Mark the Space Engineer ;)

Members
  • Content count

    22
  • Joined

  • Last visited

About Mark the Space Engineer ;)

  • Rank
    Member

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Mark the Space Engineer ;)

    Landmarks - New Planet Design Idea

    Hi Team!! Although beacons are the number 1 way not to get lost I would like to suggest another concept for explorers, landmarks. This is a low priority request but I feel from a design point of view would make the game look far more amazing and also allow players to explore with less chance of getting lost (which is damn easy to do!). I thought the new alien artifacts would do this but they're all the same. Even if you don't go by my idea you could change the look or colours of the various alien buildings instead. I found seeing multiple alien buildings while exploring actually disorientated me somewhat leading to getting lost. Quite the opposite of what was expecting. Create large objects or rare land formations spread across a planet. These can be very spread out and allow players to judge their position without the need of beacons or at least, not as many. Crazy steep mountain formation. Crashed alien ship. Giant crystal formation. Huge plant type structure or tree (life tree from Avatar for example) Floating strange object high in the sky. Volcano or similar structure with smoke, lava or some weird goop coming out of it. etc etc. Sometimes these landmarks dont need to be high. They could be a giant weird hole in the ground with glow stones or weird asteroid sitting in a crater. You could also add rare minerals to these areas if you wish. Landmarks could also be very interesting places to build a base! Overall, something that stands out so a player can somewhat understand where they are from their base. Beacons or no beacons. Cheers team, keep up the amazing work. The new v.1 is amazing.
  2. Hi Team, Issue: Accidentally removed Resin from backpack while it was creating item Canister. The Resin was relocated back to the backpack successfully however this caused building new items impossible. The now half-Resin was also locked to the backpack (could not be removed). New items could be added to the backpack but the Resin was still stuck. This bug only effected the game the issue started from. Other games had no similar issue. Fix: Killed character. New character works fine. Unable to remove the Resin from dead body (it's still frozen on bodies backpack). Please try the following: While building a backpack only item (e.g.. Canister) try removing it mid build. Unless I was unlucky it should happen again. OS Name Microsoft Windows 10 Home Version 10.0.17134 Build 17134 Keyboard\Mouse Duel Video Cards: NVIDIA GeForce GTX 670 CPU: Intel Core i7 - 2600K CPU 3.40GHz P.S. Long time player. LOVE your game. Thanks for all your hard work!!!
  3. Mark the Space Engineer ;)

    Need to way speed planet rotations

    Love some of the ideas in this thread. ? Personally I think the overall game-play of space ships is a waist of gameplay and should be overhauled. There is very little interaction with flying at all and its just not challenging or fun flying around. Although I like the idea of limiting flight distance as an extra challenge I would like to do some actual manual flying. We could then add content such as rare meteors to try and catch for rare minerals or the chance of bonus content or the rare planet that pops by at times. Extra features and gameplay!
  4. Mark the Space Engineer ;)

    The sad truth about the game.

    Have you actually tried to build anything? A base for example? Use the Wide and Narrow tools. Build a multi-layered base with ramps, lights and power on the roof. Add a large garage for vehicles. Don't forget to gather colours from the various planets so your base isn't just grey. The current building system isn't as detailed with "blocks" like Minecraft, but then again, the purpose of this game is more about exploring than building pretty houses. I agree, more building tools would be fun but overall I personally don't expect this game to be like Minecraft.
  5. Mark the Space Engineer ;)

    Suggestions for ver 0.9.0.0

    Cheers for the reply Gargoyle Girl. Your perspective is different to mine. I was wondering if you like playing games quickly? For example, getting things like space flight within a few hours or so, getting major upgrades within the day or in regards to MMO's, leveling to max level super fast? Things like that? I think my overall issue with many gamers in general is their need to get somewhere super fast without 'enjoying the view'. If you do have a faster play style (and thats fine!) then what will keep you playing after you have achieved max upgrades and items? I found Astroneer very easy to max up and explore all planets. Like, super fast! I personally found limited enjoyment in it yet found enjoyment in experimentation. The many cars as mentioned before is one way. Takes time to build a fleet of working vehicles!! Haha. ? Something you find is a waist of time. I have also built a massive energy farm, large area of fuel making machines, built many bases, attempted a tunnel to the middle of a planet and blown up mountains. This sort of thing moves you away from "progression" and playing with the game mechanics themselves but again takes time. In some cases a lot of time but the end results can be hilarious! Curious if you do this as well?
  6. Mark the Space Engineer ;)

    Suggestions for ver 0.9.0.0

    1A. There needs to be some kind of way to transport the salvage to the Grinder. Frankly, it seems silly to have to take the Grinder to the salvage. 'Oh look, I found a platform leg. Let me lug this huge thing out to it to grind it up instead of tossing it in my truck and taking it to the junkyard I made. One thing I've noticed in this thread is the lack of thinking 'out of the box'. Suggestions about solving an issue where you scrap stuff at site or not being able to cart scrap to base is not an issue that needs resolving. There is no issue. If you don't like it have you tried an alternative? Why do you have to have one rover? Build a specialty rover with 3 grinders (not 1), batteries and a bunch of medium storage and you will tear through things quickly. You can also have specialty rovers for going underground, exploring, finding research materials, digging up dirt to convert to minerals and so on and so on. You can also drag stuff with the winch. Put a few of them on and drag it to base. Solving issues is part of the fun with sandbox games. If the Devs allowed you to do everything on one Rover the game would get boring quickly. Im all for new storage items and carting objects around in various ways but not to the point of making a game do all the thinking for me. 1B. Grinders could also work faster. There's no actual time constraints so having to wait for them to do their thing is literally wasting time. No, they don't have to work faster but I do agree slightly, a little faster might be nice. In fact, it depends on what you're scrapping. Big things do take longer to grind. If anything, I'm finding things they can't grind which is annoying but it is a new update item. Time will fix this. The tool isn't perfect yet. 1C. And they make a painfully loud noise to boot. They are pretty noisy but is this a personal volume thing or is it actually too loud to other in-game sounds? Maybe its not an item for you. Scrap is just another way to gain resources. You can still mine or convert dirt to minerals (or fly to other planets for particular minerals on mass). 2 lithium for 8 scrap is a pretty good deal for me so I like it as is. 2. All Rovers should have brakes applied when you're not actively trying to drive them places. Agreed. Big time. In the future they don't seem to have hand-brakes. The devs must know about it already though. 3. Allow EXO shelters to be researched and crafted, instead of just the basic habitat. Based building is a mainstay of this game; doing anything to make that more fun, interesting or cool looking is going to improve the game greatly. Have you tried building your own base? You can gain colours from various dirt types and use them to make coloured walls, floors, ceilings etc. Create ramps, multiple levels is rather fun. For an easier base dig underground and make a base there. This will avoid storms as well so you don't need a crafted shelter. Fill up a stack of canisters with dirt using a Boost and Wide Mod and go nuts. Crafting building walls, floors and ceilings sound good too but if I was Mr Game boss I'd make it so you don't get to do such a thing until its really needed. Such as a planet with acid rain or some other weather that will destroy base items and new wall objects protect you. 4. I don't know if it's planned, but it would be nice if you added a shaper machine to the list of things you can build in the game. Have it work like the mineral extractor, except you can set it to make various specfic, build oriented shapes like cubes, flat rectangular blocks, , wedges that can be used for ramps, and so forth. In future the 3D printer could do this, or a bigger one for bigger items. The problem I see is this is much like the game Space Engineers with its many multiple components but you also need to be able to rotate the object. You also end up requiring many, many objects which will increase the now current items in game tenfold++. I guess it could be possible, the objects in this game are designed well to snap together but adding rotation elements might take the edge off such a 'casual' game and scare some players away. It would need serious testing.
  7. Mark the Space Engineer ;)

    Hover vehicles

    Some planets the Rover is very hard to use due to the formation of the planet surface. I've been stuck for hours on some planets due to the crazy land formations and stuff in my way. A hover vehicle, with some limitations, could be useful on other planets and a nice alternative. In fact, a rough, rocky planet would be a good example of where to add new tech: Bridge building, hover car, bigger tunnel tool etc. All to deal with the planet at hand.
  8. Mark the Space Engineer ;)

    space trains manual/automatic

    This could be a system to drag minerals from inside a planet (instead of driving). My only concern would be its speed. Right now, at full speed in a vehicle, I get rocks and things spawning in front of me which could prove a problem. Also, things tend to grow on paths (plants, rocks etc) which might block the train. As long as its implemented for a particular use and is streamlined to create, I'm all for it.
  9. Mark the Space Engineer ;)

    Ideas for Space

    Fuel for space ships isn't hard to come by. You can build multiple bases creating fuel pretty easily. Why would you want a space station or starship when you can hop from planet to planet? In regards to zeroG crafting on a space station: If you could do this, why build on a planet at all? It would be cool to float above a planet though! Why do we want to go to other planets? A visit can be fun. Or to start over on a planet that suits you (looks cool) is good too but there is hardly any real reason to even bother.
  10. Mark the Space Engineer ;)

    Types of sun, interstellar travel, wind,asteroid and comets

    In regards to new stuff and space in general.... I'd love the idea of more exploration and to see your ideas created. More content in regards to suns, planets, comets etc sound great but they're an overall picture of what could be. You need content on that content and more in regards to depth. Why go there? Right now I have zero need to leave the planet I started on other than sight seeing. Even then the planets don't behave all that different to each other except some cosmetic changes. With every new patch I create a new game and rarely leave the planet (the moon is kinda cool though). Frankly Im tired of 'lots to see but nothing to do' games. Space flight needs a major, MAJOR change to make exploration more fun and challenging. If it was my company, I'd start there. To give an example of what has been done already: In Space Engineers I build a space ship, flew out of gravity range of the planet and built a bigger space ship in zero-G. I'd fly back and forth creating my ship for exploration. Once it was done I did explore and it was awesome. Great memories, great times. In Astroneer I click 2 buttons and Im at another planet. Not so fun and not much to do. I'd make a spreadsheet of reasons why players will go to other planets. Add depth to the planets, create some crazy landscapes and things to do. Even if it was to explore caves to find new cosmetic changes such as new skins\models for the player to change, this would be at least something. If there was a gothy or black type of skin for my character and\or vehicle I would SO go exploring! I've mentioned 'one-off' items such as mega bombs or some crazy turbo to add to your car. Find them exploring and use them once for fun. At least thats something. Add some cyclones, earthquakes, lava or an acid rain that wrecks items. Make players think how to survive on new planets. This is depth. The planets need more of it. Comets could be very cool. One off almost rare events you could try to fly too to gain some rare mineral. Keep an eye on the sky! Again this would need a space flight upgrade to gameplay. Too many ideas. Unfortunately my RSI won't let me type anymore. Cheers for the ideas ImpiraL
  11. Mark the Space Engineer ;)

    spiker seeds are shown as organic so why can't I use them

    Sorry, I was thinking the pink organic that looks like a normal green plant organic used in small generators. Still, to use them as power is a nice idea.
  12. Mark the Space Engineer ;)

    Teleporter - Full Description.

    I tend to be against teleportation as it literally sucks away time the player could be actually doing something and stopping players using current in-game objects such as the vehicles. Instead it might be wiser to look into adding additional vehicles, or add-ons for vehicles, to travel longer distances. Boosters, various wheel types, hover-car, planet flying vehicle, tunneler or road making device to name a few. For example (and I'm really exaggerating here), imagine you had a cannon that you drove into and it shot you a long distance (say 2 to 10 km\miles). It would take some practice getting the aim right and cause some terrain damage. This would add a new toy thats fun, unpredictable at times and allow players to use it for other imaginative ways (such as shooting fuel\dynamite at mountains ). If teleportation was to be implemented then it would need some strict rules. As OP mentioned, large power consumption is one good idea. As Astroneer is a casual game it might be best to only allow a single teleporter device on each planet or allow a total of 2 teleporters over-all. One per planet would allow easy access (eventually) to each planet but with the single restriction you would still need to drive and run around allowing full access to the toys at your disposal. 2 teleporters max in game is a huge restriction but would force the player to think harder on where they want them. Only on one planet or connect up two planets to each other? Where on those planets? Or thirdly, you can only go through a teleporter with whats on your back (no vehicles). Overall, you don't want a game option to 'teleport' to take away players from whats currently fun. It should be an additional option adding to the toys at our disposal and preferably work it such a way we could do some weird things with it (eg. maybe some objects could mutate or change when you go through it? This could be a new way to create a new building material). Cheers.
  13. Mark the Space Engineer ;)

    spiker seeds are shown as organic so why can't I use them

    How about we make them a concentrated organic substance. Used in a small generator they should last 10 times the duration (or more or less).
  14. Mark the Space Engineer ;)

    Artwork Megathread

    I draw cartoons and store them on Instagram (mainly due to me drawing on scraps of paper and losing them!). I have some newer pics up the top of the page of my friend and I playing Astroneer. Name on Insta is FleshIcon. I've posted a few here if you don't want to check out the page directly. Examples: PIC1 PIC2 PIC3
  15. Hi Team, Love v.7, thank you!!! New content, new bugs! My report is on the Terrain Analyzer bugs. I'm playing solo end-game and trying to be creative to extend the life of playing. After building a very big base I'm trying to paint it with the following problems: The issue lies on creating an analyzer tool, leaving game, loading game and then trying to use the tool (old or new tool, it doesn't matter): Reloading game leads to the device(s) colour identity going black (see picture. All these devices should be either yellow, red or blue). A big problem if you need to leave the planet to get the colour again or simply are looking for the colour of choice. Another issue is the 'painting' style used with Analyzers. It the picture you can see some grey on the floor. The analyzers miss a lot of rock when painting making the device almost useless. The only way to use them properly at the moment is to get your colour first, then build from scratch. After building my very big base, this is a problem for me. I have also found sometimes the analyzer tool will lose its colour, going back to default and unable to be re-coloured. These become rubbish and the colour has to be created again with a new analyzer tool. This is a random issue. Keep up the great work team! Mark.