bigessess

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  1. bigessess

    Astroneer 1.0 QOL suggestion thread

    1: Quick swap everything in the backpack with everything in a medium storage 2: Medium storage should lay flat, I wish they would by default just always lay flat except on the (currently named) large platform B, the one that obviously is not suitable for the medium storages to lay flat.... but everywhere else they should be flat because it is easier to access what they contain from any direction. When placed on the ground they should be more stable than the inflatable rubber bouncy bottom they get, all too often that bottom appears in something solid and causes the storage to fly off. 3: Speaking of flying off.... MANY things have the tendency to suddenly realize they occupy 3D space with another solid, and suddenly zing off into the clouds never to be seen again. How about a restriction on acceleration. If something has suddenly decided to play space ship, you just set the speed to zero and let it start over. Once you get the correct speed threshold set, it should correct things that fly off while leaving gameplay as expected. 4: To close off the flying topic, take the opposite. The planets eat things that find themselves under the skin of the surface. Well for the things floating on the mouse it should be easy enough to prevent them from going under this skin of support...If I can walk on it I should not be able to push things through it while floating them on the mouse. This is (my) most common way to drop something to the core of the planet. I (like many others) have had rovers and other things left laying loose (like the medium storage sitting on the ground) find their way to the center of the planet as well. (this seems to be more common if you wander off, they are gone when you return) 5: FLAT GROUND - This has been suggested since before I bought the game. We want 2 types of 'flat'....
  2. With the 0.10.x patch, the gun augments all have the same resource cost: 1 Zinc; 1 Space Shuttle with working thruster Now let us consider the usefulness of the inhibitor mod. One of the most useful things it can do is collect things without destroying the ground. In fact, collecting organic off of the surface without destruction is the only real use it has. (yes you can collect other resources, but they are valuable enough to dig and get it all, so....) It is my position that by time you have built a shuttle and obtained a zinc.... you already have solar/wind power an no longer need the organics running generators, and thus no real need for the inhibitor mod. It was transformed from the most important first thing to build into something that doesn't need to be researched. Ever. I have a second complaint about it... related to my chosen playstyle... As an environmentally conscious person, and an explorer of distant planets, I do not like leaving a huge footprint behind, especially right beside my home base in early game. As one of my favorite starting tools, I LOVE the idea of collecting the organic without destroying the ground. The organic will regrow once I have gone and it will be as if I was never there. This is a side mission I enjoy adding to my game, to do as much as possible with as little as I can get by with.... part of my drive to play this game hardcore mode.... My third and final complaint is that because the mods do different things, they should not be made out of the same resource. Suggested solution: Return the inhibitor mod to cost 1 less shuttle and a different resource, like compound since it is so useless now (as if using 1 more would repair the balance of resin/compound, but it is better than adding 1 more need for resin). Then, change the other mods to use....any other resource, as they are useful in end game it is okay to have to fly to obtain the resources for them. But not for the inhibitor mod, it is useless by the time you can have one.
  3. bigessess

    Shuttle landing inside objects

    0.9.0.0 still at it
  4. bigessess

    Scrapper in 0.9.0

    sounds like you are using a save file from before 0.9, it should work on a new save file
  5. bigessess

    Unable to complete tutorial

    Yes. It is possible to mix up the progression of the tutorial. It can be completed if you follow it step by step and do not accidently do anything from the quest line before being prompted to A bit buggy, but this is from 0.8, at the time of this posting 0.9 is out so this could be out of date (I am still downloading)
  6. bigessess

    SES - anyone home?

    I just changed mine and tried again. I used YGHJ like you did, apply and resume.. I walk and run with YGHJ, but the rovers still require W to move forward. Reset and change back and everything works as expected on WASD. Did you drive the rover or just walk?
  7. bigessess

    Astroneer just closed

    Shift + Left Click a tether and closed again. This time just standing still with a full backpack, I had 2 tethers in a stack and 5 tethers in another stack, so to make room I tried to get them to stack into one pile (which they should do by default, but they do not if they did not originate from the same stack). I dropped 2 tethers on top of one another, clearing one stack, grabbed another item to fill that slot and picked them up again and they stacked as they should. When attempting to close the backpack I accidently dropped another tether, wrong key, then by some comical trickery, I did it again, putting 2 down exactly as before. Picking up the first one went fine, picking up the second one closed astroneer This is the 5th time for me to see this, and every time the only thing in common seems to be picking up a tether, as far as I can tell the other factors have been changing: Backpack open or closed.. Running or walking or standing.. Terrain tool in hand or not in use.. Backpack has always had 'room' to gather one, in other words I do not recall it ever crashing if the backpack give the Backpack Full warning, only when it would have taken another tether
  8. bigessess

    SES - anyone home?

    Yes. This is not just me. Try it yourself.
  9. bigessess

    SES - anyone home?

    All of that would make sense for any normal bug. The specific problem with the hotkey here is 1 out of 4 (actually more, but consider just WASD for now) where 3 of them function as expected and only 1 is bugged. There are 3 functional models in the same exact spot as the broken code. When it is so easy to fix, and it is so annoying to not, the answer is a hotfix, yet this has gone on for months without attention or word. I call them out on this... it needs fixed yesterday. 😕 no other way to see this one
  10. bigessess

    Update 0.8.0 - June 14th, 2018

    Please edit the forum to treat Enter as the user would expect, and put the odd behavior on Shift+Enter
  11. bigessess

    SES - anyone home?

    Too much annoyance... driving the rover lost all fun For some reason I had to use the H key to go forward. No clue how that happened or what changed it. For what ever reason it is back to the WASD pattern but, you still can not change it. Well, you can change WASD and walk around, but the changes do not apply to the rovers completely. Forward is stuck on W for driving rovers no matter how you set your hotkeys
  12. bigessess

    Item marked "RESOURCE"

    Food for the shredder, next update
  13. bigessess

    Why don't I explore more

    Look on this forum for a post called: Hovering tethers (tethers do not place correctly and fall apart, losing link to oxygen/power) and another called: Astroneer just closed (sometimes picking up tethers crashes astroneer) and other posts people have made about huge networks of tethers being laggy
  14. bigessess

    SES - anyone home?

    Change WASD to anything else and try to drive the rovers I am not a WASD person, I want to not use WASD It needs fixed
  15. bigessess

    ATTENTION Moderators

    sweet thx Thanks for the super fast response moderators. Truly helpful. So glad to be a part of this community