UtopicVision

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  1. toggle alignment mod

    The aligment mod's functions change depending on the camera position, and the distance between the brush and the player. (maybe something else, too) Try moving the brush around while holding CTRL (without deforming) and then do the same thing again with a different camera position, you will soon find out how the augment works and be able to use the function you want.
  2. Unable to continue exploring a cave

    Have you created the save in ...0223? Issues like these usually happen when saves from older game versions are used.
  3. Power/Oxygen Specific Slots

    The underlying issue is inventory space, and I guess many of us relate to running out of space in the base as well... Simple solution: Reduce the resource yield of mining deposits to, say, 50%. As an example, that would mean that mining a full field of Laterite ore would yield a total of 2 Laterite nuggets, instead of 4. Fewer resource nuggets mean both more space in the inventory and less micro-management. Also, in my opinion, base modules etc. are far too cheap currently, so I think the price of printing items could remain unchanged.
  4. Ring of Power

    Why not show a simple unified "high power" symbol/ count when over, say, 5 charged batteries are connected. Only when the combined available charge is lower than 5 fully charged batteries will it display the charge sections. Also, it could be presented visually as a quarter of a ring instead of a full one, in order to distinguish it from the soil meter and reduce the visual noise. This quarter could then be displayed, say, in the lower left quarter of the terrain brush. Ideas?
  5. [Merged] Vehicle Issues

    Do you realise that you are playing on the experimental branch? It is outdated and still has a lot of bugs that are fixed in the current main build.
  6. I wrote a song about Astroneer

    Please do!
  7. Mineral Extractor revisit

    1. Science-based learning Given its function, the Mineral Extractor seems inspired by centrifuges in biochemical research. When using these devices, the symmetrical placement of tubes to the center is critical in balancing centrifugal forces, which can become quite strong at high spinning speeds. When the containers of the Mineral Extractor are filled, there is no such symmetrical arrangement. As the Mineral Extractor has a total of 8 slots in the centrifuge, a symmetrical arrangement can be achieved with either 2, 4, 6 or 8 filled tanks. Here is a picture of symmetrical placement of tubes within a centrifuge: -> Suggestion 1: Limiting the possible yield of the Mineral Extractor to 2, 4, 6 or 8 resources from one spin and changing the filling pattern of tanks from a continuous to a symmetrical one. Also, the tanks should be tilted outwards while spinning in order to balance centrifugal and gravitational forces. (Also seen in the picture above) 2. Gameplay In short, the possibility of extracting resources from soil strongly discourages exploration, and promotes the rather boring collection of soil. -> Suggestion 2: Certain items are consumed with each usage. Such an item could be a chemical reactant which is created in the (Hydrazine) refinery. Consequences: - because each usage of the Mineral Extractor then consumes a certain resource (that is not extracted itself), exploration is still promoted. - also, the refinery can then be used for more than only the production of Hydrazine. - possibly, players could discover multiple different chemical reactants by combining resources in the refinery, which then filter different resources out of soil in the Mineral Extractor. - however, I also suggest to limit the output of the Mineral Extractor to basic resources such as Resin, Compound, Organic and Oxygen in order to keep the more rare resources special.
  8. Additional Crane Heads?

    Now I will dream of all these things, thanks...^^ I always wondered why there is no larger, stronger version of the terrain tool that can be placed onto a crane. Building larger structures could become a lot faster. Maybe, this larger version could even feature more augment slots than the standard terrain tool. That way, it would not only be faster, but also enable new possibilities. Here is a concept of how something like this could look: Also, I cannot stress enough how well I think the magnetic plate would fit into the game... maybe it could then even be able to collect and place these objects onto free nearby slots (of the vehicle/ platform).
  9. Glad that I did! Insulting people definitely helps when discussing ideas... "because it got many people to play the game"... I don't know if someone who has somehow managed to stay interested in the current version of the game for 1300 hours is a reliable source of information about what "many people" like and enjoy... I will argue that achievement is one of the main reasons people enjoy games. Was there any sense of personal achievement in condensing hydrazine for free and then trading it for rare resources? (...) The harder it is to obtain resources, the more valuable they will be, which will then give the player a greater sense of achievement when they do obtain them.... up to a certain point. (Btw, I do agree about the soil extractor). Maybe a creative mode is the way to go, I'm not sure if that would fit the game, though. System era does not seem to agree with your notion that a game should encourage players to change whatever they please, because if they did, they would not have removed hydrazine trading entirely. Maybe they will add these options back in the future, we will see... Anyways, it has already been indicated that the trade platform will undergo some further changes...
  10. Experimental build. The good, the bad, and the iffy

    Maybe you will find this interesting:
  11. I wrote a song about Astroneer

    - sublte note of how to improve this forum -
  12. So far I have only proposed removing the trade mechanism. I find it hard to believe that the trade platform is the sole reason for you to (literally!) play an additional 1100 hours. I am not sure if I expressed myself properly. A game would not really be a game if there was no different options of how to play it... that would then be an "interactive experience", or a film. Limiting is defining where the options end. And since any feature in a game requires time and effort to be developed, you can either spend time creating more options/playstyles, or you can invest that time in improving the playstyles that are already there. I rather have a few, rich, high quality playstyles than many different, lower quality ones. That is especially true in the case of games, where there is so many other titles with other playstyles out there. If that is not enough, modding can also help in creating new options... the Devs of Astroneer have already stated that modding support is likely added in the future. In the case of the trade platform, as time has already been spent developing it, the argument I stated above does not apply to it. In this case, an option to enable/ disable it in game seems alright, but an extensive playstyle options menu contradicts some of the game's principles, as dynamic difficulty is a key feature of Astroneer. It is one of the very few games that strongly commits to this idea, and I would really like to see the devs continue realising that vision. I think coherent principles are far more important to a game than a mechanic that hardly adds to the experience, but more likely undoes some of it. So, why not just remove the trade platform entirely. I am not on a crusade to remove the trade function, I cannot remember the last time I used it myself... I wrote this as input for the devs to consider in crafting a coherent experience. Oh, and I really appreciate your remarks about the life of some particular game developers, it tells me that you are a very concerned person. Cheers.
  13. Most Frequent Suggestion + Confirmed Features

    First-time posts needing approval now might actually help with that, if the mods consider not to allow new threads for frequent suggestions...
  14. I wrote a song about Astroneer

    nice and relaxing, I love. You or someone else totally should make a "trailer" for the moon in Astroneer (Barren) with this song in the background. cheers!
  15. Oxygenate Terran

    Exactly my thoughts. Quality over Quantity... I don't think any new planets will be a big improvement, as long as they are basically the same as the ones we currently have. I really hope that the current planets become more distinct and will vary more strongly in the kinds of challenges they create for the player... Giving some planets a breathable atmosphere is one of these diversifying factors... Another one could be, for example, temperature. Lots of potential there