the Quit button moved to a separate panel on the right of the screen. This right-side panel has two new tabs for showing the News Widget and another for listing Players in Session.[/p]
[p][/p][p][/p][h2]PS5 Port Now Available[/h2][p]It’s been a long time coming, but the official PS5 Port of ASTRONEER is finally here. This version includes the following features:[/p]
  • [p]Added support for 4K resolution and HDR displays.[/p]
  • [p]Added higher framerate support with 60 FPS.[/p]
  • [p]Added Advanced Haptics along with Lightbar and Audio interactions for controllers.[/p]
[p][/p][h3]Upgrading from PS4 to PS5[/h3][p]If you already own the PS4 version, then you can upgrade to the PS5 version for *free! This upgrade won’t happen automatically; it’s an option you can opt into by following the steps on this guide. After upgrading to the PS5 version you’ll be able to import your PS4 save files by selecting the option “Import PS4™ Console Save”, listed under the Saved Games menu. [/p][p]*The only exception is for players in Japan, due to local regulations.[/p][p][/p][h2]Engine Upgrade[/h2][p]The game has undergone an engine upgrade. This is a necessary part of maintaining parity across multiple platforms.[/p][p] [/p][h2]Known Issues[/h2][p]The following issues have been identified and will be targeted for fixes in upcoming patches.[/p][p][/p][p]Orbital Platform:[/p]
  • [p]Rail Posts and Walkways are unable to connect as intended on the Orbital Platform’s ring. They work as intended on the MEGA-Mini Asteroid and the Mega-Terrain Platforms.[/p]
  • [p]Some items that fall off the edge of the Orbital Platform and get teleported back on can sometimes stay afloat and hidden.[/p]
  • [p]If a large number of items are teleported back on to the Orbital Platform they can get stuck inside each other.[/p]
  • [p]If a player saves their game while in flight on a Stage 3 Orbital Platform, they will not be able to fly upon reloading that save file, causing the player to fall from where they last saved. This can be reset by entering and exiting a vehicle or by player death.[/p]
[p]Museum:[/p]
  • [p]Neither of the Seed collections are currently registering correctly when placed in the Museum’s Display Cases, making their collection perks unavailable.[/p]
[p]Creative Mode:[/p]
  • [p]The DLS Construction Anchor is currently not available in the Creative Mode catalogue.[/p]
  • [p]The Melodic Mushroom can be found in the Creative Mode catalogue, regardless of owning the Megatech DLC. This is meant to be a Megatech DLC reward and will be amended in an upcoming update.[/p]
[p]Rewards:[/p]
  • [p]The “Pardon Our Dust” Hat rewarded for completing the DLS missions is unavailable at launch. It will be enabled in an upcoming patch and retroactively be awarded to anyone who completed its associated missions.[/p]
[p]Miscellaneous:[/p]
  • [p]The Icon Sign isn’t listed in the Small Printer recipes after unlocking it.[/p]
  • [p]Most Megastructures and their components are unintendedly destructible via Dynamite. This is capable of causing permanent damage to the Orbital Platform or soft locking you out of rebuilding the DLS.[/p]
[p][/p][h2]Compiled Hotfix Patch Notes[/h2]
  • [p]Fixed multiplayer crash caused by the Terrain Tool.[/p]
  • [p]Fixed walkways not existing even though they existed.[/p]
  • [p]Fixed incorrect tooltip on Walkway.[/p]
  • [p]Fixed Reward string localization.[/p]
  • [p]Fixed the Mega-Mini Asteroid voxels flickering on consoles.[/p]
  • [p]Fixed the byte milestone on the museum having the wrong value.[/p]
  • [p]Fixed the Research collection on the Display Cases, and added the Seed collections.[/p]
  • [p]Added a missing cosmetic for the DLS, and retroactively gave it to players that didn't receive it.[/p]
  • [p]Fixed a crash with the Biodome.[/p]
  • [p]Added the DLS Anchor to the creative catalog (you can spawn anchors via the DLS for the other Megastructures).[/p]
  • [p]Fixed a crash when loading a save with seeds in a specific slot in the Biodome.[/p]
  • [p]Fixed certain cases of partial nuggets with the Museum.[/p]
  • [p]Prevented Megastructures, Megamodules, Mega Component Printer from being destroyed by Dynamite.[/p]
  • [p]Fixed an exploit caused by building the Intermodal Terminal and then the Orbital Platform not adding entitlement to the save.[/p]
  • [p]Fixed a memory leak associated with seeds from previous LTEs, because some of you had way too much Resipound.[/p]
  • [p]Fixed Multiplayer limit bug, you are now allowed to have more than 3 friends.[/p]
  • [p]Fixed the mission that triggers when you purchase the DLC, confirming your purchase.[/p]
  • [p]Pardon Our Dust hat reward should trigger with the correct mission now.[/p]
  • [p]Fixed a bug where canisters on the Megaprinter needed to be set to output to start the print process. (DO NOT MOVE CANISTERS WHILE THE PRINT IS HAPPENING!)[/p]
  • [p]Fixed an issue on Xbox and the Microsoft Store where content would not unlock correctly if you purchased the Glitchwalkers and Megatech bundle. This fix should retroactively unlock the content. Please email our Support team if the issue persists.[/p]
  • [p]Fixed an issue preventing PS4 save files from being imported to the PS5 version of the game in regions outside of the Americas. For anyone else finding trouble with importing save files from the PS4 to the PS5, please consult this guide.[/p]
  • [p]Fixed an issue where attempting to cancel a print on a Mega-Component Printer could result in the creation of unremovable partial nuggets.[/p]
  • [p]Fixed an issue where attempting to cancel a print on a Mega-Component Printer could result in losing all resources and canisters attached at the time of the print.[/p]
  • [p]Fixed a handful of DLC ownership related issues that occurred in multiplayer games.[/p]
  • [p]Fixed an issue where the Biodome’s Mega-Oxygenator could lead to consuming more oxygen than intended.[/p]
  • [p]Fixed an issue where slotting a small soil canister on to the Resource Donation Station of the Museum or removing it could cause a crash.[/p]
  • [p]Fixed an issue where trying to pick up a canister slotted to the Museum while donating resources could cause a crash.[/p]
  • [p]Fixed an instance of the game crashing shortly into loading a game save file.[/p]
  • [p]Fixed an issue that prevented some players from being able to build the Stage 3 for the Biodome.[/p]
  • [p]Fixed an issue where the Mega-Modules in a Biodome would stop working after reloading a save file unless they were removed and re-slotted into the Biodome.[/p]
  • [p]Fixed an issue where attempting to pick up a Display Case from a Museum’s Display Case Platform with four Display Cases and a partial collection would cause a game crash.[/p]
  • [p]Fixed an issue that could cause players exiting from a Shuttle on an Intermodal Terminal’s landing pad to be placed under the Intermodal Terminal.[/p]
  • [p]Fixed an issue where the indicator light of a DLS launch tube with a loaded Construction Anchor would revert from blue back to green after exiting the game and reloading.[/p]
  • [p]Fixed a frame drop that would occur when launching or obtaining specific Construction Anchors from the DLS.[/p]
  • [p]Fixed an issue that could cause the DLS to get stuck with a second Museum Construction Anchor in its launch tube after already receiving a first Museum anchor. This could also prevent the Orbital Platform anchor from being launched.[/p]
  • [p]Fixed an issue that prevented Museum collection perks from activating for Museums built on the Orbital Platform.[/p]
  • [p]Fixed an issue where items slotted into certain slots near the Orbital Platform’s thrusters would flip sideways.[/p]
  • [p]Fixed gaps in the Orbital Platform’s collision mesh that could cause players to fall through the floor.[/p]
  • [p]Fixed an issue where the caging around the Orbital Platform’s thrusters could be misaligned and rotated over the ring platform instead.[/p]
  • [p]Fixed an issue that could cause fallen items on the Orbital Platform to be teleported above it and stay stuck there or get scattered.[/p]
  • [p]Fixed an issue where players who exited the game while in orbit of the Orbital Platform would reload into the game without being able to interact with anything.[/p]
  • [p]Fixed an issue where some Target Pins in the Intermodal Terminal couldn’t be segmented or attached to anything.[/p]
  • [p]Fixed an issue where saving and exiting a game while being inside a shuttle on one of the Intermodal Terminal landing pads could make it so that, after reloading that game file, exiting that shuttle would place you at the bottom of the Intermodal Terminal and be stuck.[/p]
  • [p]Fixed an issue that could cause wireframes to be visible around Medium Storages attached to a Biodome.[/p]
  • [p]Improved the wording of the “Light Bloomer” Biodome Mission to be clearer.[/p]
  • [p]Fixed an issue where the Megastructure Component Printers would continue to make printing sounds despite being unpowered.[/p]
  • [p]Fixed an issue that could cause Packagers to delete the packaged item and become stuck in mid-air without being interactable.[/p]
  • [p]Fixed an issue where Solid Fuel Thrusters could disappear from a Shuttle after running out of fuel, rather than leaving behind scrapable debris.[/p]
  • [p]Fixed an issue where Stacked Platforms would not adjust their height to accommodate certain storage modules.[/p]
  • [p]Made improvements to the functionality of the Musical Mushroom. Now it will cycle through musical tones upon activations, with different colored lighting per tone. It also changed from “Hold to Interact” to a single tap activation and will now be activated by Target Pins from other modules.[/p]
  • [p]Fixed an issue where the tones of the Musical Mushroom could become out of sync between players on multiplayer.[/p]
  • [p]The Musical Mushroom has been removed from the Creative catalogue for accounts without the Megatech DLC.[/p]
  • [p]Fixed an issue where the walkable surfaces of Walkways could be left behind for clients on multiplayer after stowing them.[/p]
  • [p]Fixed a missing text string in the research settings for Custom Games.[/p]
  • [p]Added the Large Gas Canister and Large Fluid & Soil Canister to the list of printable items for legacy printers.[/p]
  • [p]Fixed an issue where resources in the output slot of the Extra Large Resource Canister appear very tiny and are nearly impossible to interact with.[/p]
  • [p]Fixed an issue where Icon Signs would be slightly offset when slotted into T1 slots.[/p]
  • [p]Fixed an issue where the cursor for the Drill and Paver were casting a shadow.[/p]
[p][/p][h3]NEW CANISTERS STORAGE INCREASE [/h3][p]Thank you to everyone who shared their feedback on the new Large Canisters storage not being as high as they should; you did the math and you were right. [/p]
  • [p]The storage capacity of the Large Gas Canister has been increased to hold 400 Small Canisters worth of a single atmospheric resource.[/p]
  • [p]The storage capacity of the Large Fluid & Soil Canister has been increased from 72 Small Fluid & Soil Canisters to 300 Small Fluid & Soil Canisters.[/p]
  • [p]These changes also apply to the Intermodal Terminal's fuel canisters.[/p]
[p]UPDATE: This change has not applied retroactively to Large Canisters built prior to this Hotfix. Building new canisters should reflect these new values, and as a workaround, emptying a canister, packaging them and then unpackaging them should correct their storage values.[/p]

Unlocking Megatech

[p]We're less than 1 week away from the release of ASTRONEER: Megatech! And if you’re the kind of player who likes to do their research before diving in, then this guide will help give you the prep you need to get started right away when all the new content releases.[/p][p]Odds are that if you’ve already been playing the game for some time then you won't need to worry about any of these requirements, but if you’re new to the game or starting a new save then this guide will show you the steps to beelining straight toward unlocking Megatech.[/p][p][/p][p][/p][h2]Megatech Missions[/h2][p][/p][p]In order to receive the first Megatech Mission, you will first need to complete a few of the base game Missions:[/p]
  • [p]Unearthed: Print an Extractor and Extract a Resource Nugget.[/p]
    • [p]Unlocked after completing the “Arm Yourself!” and “Stuffed Storage” Missions.[/p]
  • [p]Forward Progress: Place a Shelter on Another Planet and Place a Landing Pad on Another Planet.[/p]
    • [p]Unlocked after completing the “Smelteringly Hot” and “To Parts Unknown” Missions.[/p]
[p]Additionally, there are a few more Missions you will need to complete before you can start the Intermodal Terminal and Museum Mission lines. To clarify, you will be able to build these Megastructures without completing these Missions, but there are unique rewards tied to completing them, so we recommend playing through them. But, if you do things out of order, the Missions should still complete retroactively. [/p][p][/p][p]For the Museum Missions you must first complete:[/p]
  • [p]Take a Byte: Gain 2000 More Bytes.[/p]
    • [p]Unlocked after completing the “For Science!” Mission.[/p]
  • [p]Here We Go Sampling: Find and Use 10 Research Samples.[/p]
    • [p]Unlocked after completing the “For Science!” Mission.[/p]
[p][/p][p]For the Intermodal Terminal Missions you must first complete:[/p]
  • [p]Rubberstamp: Use Data Log on Logistics Depot: Glacio to confirm shipment completed.[/p]
    • [p]Unlocked after completing the “Better Freight Than Never” and “Cooler Runnings” Missions.[/p]
  • [p]Materials Matters: Print a Chemistry Lab and Create Rubber or Plastic.[/p]
    • [p]Unlocked after completing the “Talking Tungsten” Mission.[/p]
[p]And in case you want to dash straight toward making your own Orbital Platform, bear in mind that the DLS won’t have that Construction Anchor available until you first finish building at least one other Megastructure and fully upgrade it.[/p][p][/p][p][/p][h3]Intro Missions [/h3][p]Once you have completed the “Forward Progress” and “Unearthed Missions”, you will find the new “Large Scale Learning” Mission in your Log. This is where you’ll meet Beepy, your EXO Training Assistant who’ll welcome you to the Interplanetary Megastructure Initiative! [/p][p]These Missions will start you out with your first Megastructure, the Distribution Launcher System (or DLS for short). You will receive a Construction Anchor which you can deploy into a Mega-Printer Platform to set up the construction site of the DLS with a holographic preview of what it will look like. Once you’re happy with its placement and you’re sure this is where you want it, deploy the Platform. [/p][p]The Mega-Printer will require a large number of resources to print the DLS, a total of 49 Compound, 29 Zinc, 23 Copper, and 7 Steel. The Mega-Printer Drone will start the printing process after you have provided all the resources it needs along with enough power but will stop in its tracks if anything is missing. Over time you’ll see it completed. [/p][p]With the DLS, you will gain the ability to launch Construction Anchors to any planet, just place a Construction Anchor Landing Pad where you want to receive it (printable at the DLS). Place the Construction Anchor where you want it so you can initiate the construction of a new Megastructure, like the Intermodal Terminal. If you own the DLC expansion, you’ll also be able to now build the Orbital Station, Museum, and Biodome.[/p][p] [/p][p]Note: In the case of Aeoluz, Megatech content locked behind the Megatech Missions won't be available.[/p][p][/p][h2]Mega-Deconstructor[/h2][p]In case you change your mind about the placement of a Megastructure or just want to free up some space by removing a Mega-Printer Platform, you have the option to use the new Mega-Deconstructor to completely disintegrate them. You will lose your resource investment, so think carefully before doing so, but at least you won’t have a giant hole left behind like you would with Dynamite, only the underlying deformed terrain generated in the construction of the Megastructure will remain.[/p][p][/p][p][/p][h2]New Walkways [/h2][p]Bending the terrain to your will to form land bridges can be a fun and effective impromptu solution for getting around while exploring, but when building a base, you might want a cleaner and more aesthetically pleasing option. The new Walkways will help with this, and they have the added benefit of also carrying power and oxygen. [/p][p]They’re crafted in bundles just like Rail Posts, and they're placed pretty much the same way with the same kind of versatility, creating a walkable path between the nearest posts within range. They’re also a nice way of connecting the new Museum to its Display Case extensions, which is why they have their own built-in Walkways, but also offer a connection point for separate Walkway posts in case you want to extend a path even further.[/p][p][/p][p][/p][p][/p][p]Outside of the Orbital Station, Museum, and Biodome, everything mentioned in this blog will be a part of the Megatech Free Update. We hope you’re as excited as we are for the release coming November 20th, and if you want to unlock the full potential of Megatech then consider wishlisting the DLC for a launch day reminder.[/p][p][/p][p]⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀    Wishlist ASTRONEER: Megatech Now![/p][p][/p][p]⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀    Download the ASTRONEER: Megatech wallpaper:[/p][p]⠀⠀⠀⠀⠀⠀⠀⠀ Landscape (1920x1080) - Landscape 4K (3820x2160) - Portrait (1080x1920)[/p][p][/p][h2]FAQ[/h2][p][/p][p]What’s the release date for ASTRONEER: Megatech?[/p]
  • [p]November 20th, 2025. The Nintendo Switch release will come at a later time. We'll share more as soon as we can.[/p]
[p]How much will the ASTRONEER: Megatech DLC cost?[/p]
  • [p]$9.99 USD. It might vary slightly per currency.[/p]
[p]Will any free content be released with the Megatech DLC?[/p]
  • [p]Yes. A free content update will be released alongside the paid DLC.[/p]
[p]Will existing game save files be compatible with the Megatech DLC?[/p]
  • [p]Yes.[/p]
[p]Will Dedicated Servers be available at launch for playing with Megatech content?[/p]
  • [p]Yes.[/p]
[p]If I own the Megatech DLC and my friend doesn’t, will we still be able to play together?[/p]
  • [p]For Dedicated Servers: If a server is hosting a Megatech save file, then all players looking to join must also have the Megatech DLC. A save file is considered a Megatech save file as soon as a Construction Anchor for either a Biodome, Orbital Platform, or Museum is deployed, so consider backing up a save file first.[/p]
  • [p]For Co-op Play: If the host player owns the Megatech DLC, anyone can join and play Megatech content as well, but cosmetics will only unlock for players who own the DLC themselves.[/p]
[p]How far into the game should I progress before starting the Megatech DLC?[/p]
  • [p]You can access the Megatech DLC as soon as you start a new game. That said, the majority of this new content will be locked behind a fair bit of the tech tree and some missions, both old and new. This very blog should help clarify that.[/p]

Megatech Automation Guide

[p]ASTRONEER's upcoming Megatech DLC and Free Update will be adding some new high-tech options to your base building, especially for those with a love of automation! While it’s true that you don’t need to delve into automation to enjoy the new Megatech content, there’s still a lot of fun to be had in experimenting with the new Megastructures. [/p][p]To that aim, this guide is meant to serve as a bit of a primer to teach the basics of automation in ASTRONEER, enough to give you a few fun projects to try out for yourself. We’ll also show off some of the ways in which the new Megatech additions can add more convenience to your automation or unlock completely new potential.[/p][p][/p][h2]Where to start [/h2][p]Before diving into the nitty gritty of automation, there are some general tips to consider that should help you get up and running: [/p]
  • [p]Experiment in Creative Mode: It can be extra challenging to figure everything out when you need to gather the resources to print everything, so experimenting in creative mode can let you see more easily how everything fits together so you can then bring that knowledge back into your main game. After all, half the fun of automation comes from figuring things out for yourself.[/p]
  • [p]Review the Research Catalog: Start by familiarizing yourself with every item in the catalog and understanding how it all works. Sometimes you can discover interesting features that you might not have expected, like Platforms moving nuggets and resources around without the need for Auto Arms. Experiment so you can prioritize where to spend your research Bytes.[/p]
  • [p]The Wiki is your friend: This guide is only meant to help get you started. Looking through the community Wiki can help fill any gaps in your knowledge and reveal more in-depth information.[/p]
  • [p]Join our Discord: We have some avid automation enthusiasts on our server that love talking shop and could help you with your build. Join here.[/p]
  • [p]YouTube tutorials galore: We’re fortunate to have content creators on YouTube share a wide variety of tutorials and guides on the topic of automation and much more. Some information might become less relevant as the game receives more updates, but the fundamentals should still hold true. Some good channels include One Last Midnight, Vainglorious Gaming, Kuya Game, and Tactile Object, but there are plenty more out there, so consult whichever channel is your favorite.[/p]
[p] [/p][h2]What can be automated? [/h2][p]That’s a pretty open-ended question. In terms of production, you can automate the production of any resource in the game, including research and power. But you can also get creative with very specific scenarios, like a thoughtful Auto Arm that packs Hydrazine directly into your Backpack every time you leave your base. At the end of the day, you set your own goals for whatever you think matters most or simply find the most fun.[/p][p][/p][p][/p][h2]How does it work?[/h2][p]Let’s start by looking at some of the tools in your toolbox and explaining how each of them works. You might be familiarized already with some of them, while others you might have decided you weren’t going to bother with because they looked too complicated. But, once you start using them, you might find that they weren’t as complicated as you thought.[/p][p] [/p][h3]Auto Arms[/h3][p]This is probably the most iconic bit of tech for automation, and don’t let its compact form fool you; it can extend quite a bit, especially vertically. Place it on any powered platform and it will move resources from one end to the other. Mouse over it to see two colored holographic spheres where green is the input and blue the output. Fun facts:[/p]
  • [p]You can place a specific item on the open slot in the middle of its base to filter for only moving that kind of item.[/p]
  • [p]If the Auto Arm can’t find an open slot to place an item in, it will hold said item until a slot within reach opens up, which might include your Backpack. [/p]
[p][/p][h3]Platforms[/h3][p]You might not think Platforms play much of a role in automation, but the wide variety of shapes available means some Platform types can be most beneficial to certain arrangements. For example, the Large Extended Platform and XL Extended Platform are the ideal length for an Auto Arm, and Platforms also automate the movement of resources on them, so choose the right one for your needs. Consult the Wiki for reference. [/p][p] [/p][h3]Auto Extractors[/h3][p]Unlocking these is an important milestone to automating your resource extraction and production game. They’re far more efficient at extracting resources than your Terrain Tool, if somewhat slower. You can extend power to one from your base, but many choose to use a local source, since you’ll end up moving them once they exhaust a deposit. Fun facts: [/p]
  • [p]The Auto Extractor has a slot on top where you can add a Medium Resource Canister, Medium Storage, or Medium Storage Silo to directly store into.[/p]
  • [p]You can also add a Portable Smelting Furnace to the top so it can directly produce finished metals. [/p]
[p][/p][h3]Rail Networks[/h3][p]It’s less useful to automate a resource if you have to run around gathering it all, so Rails help automate this part too, they’ll even help with power and oxygen distribution. You can equip Rail Cars with storage and set them up to be loaded/unloaded by Auto Arms, using Storage Sensors to automatically transport goods between Auto Extractors and your base. Keep reading for details on a Starter Project. [/p][p] [/p][h3]Sensors & Repeaters[/h3][p]If you’ve been opting out of automation, then these might be a set of items you’ve never used before. These are what will allow you to customize the behavior of your automation, versatile enough to allow for the creation of some elaborate contraptions, like a music player, or even a crazy display capable of doing math for you! But let’s think small for now. [/p][p]Sensors: Place them down by themselves or directly on to the item you want to be sensing, then extend the Pin from the top and place it on the item you want the Sensor to activate when its condition has been met. You can also extend additional Pins from the first Pin, but only the ones at the end of the wire will activate items.[/p]
  • [p]Storage Sensors: Useful for resource management, like keeping your supply of Resin topped up but deactivate your Auto Extractors once your storage is full to save up on power. Cycle through its Modes to activate when its attached storage is either “Full or Empty”, “Empty or Not Empty”, or “Full or Not Full”.[/p]
  • [p]Power Sensors: Useful for keeping your power flowing when your renewable sources run out, like shifting from Solar Panels at night over to your Generators. Cycle through its Modes to activate when it “Gains Power Flow”, “Loses Power Flow”, or every time it either “Gains or Loses Power”.[/p]
  • [p]Battery Sensors: Useful for keeping your Battery supply charged up, like activating your Generators only once your Batteries are all drained to save up on Carbon. Cycle through its Modes to activate when its attached battery “Gains or Loses Charge”, is “Empty or Not Empty,” or it’s “Charged or Not Charged”.[/p]
  • [p]Motion Sensors: These work a little differently, as you don't place one on anything you want to sense. Instead, it will activate whenever anything passes through it. You can directly slot small items on to some of them like Horns to announce when a buddy returns to base or extend Pins to anything else you want one to activate.[/p]
[p] [/p][p]Repeaters: Unlike most Sensors, you don’t place Repeaters directly on to other items; you either place them down by themselves or on a small slot, but you can also stack them for combined effects. Alternatively, attach small slot items you want to activate directly to the top of them. They also have Pins that work the same way as they do for Sensors.[/p]
  • [p]Proximity Repeater: When one of these is activated, it will in turn activate everything within a small radius, which you can see as a green holographic circle when you mouse over it. It can be useful when you want to activate multiple nearby things at the same time, and it can even collect research items in its proximity.[/p]
  • [p]Button Repeater: This is pretty straightforward. It's a simple button that will activate anything you connect it to via its Pins. This is the best Repeater to combine with any of the other Repeaters in order to combine their effects, particularly the Delay Repeater and the Count Repeater.[/p]
  • [p]Delay Repeater: These don’t activate anything by themselves but instead create a delay between receiving a signal and sending one out. It can be useful, for example, for activating an Auto Arm to collect an Organic nugget from a Tapper that’s finished producing a full nugget, so the Auto Arm isn’t spending power the whole time.[/p]
  • [p]Count Repeater: Like the Delay Repeater, it doesn't activate anything by itself. It can send out a signal only after a set amount of input signals have been received. For example, a Solid Fuel Thruster can make 2 interplanetary round trips. A Sensor Ring with a Count Repeater could print a new Thruster only when needed.[/p]
[p] [/p][h3]Power Switches, Extenders, and Splitters[/h3][p]Your power production is certainly something you can automate, but fiddling with the direction of your power flow can also help ensure your usage of power stays efficient. You can cut power to entire sections of your base that currently aren’t needed, like in the case of resource production setups when you run out of storage.[/p]
  • [p]Power Switches: These are simple On/Off Switches that can either let power pass through or get cut off. If you ensure power flows into an automation set up from a single point, then a Switch will allow you to easily shut it all down. They can also act as transistors for complex logic gate set ups, but that’s advanced stuff.[/p]
  • [p]Power Extenders: Not only do they carry power and oxygen, but they also have the interesting property of being able to set what direction you want power to flow in. This can be useful for automated backup Generator set ups, ensuring a Power Sensor only turns it on when it runs out of power coming from the base.[/p]
  • [p]Splitters: These allow you to divert the flow of power down separate circuits. For example, assuming you only have enough power to keep automation for one resource running at any given time, a Splitter could allow you to quickly divert power from one set up to the other or even deactivate them entirely to free up power.[/p]
[p] [/p][h2]Starter Projects [/h2][p]Theory is all well and good, but there’s nothing like a little hands-on demonstration. Below you’ll find a few project ideas to get you started, ordered from simplest to most advanced. Bear in mind that these are just examples, and there are countless different arrangements you could use to achieve the same results. Feel free to experiment. Give them a try and tag us on social media if you share your results![/p][p][/p][p][/p][h3]Carbon Power Farms[/h3][p]Carbon farms and Generators can help keep your base powered even when renewable power slows down. Follow these steps for your own basic set-up and expand as needed.[/p][p][/p][p]What you’ll need: [/p]
  • [p]A few tappable plants planted close together in a small area.[/p]
  • [p]At least one Tapper per plant (the more per plant, the slower).[/p]
  • [p]1x Auto Arm[/p]
  • [p]1x Storage Sensor[/p]
  • [p]1x Medium Storage[/p]
  • [p]1x Medium Platform A[/p]
  • [p]1x Large Platform B[/p]
  • [p]1x Smelting Furnace[/p]
  • [p]1x Medium Generator[/p]
[p][/p][p][/p][p]Build Steps:[/p]
  1. [p]Find a nice flat space near your base and plant your tappable plants close to each other. Mouse over the Auto Arm to see the size of the green holographic sphere; this is how close you want these plants. The Plumefir trees in Sylva will work nicely.[/p]
  2. [p]Wait for the plants to have fully grown then attach a Tapper to each of them, making sure they stay within the Auto Arm’s green sphere area. Make sure to activate each Tapper so they are producing Organic.[/p]
  3. [p]Place a Medium Platform A with an Auto Arm on it so that all Tappers fit within the green sphere hologram.[/p]
  4. [p]Place a Large Platform B with one end inside the blue sphere hologram of the Auto Arm. Slot the Medium Storage to this end of the Large Platform, the Smelting Furnace in the middle, and the Medium Generator on the opposite end.[/p]
  5. [p]Place the Storage Sensor on the Medium Storage, set it to “Full or Not Full”, and extend its Pin to the Auto Arm.[/p]
  6. [p]Connect the power cable from the Medium Platform A to the Large Platform B and then your power network into the Large Platform B, so it has enough power to get started. Make sure the Smelting Furnace, Medium Generator, and Tappers are on.[/p]
[p] [/p][p]Expansion Ideas:[/p]
  • [p]You could be charging up a Battery with the power you’re generating and set it up so it only activates the Generator when the Batteries are empty. Try connecting a Medium Battery to the Generator’s Platform and placing a Battery Sensor on the Battery with the Pin attached to the Generator.[/p]
  • [p]The Smelting Furnace is consuming some of the power the Medium Generator is producing, so using a bigger Platform like the Extra Large Platform C would free up room for an additional Medium Generator and even more Medium Storages to gather up some of the Carbon being produced.[/p]
  • [p]You could be storing some of the Carbon you’re not burning. Placing everything on a bigger Platform could free up room for Storage to gather Carbon, stored by an Auto Arm into a nearby Resource Canister when there’s more than the Generator needs. A Storage Sensor could activate only when the Carbon Storage is full.[/p]
[p][/p][p][/p][h3]Automated Resource Relay [/h3][p]One of the greatest conveniences of automation is letting resources come to you. Get started on your own network of railways connecting your base to your Auto Extractors. [/p][p] [/p][p]What you’ll need:[/p]
  • [p]1x Auto Extractor[/p]
  • [p]2x Auto Arms[/p]
  • [p]1x Medium Stacked Platform[/p]
  • [p]1x Large Extended Platform[/p]
  • [p]1x Medium Storage Silo[/p]
  • [p]1x Medium Resource Canister[/p]
  • [p]1x Rail Car[/p]
  • [p]1x Large Storage[/p]
  • [p]4x Medium Storage[/p]
  • [p]2x Storage Sensor[/p]
  • [p]1x Proximity Repeater[/p]
  • [p]1x Power Switch[/p]
  • [p]As many Rail Posts as you need to connect the Auto Extractor to your base.[/p]
[p][/p][p][/p][p]Build Steps:[/p]
  1. [p]Place the Auto Extractor on the resource you want to gather. When activated, notice the green bars displaying how much of said resource is left in this deposit.[/p]
  2. [p]Attach a Storage Sensor set to “Full or Empty” to the Medium Storage Silo and slot it to the top of the Auto Extractor’s thumper.[/p]
  3. [p]Slot the Auto Arm to the top of the Medium Stacked Platform and move the Platform until the green sphere hologram is on the center of the Auto Extractor. The Auto Arm can extend vertically a fair bit, so don't worry if it’s not tall enough.[/p]
  4. [p]Place a Rail Post on the inner edge of the Auto Arm’s blue sphere hologram so that it’s almost touching the Medium Stacked Platform. Place down the Proximity Repeater right next to this Rail Post and extend the Pin from the Storage Sensor on the Silo to connect to the side of the Repeater. Make sure the Stacked Platform is outside of the reach of the Proximity Repeater. After this, keep placing down more Rail Posts until you connect them all the way to your base.[/p]
  5. [p]At your base, place the other Auto Arm on the Large Extended Platform with the green input end on the outside of the Platform. Move the Platform until the green sphere hologram covers the end of the railway, then place the Medium Resource Canister on the other end of the Platform.[/p]
  6. [p]Place down the Power Switch next to the end of the railway and connect its power cable to it. When you connect the railway to your base’s power network, make sure to connect it through this Switch. Attach the other Storage Sensor to the nearby Medium Resource Canister meant to hold the resource you’re collecting, set it to “Full or Empty”, and extend its Pin to attach it to the side of the Power Switch.[/p]
  7. [p]Slot the Large Storage on the Rail Car and slot the four Medium Storages on top of that. Extend them for a nicer look. Now place the Rail Car on the rails.[/p]
  8. [p]Connect all mentioned Platforms to the nearest other Platform and the Rail Posts at either end so you can run power from your base all the way to the Auto Extractor. Make sure everything is powered up and the Auto Extractor is activated.[/p]
[p] [/p][p]Expansion Ideas:[/p]
  • [p]Using Rail Stations at either end of the railway can cancel out the need for Auto Arms or Sensors. You can use the control panel to set the Station by the Auto Extractor to disable Stop Mode and enable Loading Stopped Cars, while the other end can be set to disable Stop Mode and enable Unloading Stopped Cars.[/p]
  • [p]You can add more stops along the railway to gather more resources from other deposits being harvested by Auto Extractors. Adding an extra Rail Car with the same Storages and using resource filters on the loading Auto Arm could help if it’s a different resource, placed so it can only reach the second Rail Car while stopped.[/p]
[p][/p][p][/p][h3]Hydrazine Farms[/h3][p]You’ll always be in need of Hydrazine for all of your flying needs, and if you already set up an automated Ammonium relay like in the previous project, then all you need is Hydrogen and a Chemistry Lab to automate your Hydrazine. Try starting with this setup.[/p][p] [/p][p]What you’ll need:[/p]
  • [p]An automated Ammonium relay, as detailed in the previous project.[/p]
  • [p]3x Large Platform A[/p]
  • [p]1x Large Platform B[/p]
  • [p]1x Large Extended Platform[/p]
  • [p]3x Auto Arms[/p]
  • [p]1x Atmospheric Condenser[/p]
  • [p]1x Chemistry Lab[/p]
  • [p]1x Medium Fluid & Soil Canister[/p]
  • [p]2x Medium Gas Canister[/p]
  • [p]1x Storage Sensor[/p]
[p][/p][p][/p][p]Build Steps:[/p]
  1. [p]Place the Large Platform B next to the Ammonium Canister with one of its side “wings” placed closest to it. Then, slot the Atmospheric Condenser into the middle and two Medium Gas Canisters at either end. Set the Condenser to produce Hydrogen with the Continuous Mode button.[/p]
  2. [p]Slot two Auto Arms on to a Large Platform A oriented in the same direction, with the green sphere holograms on one end and blue on the other. Place the Platform in such a way that each Arm’s green input end can reach the Hydrogen Canister and the Ammonium Canister, respectively. Use the Auto Arm filters if needed.[/p]
  3. [p]Slot the Chemistry Lab on to a Large Platform A and move the Platform so that it’s within reach of the blue sphere holograms of the Auto Arm pair from the previous step. Set the Lab to produce Hydrazine with the Continuous Mode button.[/p]
  4. [p]Slot the last Auto Arm on to one end of the Large Extended Platform, with the green sphere hologram aimed outwards, and place the Medium Fluid & Soil Canister for Hydrazine at the other end. Place the Platform so that the green end of the Auto Arm can reach the Chemistry Lab.[/p]
  5. [p]Attach a Storage Sensor to the Hydrazine Canister and extend the Pin to the Chemistry Lab, set to “Full or Not Full”. Connect the power cables between all Platforms with their nearest neighbors and make sure everything is powered up. Make sure the Auto Arms are also activated.[/p]
[p] [/p][p]Expansion Ideas:[/p]
  • [p]A single Medium Fluid & Soil Canister to hold your Hydrazine might fall short soon enough. Consider grouping up a bunch of them on a bigger Platform. Or maybe keep an eye out for the Large Fluid & Soil Canister coming with Megatech. ;)[/p]
  • [p]Replicating this same setup will allow for more Hydrazine to be produced simultaneously instead of being limited to the speed of a single Chemistry Lab.[/p]
[p][/p][p][/p][h2]Megatech Automation[/h2][p]Congratulations on dipping your toes into the wonders of Astroneer automation! Or if you're already a veteran then that might all have seemed like a spacewalk in the space park (Sure, that’s a thing people say). So where does Megatech come into all this? Does big automation have room for huge Megastructures? You betcha![/p][p] [/p][h3]Intermodal Terminal[/h3][p]Automate your Shuttle launches to be loaded up with local resources and be shipped to planets that don’t have said resources available. Trying to automate something like Nanocarbon Alloy can be quite an undertaking, with resources limited to a variety of planets. Outside of going to Aeoluz, you’d have to be making a lot of trips, but the Intermodal Terminal can automate the process of gathering everything in a single place.[/p][p] [/p][h3]Orbital Platform[/h3][p]While being a huge build space with plenty of conveniences, there’s one fun aspect that Soil farmers might be especially excited about. Outside of the creative options it allows for, the MEGA-Mini Asteroid is also an infinitely renewable source of purely soil. There’s no need to worry about the mess of burrow tunnels left behind, as you can simply regenerate the Asteroid whenever you like at no cost and choose which available shape you want it in. [/p][p] [/p][h3]Biodome[/h3][p]We’ve seen some massive Organic farms being created by the community, but they tend to have a lot of moving parts. That’s part of the fun, but the Biodome is designed to be a much more convenient way of achieving similar results, automating the production of Organic nuggets as well as Seeds that can go into either planting more plants or feeding into the Museum’s Donation Stations, all in one place.[/p][p] [/p][h3]Museum[/h3][p]Speaking of Donation Stations, masters of automation tend to have plenty of resources lying around, and the Museum opens up an avenue for those resources to go into unlocking useful rewards and new perks. Plus, filling up the holographic displays of all Donation Stations is worthy of the ultimate bragging rights.[/p][p][/p][p][/p][h2]New Large Canisters[/h2][p]Building all of these new Megastructures is going to take a lot of resources, which is one good reason to add in new Large Gas Canisters as well as Large Soil & Fluid Canisters, coming with the Megatech Free Update. Both will slot into Tier 3 Large slots.[/p]
  • [p]The Large Gas Canister will cost 1x Silicone, 1x Glass and 1x Titanium Alloy to print and holds 4 times as much as a Medium Canister.[/p]
  • [p]The Large Soil & Fluid Canister will cost 1x Plastic, 1x Glass and 1x Titanium Alloy to print and holds 3 times as much as a Medium Canister.[/p]
[p]EXO Chips Storage: As some eagle-eyed commenters have already pointed out in our latest trailer, the Megatech Free Update will also add the new functionality of being able to store EXO Chips in Resource Canisters for a much tidier storage solution.[/p][p][/p][p][/p][p][/p][p]We hope this has been an insightful look into automation and the huge additions coming with Megatech. Up next, we’ll be sharing more details on what it takes to unlock and build most of this new content. Stay tuned![/p][p][/p][p]⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀      Wishlist ASTRONEER: Megatech Now![/p][p][/p][p]⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀    Download the ASTRONEER: Megatech wallpaper:[/p][p]⠀⠀⠀⠀⠀⠀⠀⠀ Landscape (1920x1080) - Landscape 4K (3820x2160) - Portrait (1080x1920)[/p][p][/p][h2]FAQ[/h2][p]What’s the release date for ASTRONEER: Megatech?[/p]
  • [p]November 20th, 2025. The Nintendo Switch release will come at a later time. We'll share more as soon as we can.[/p]
[p]How much will the ASTRONEER: Megatech DLC cost?[/p]
  • [p]$9.99 USD. It might vary slightly per currency. [/p]
[p]Will existing game save files be compatible with the Megatech DLC?[/p]
  • [p]Yes.[/p]
[p]Will any free content be released with the Megatech DLC?[/p]
  • [p]Yes. A free content update will be released alongside the paid DLC.[/p]
[p]How far into the game should I progress before starting the Megatech DLC?[/p]
  • [p]You can access the Megatech DLC as soon as you start a new game. That said, the majority of this new content will be locked behind a fair bit of the tech tree and some missions, both old and new. [/p]