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Cinnamunoo's Achievements


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  1. With the recent release of the new Creative mode to Astroneer, a creative flight mode was introduced While this is already a great feature which greatly aids creative construction, some minor tweaks to the creative flight mode would render the flight experience all the more smooth and easy to use Some Improvements I would like to suggest: Disable Backpack jetpacks while in flight mode - It doesn't make sense to be using both at once Camera speed - the speed of the camera hardly keeps up with the high speed of flight, often lagging behind the player's character and causing the character to disappear from view, even at flight speeds as low as 3. Ideally, the camera would reliably track the character even at high speeds, keeping the character close to centered on the screen Flight Momentum - When flying directionally then stopping to come to a stationary hover, movement stops as soon as the flight direction key is released (i.e. on keyboard, forward flight stops as soon as W is released). While this enables the player to stop on a dime and position themselves exactly, it makes for a rigid and jarring experience, especially with the aforementioned camera speed issues. Other games which include a flight mode, such as the ever-popular Minecraft make use of flight momentum, in which the player decelerates after flying in a direction, smoothly but reliably coming to a stop. As some players may prefer the exactness of the immediate stop mode, this would best be implemented as an optional addition Flight speed sprint toggle - While walking on the ground, the sprint key can be pressed to make the player run and hence move faster (Shift key by default on keyboard control). However, the only way to change the speed of flight while in creative mode is to use the slider in the options menu. For ease of use when flying, it would be beneficial to include an additional slider in the options menu, which sets the flight speed when the sprint key is pressed. For example, a player might have a default flight speed of 2, which would be useful for player placement precision when terraforming a structure, but the flight speed increases to 8 when the sprint key is pressed, allowing the player to move quickly to another part of their structure or a separate area, without them having to access the options menu to increase and decrease their flight speed. I hope that these suggestions are seen and considered, for the improvement of this great mechanic. As always thanks to System Era for creating such an amazing game Feel free to leave your thoughts or additional improvements - Cinnamunoo
  2. I'd like to make a suggestion for a new terrain tool modifier. I would place this modifier as a late game item, but it might be able to be implemented at different game stages if it were balanced correctly. The function of this modifier is similar to that of the shredder modules which are already in the game. These take wrecked modules and platforms, among other items, and shred them into the Scrap resource, which can be used in the trade station. Equipping the Shred Modifier would allow the player to convert wrecks that they find in the world, which they would then 'dig up', into scrap nodes, which would build on the end of the terrain tool and pop into the player's inventory like all other mined resources. This would allow the player to obtain scrap without the use of a shredder. This is a very lucrative ability, which is why I have considered it to be a late game item. However, if put into development, it could feature balancing debuffs, such as providing only a fraction of the scrap that could be obtained if a shredder were used. A potential benefit for implementing this item from a development perspective is it may allow players to shred the majority of game items. Currently, there is no way to recycle large items in the game. The only method of destroying them is by using dynamite, which does not recover any of the resources used to build these large items and modules. For example, the introduction of the Extra Large shredder allowed the recycling of the Large Shredder. However, what can be used to recycle the Extra Large Shredder? Will we need an even larger shredder? And what will shred that even larger shredder? The introduction of the Shredding Modifier would allow the player to shred all of these items, regardless of the size, providing a solution to this infinite series of ever-increasing shredder sizes. Please leave your thoughts below, to continue the discussion As always, thank you to SES for your continued hard work and dedication to Astroneer, and I hope that if this is seen then this suggestion is considered. - Cinnamunoo
  3. When a canister containing soil is placed on the same platform as a Soil centrifuge, it is automatically transferred to the soil centrifuge to empty the soil contents of the canister into the centrifuge module's internal soil buffer. This functionality is great, but has a minor flaw. A canister which has just been emptied in this way will be replaced by another canister containing soil, to continue filling the centrifuge until the centrifuge is full. However, once the centrifuge is full, an empty canister is left on the centrifuge's canister slot (assuming that two full canisters were used). While I understand that this is done to facilitate the storage of a partially filled canister on this slot while the centrifuge is in use, it has a major downside on the quality of life while using the centrifuge with large batches of soil. As the empty canister is left on the centrifuge, a slot on the medium storage from which the canister was taken is now empty, allowing the contents of the centrifuge operation to empty into this slot instead of the canister, which is still on the centrifuge slot. This means that the canister and items must manually be moved around, which is annoying for bulk centrifuge operations. My suggestion is to add functionality for the centrifuge to eject empty canisters from the centrifuge slot to other platform slots. This would allow for complete separation of canisters and centrifuge products, allowing for easier and more efficient use of the module. Current Result: Desired Result: Thank you to SES for all your hard work, and I hope that you will consider my suggestion for implementation.
  4. Summary: (Terrain 2.0 Tech Test) - Steam - No option to turn on worklights Description: When worklights are turned off in the backpack, they cannot be turned back on while still in the backpack. They can be toggled when in the backpack's auxiliary slots or the terrain tool slots, but not while on the main slot grid. This occurs for all worklights consistently. Platform: Steam Version / Build Number:, Terrain 2.0 Exotic Moon tech test Specifications: OS: Windows 10 Home 64-bit (10.0, Build 17134) CPU: Intel Core i5-4460 GPU: NVIDIA GeForce GTX 960, 4GB RAM: 16384MB RAM