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Astronaut
Whitenaut
An Astronaut

Type

Neutral Mob

Rarity

Very common

Health

Varied

Drops

Disk

Astronauts are a Mob in Lunacraft that are more intelligent than other Mobs.

General Information

Astronauts are about 3.33 blocks tall, much taller than the player. This means that they require a 4 block tall space in order to move around. Astronauts of different colors will occasionaly attack each other. If you encounter a random Disk lying around, or craters made by Brown Mobs, enemy Astronauts may be in the vicinity. Astronauts will also attack other Mobs; finding Biogel may also mean that Astronauts are in the area. They also may spawn from out of nowhere. Another way to find Astronauts is if you encouter an Astronaut Lair which is surrounded by Polymer on all four sides and is always deeper than 15 blocks in depth. However, not all Astronaut Lairs have Astronauts.

There are five factions of enemy Astronauts, and a single variety of allied (friendly) Astronauts. An Astronaut's affiliation can be determined by the color of his space suit. Each type of Astronaut varies in speed, deadliness and difficulty to kill.

White Astronauts

Whitenaut

White Astronaut

These Astronauts are the slowest and easiest to kill. They are also the most common.

Mint Green Astronauts

Yellownaut

These Astronauts move faster and are harder to kill. They are trouble in numbers.

Powder Blue Astronauts

These Astronauts are very fast and can be very hard to kill, much more than Mint Green Astronauts.

Pink Astronauts

These Astronauts are very fast and deadly, and are extremely difficult to kill.

Yellow Astronauts

These Astronauts are the fastest and most difficult to kill. They often pair up and remain hostile towards oposing Astronauts, including the player. Luckily, these are the rarest type of Astronauts.

Friendly Astronauts

A friendly Astronaut appears in response to placing a Beacon. Normal Astronauts can also be "bribed" with Refined Gold.

If the player places throws a Refined Gold bar near an Astronaut, the Astronaut might pick it up; and if it does, it becomes friendly. (In order to throw a gold bar, go into the inventory and move the gold bar to the edge of the screen). After the player throws refined gold at the Astronaut or placed by a beacon,the friendly Astronaut seems to run away from the player backwards.

A bright green Astronaut will fire at other Mobs, including other friendly Astronauts, but not at the player. All Astronauts become this color when made friendly, regardless of their original color.

If you fire at a friendly Astronaut and hit it, it turns back into its original color and begins to fire back at you.

Updates 1.7.0 and above have a bug that causes an unending repeated pistol noise, that is heard even when there is no Astronaut in sight. This seems to happen as a direct result of making an Astronaut friendly, and it also happens in Update 1.8 when you place a Beacon. After a little while, the gameplay slows down so much as to be unplayable.

Invisibility

Inconveniently, transparent materials such as Water and Glass cannot be used as "windows" to see Astronauts while avoiding their fire. All Mobs are invisible behind transparent materials.


Astronaut Battle Movements

Why it matters (in depth)

Imagine the scene, you're being attacked by a Pink Astronaut. You have to defend your base or die trying. But oh no! It keeps dodging your bullets! Yes if you memorize this the number of missed shots while fighting astronauts will go down drastically. You'll be the hunter rather than the hunted in explore mode. Sounds pretty good right? Thats why it matters. Also a section for practical application of this knowledge will be added for those who don't understand how they can apply this to fighting astronauts.

How the Experiment was done

First I captured a lot of Astronauts. Then I built different shafts for each color. Then I dug out a testing area in the walls of said shafts. I had an 8 block tall ceiling. I had a kind of large stair set that led nowhere inside a 3X3 room. The stair set had one stair at ground level, one stair below ground level, and one stair 2 below ground level. Each of said stairs were three blocks wide. I'd push the Astronaut into the room, go into one of the four observation posts I had built into the side of each wall. When I was in position I would shoot it and observe from my current position for 3 minutes. Most fights are done for better or for worse in three minutes. After three minutes in one post, I move to a different one and see how it reacts. I did this with each side with all but the Pink Astronauts. I'll be leaving it up to wyatt to Describe his experiment process when he's done testing the pinks. After my "mountain test" I would hollow out an 8X8X8 room. Meaning 8 tall 8 long 8 wide. And hollow out a tunnel all around the room for me to use. I'd bring in an astronaut shoot it and get in my tunnel. I had windows so I could watch it. I'd observe for 5 minutes, move to next side,etc. etc. I took five minutes for the flat ground because on the frozen lakes the astronauts have alot more room to move around, more room means more options more options mean it takes a bit longer. The main reason for this section is to give wyatt an idea of how I conducted my tests. If anyone sees a potential flaw in the way I did my tests say so on the comments in reply to the comment I'll put labeled mistakes page.

Results

Now that formalities are done... On to the good stuff!

Astronaut attack patterns. (On flat ground)

These results are by no means set in stone on how Astros move while fighting. If theres an update that changes Astronauts or if someone finds my results incorrect and there are 2 or more confirmations of said mistake I will retest the Astronaut.

White Astros- Move forwards and backwards while shooting. They don't jump and aren't particularly accurate if you stay moving.

Mint Green Astros- Move in zigzag pattern while firing. Do not jump to my knowledge.

Powder Blue Astro's- They run left and right and shooting simultaneously and accurately. They will also very rarely fly and shoot at you. I believe that they can fly for an unlimited amount of time but I have no proof.

Pink Astros- run back and forth very fast and sideways every now and then. aren't very accurate.

Yellow Astros- Mixture of white and powder blue. Jump much more often than any others. I believe that these are the most deadly.

Patterns on uneven terrain.

White- Will go to lowest ground. They seem to stay as far away from you as they can while still being in lowest area.


Mint Green- They do not stop shooting unless everything around them is dead or they're dead. And have no obvious pattern.

Powder Blue-They go to the lowest area they can find and move around as much as possible on that layer. From what I saw they do not change terrain whilst fighting to go to higher elevations.

Yellow- Lowest Ground. Moves side to side. Don't change elevation once on low ground.


This is useful because say the white astronaut always moves left and right, you can aim to it's left and it will run into the bullet. That takes practice. Something immediately useful though. If said astronaut is moving left you move right and it can't hit you as easily.

Other important stuff discovered

I've known it's wrong for me not to post this part of my discoveries but at the time I decided not to post them I didn't think they would matter, I've decided they do matter because I don't want other people to waste time.

Theory: Shooting at an astronaut will make it go hostile. Reality: You have to hit the Astronaut for it to become hostile.

Theory: Polymer will make Astronauts spawn more commonly. Reality: I'm not 100% sure but ignoring photo proof and going on my results only, this is false polymer has no effect, like I said, I have no idea truthfully, it may or may not really matter, who knows other than the programmers?

Theory: Mobs spawn out of the ground. Reality: Astronauts spawn out of the ground, green mobs appear in the air and fall when they spawn, and brown mobs and girrafes just kind of show up whenever it's inconvenient for you. XD

Gallery

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