Killtech

Members
  • Content count

    90
  • Joined

  • Last visited

2 Followers

About Killtech

  • Rank
    Advanced Member

Recent Profile Visitors

284 profile views
  1. Killtech

    Dedicated Mining/Excavator vehicle

    Here is how it would look like if we additionally had a grappling arm for the crane (so you could move stuff around just like you can on foot - just with some more horse power to back it up. Meaning: grabbing XL sized objects won't stop a rover from still being able to move - unlike an Astroneer).
  2. Killtech

    Coal power - does it need a buff?

    Sure, I don't mind having a large generator, but how does it help the medium generator? if anything it would make it even more obsolete. Why even have it in the game if it doesn't have a use case? Theoretically it has it perks being medium sized module but as long as it keeps its unimpressive power output at the expense of an extreme coal consumption rate it just doesn't make sense at all.
  3. I posted this originally on reddit, but thought i should post a link here too. The issue is that in the current gameplay the coal generator is somewhat lacking which I have tried to point out with a specific use case. I've also added a poll there an the result clearly favors a significant buff:
  4. Killtech

    Astroneer crashes

    open your task manager and check your RAM during loading. This is when the game allocates the most memory. If you run out of memory... you won't be able to load. If that's your issue then try closing everything else before starting Astroneer - if it's enough and you get into the game the memory load gets much smaller and it not a problem anymore. Well, of course you can also always consider extending your RAM to solve it. Anyhow save files with a lot of play time tend to grow big, especially when you have changed too much of the terrain all around the solar system. I have found that especially the events are nasty where random event stuff is scattered around planets and it usually requires a little digging to get them free... and terrain manipulation is toxic for your save file size. Well, digging a lot in one spot isn't as much of a problem as digging a little all over the place as it meas that each terrain chunk needs to be tagged as modified and saved.
  5. I have posted the suggestion originally on reddit but wanted to put a link in here too (with concept prictures): A detailed description can be found here: https://www.reddit.com/r/Astroneer/comments/hxm7jw/excavatorminer_vehicle_concept_a_grappling_arm/
  6. Killtech

    Ideas for Weather

    Oh, and also this (more detailed post on this idea):
  7. Killtech

    Ideas for Weather

    Yeah, since their removal a lot of people have been constantly lagging to bring them back. I am also one of them and hope there will be a "survival mode" as opposed to the "adventure" one with all those features reworked and enabled again. And I also hope that rewoking means the mechanic have a more diverse interaction then it did before.
  8. Killtech

    Automation: Hopes and Concerns

    you got it somewhat wrong. Automation allows you to save time so you can spend more of it on... more automation. If done right, then this is indeed a self sustaining gameplay goal. here is why: for automation suddenly many buildings will become dedicated to one recipe only... so you will need more buildings. more buildings need more resources, so that's what you will have to spend time on at the start. And given that the amount needed might deplete all nearby sources such that getting new shipments will take more and more exploration and road building. Then setting up your automation, takes it's own time before it works the way you want it... and since it get's somewhat complex you soon realize you could do it better... and invest even more time to reorder stuff. And if they add the resource thumper/miner right it could lead us to building additional remote mining outposts which need their out power supply and so on. that's even more resources, roads and logistics you need that will eat even more of your time.
  9. Killtech

    Finding buried shuttle

    Wow, that sounds like you got yourself into quite an unplanned adventure. Enjoy it while it lasts . In my gameplay everything went quite according to plan and I had little trouble setting everything up on Atrox, produce RTGs, unlock all gateways with RTGs and... game over nothing left to do. As for your shuttle there isn't much you can do sadly. If it fell through the ground it usually falls downt to the next cave level - so exploring there in a organized fashion would be the first thing i'd try. But on Atrox there are some micro cavities where it could potentially get stuck mid rock. In that case however there is a minor chance it's not deep enough so you should still see it's marker from orbit. But yeah finding it's exact position would be mostly a lost cause. Maybe you could try to glitch the camera through the terrain to see where it might be but I know no reliable way to do that.
  10. Killtech

    Are there still Sandstorms on some planets?

    No, sadly storms are all gone and while there are not written off entirely, they won't come back any time soon. Admittedly they were somewhat annoying at the very start of the game where players only had the option to sit them out. So removing them from the terran start planet was probably a good thing. but doing so on all other planets as well was very unfortunate.
  11. Killtech

    Automation: Hopes and Concerns

    Thinking about resources, how about having medium and large resource items additional to the regular small ones that we can put into out backpacks? The medium and large ones couldn't be directly used in any recipe but they would have to be processed into small items first. Of course the resource extractor wouldn't have a problem of mining those larger resources and extract small ones from it directly. Alternative ways of processing would be dynamite and the shredders (but those methods may yield less). the large resource items shouldn't be movable by hand like some large wreckage. furthermore research items are already medium sized and given that most of use don't need any more bytes they could get an alternative use as medium resource items. There are more than enough for most resource types even. Plant researchables would break up into organics or resin, mineral ones into different ores while the artificial ones (from exo research pods) could break up into refined resources.
  12. Great to hear that automation is next on the agenda and the prototypes i have seen are were already quite interesting. Given that the game has quite a few recipes to go through we will have enough automated production lines to build and setup - so this will be the biggest content update in terms of time needed to fully go through it. Therefore I am soo looking forward to it. But as it is still in a development I would like to address the typical balancing issues that come up with any such concepts. First of all there is the issue of resources and sinks. It doesn't make that much sense to automate production in the case one needs only a few processed resources. For example producing diamonds wouldn't be worth the effort as we currently only need a very limited amount to build a personal drill and perhaps another for a vehicle and that's it. So a central problem with games that have good automation is that they need to setup proper resource sinks to motivate automating in the first place. On the other hand automation itself partly serves as a big sink itself because in order to setup a production line we will likely need to build multiple chemical labs each dedicated to a specific recipe and build a lot of logistic in between that'll also need more power - all those buildings take quite a bit of resources to build. So that presents another problem: as of now all resource deposits are limited. So if that remains unchanged then some planets might get mined dry to meed that demand. However we've already seen the resource extractor prototype which I assume will last a lot longer than a regular vain, but endlessly? Infinite resources sources can often trivialize a game - especially one originally balanced for limited amounts. I mean resource acquisition so far is a central gameplay aspect that drives exploration and I wouldn't want it to be lost. From games like Satisfactory I know that it leads to player rarely leave their base at all - which I disliked since that game has quite a beautiful world to explore, too. resource vein types: also please consider making different deposit types for the hand tool and the resource extractor - well, if the total amount of mined resources will differ between the mining methods. Otherwise experienced players will try minimally mine deposits near their stating base with the hand tool so they remain available for the extractor later while new players will realize too late that they have created a big logistics problem for themselves. New logistical/exploration challenges: If resource extraction can be automated too (i.e. via the extractor) we finally will have a big motivation to setup additional outpost and even underground bases for those resources. So please make sure we have the good automatable resource sources far apart to give us some proper challenges, both for exploring and logistics. Power management: underground bases offer a unique challenge and with automation we will finally have some decent power consumption. So managing power generation could be quite a fun because generators even have their own automation line to keep them going (though this requires some trigger system to shut them down when batteries are full: like a new battery building that can turn off all buildings on the same platform when it's charged and turns them on again, when it deletes). Bun sadly we have RTGs in the game that scratch that content almost entirely because they are a energy source that beats all others in every possible way. So please bring back energy management before automation update goes live.
  13. Killtech

    Storms

    Well, such things always depend of the lobbing from the players. the more topic of storms keep getting brought up and being discussed the sooner the devs will have to rethinking their position. but obviously their reintroduction will not be just switching on the old code - it requires some refining, performance improvements and a better integration into the gameplay such that they become more meaningful then just a time-killing nuisance in the late game. in other words: design and development time. so yeah, that makes them unlikely to appear too soon.
  14. Killtech

    Unique planet mechanics / hazards

    i admit that when i was watching the old Astroneer trailer, it was storms that wakened my the sense of adventure just enough to let me go purchase this game over a few alternatives. i was looking a minecrafty game but i find just building stuff for its own sake quite boring. so yeah, the storms, the dark places and the trailer having a spirit of exploration of the unknown ultimately gave me the push i needed to go with it.
  15. Killtech

    Bring back hazards

    i very much approve on these ideas... mostly becuase i have written down a similar list myself some time ago . my post has a dev response, so you might want to check it out.