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About Bargeral

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  1. Please change the Extra Large Platform B so that ten unfolded horizontal Medium Storage will fit without overlapping. Basically slide either the top or bottom connection point away by one unit or split the difference. .
  2. 4 players. The server they are working on supports 8 players. It's in beta now, some YouTube players had access. Full release expected early 2020. You rent a server they host at first and at some point later you will be able to download your own server and run it yourself.
  3. I noticed several screenshots of the giant resources bug and thought they were more fun than annoying. We could have something like that for Tier 5 module printing, if we ever get another tier. Resource Compactor: Tier 3 Module Requires 8 of any Natural or Refined Resource Produces 1 Giant Resource of the same type. Resource Palletizer: Tier 3 Module Requires 8 of any Composite Resource Produces 1 Pallet of the same type. Giant resource: Giant version of Natural or Refined Resource Tier 2 Attachment pin Palletized resource:
  4. When you activate the motion sensors on special platforms about the only thing you can do is set off fireworks or lights. It would be nice to have ..... New item: Recreational Printer. Any motion activated item (hoops, Goals, gates) are moved to this printer only. Printer has an attach slot for a Color Anylizer. Printed items are now the attached color (or neutral if none was attached.) Passing a motion detector will now generate a "hit" pulse of that color on the attached power cables. New Item Recreational Score Board. Will count up in
  5. An idea for introducing some challenge back into the game without overwhelming new players. Sylva becomes safer with free air, but getting air elsewhere becomes more difficult. Hazards such as storms are back, but new tools allow a players to prep better. Resources New resource Gas: Oxygen. New resource: Ice. (since there is no liquid water in game) Damaged resource: Equivalent to scrap - blackened charred filter over existing art. Cannot be used as a resource (except scrapping). New hazards: Wind storms - as before - Rockets tip over, tethers tip and disconn
  6. You are right to feel frustrated. That's fine, so don't apologize for that. But it's not done yet and we just have to wait. It is good news that they have said they are working on it. Many other games don't listen and don't fix things at all. Even if it is late at least they are working on it. Most people that buy Astroneer play the game and then move on to another game. Only a few stick around and start building big structures out of the ground. So the developers need to take care of the issues that effect the majority of players first, and the ground thing only really effe
  7. does it change back if you move it back? It could be that each planet as a colored light filter applied to keep them looking unique. So when you move it, the light falling on it changes. It's the same as painting a room and finding out it looks very different than it did in the paint store. It's not the object that changes, it's the light. Instead of asking for the light to be consistent across the entire game, I'd suggest asking for a colored light we can set up. Then you can create a display area that is "as it appears on ..."
  8. This is a suggestion to allow printers to quickly access certain recipes and clean up the large selection menu they have. Basically you'd be able to add recipes to a favorite group and have certain preset tabs. Each printer would have a TAB interface just above the recipe card. The first tab would "all" shown as a lemniscape icon, that shows all known recipes for that printer tier - ie, just like now. Preset tabs match some of the research catalog big categories - Air, Mods, vehicles, rockets, storage, power, platforms. Favorite tabs would be A, B C (or icons like one
  9. The align mod works with the terrain tool. I'm suggesting we give up on making the terrain tool more precise than it is and have objects for walls and such. I had the idea when I buried a table and just thought; well I should just make a floor out of tables. So the panels would be like thin tables with no legs and with a predisposition to snap together flat or at right angles to each other. They would have the same graphic aesthetics as the vehicles and tables and such. Think base built out of a whole bunch of medium storage in their flat position - and without the attach points. S
  10. There is a lot of talk about the wanting a true flat surface tool and wanting to improve the digging tool. But after some thought I now think a better solution is to leave the digging too as it is, and just give us a manufactured floor/wall/ceiling tile. Size - Maybe two sizes, a 1x1 small: a bit wider that a rover is, squared. And large 4x4. Placement floor/ceiling parallel or "flat" to gravity at the point of placement. Or snapped to already placed tiles. Shift to disable snap (eg place with gravity). Rotatable like tables etc. Walls, 90 degree perpendicular or to gr
  11. Any ETA on next patch? Waiting on this one before I jump back in. Some modified terrain nodes will sometimes lose collision, causing players to quicksand into them. (Still debugging this issue. Seems like deformation is causing terrain node math to get into a weird state. Hoping to have this fixed next week)
  12. I would love to see an homage to the Apollo landing site. ...Or maybe a dead Kerbal.
  13. Managing mods Add a row of slots on the Research Panel (Hold Q). Only mods can be added here. Each mod slot would have a Big Red toggle switch to turn it on and off. Have a second row just for Analyzer mods where only one can be active at once. Better Alignment Add a 'ZED Alignment mod'. Tells us our height (Zed) from the core. The mod would let us set the desired ZED different than actual ZED. Like a +/- box next to the on/off button in the Research Panel. Rename the "Alignment Mod" to reflect that is is relative to the planet not relative to the player. 'Planetary