Menkalinan

Members
  • Content count

    6
  • Joined

  • Last visited

About Menkalinan

  • Rank
    Newbie
  1. Summary: 1.0.13 - Steam - Atrox terrain not generating properly Description: Terrain on Atrox on some saves seem to generate wildly, creating porous caverns that dip down a hundred meters into toughness 3 rock, leaving floating chunks everywhere. the terrain is completely unnavagable by foot or rover. while it looks kind of cool, its extremely irritating and problematic for gameplay. I'm certain this is a bug in the terrain generation algorithm that may need to be fixed. also, this is NOT a graphical glitch, this terrain is exactly how it appears. note, the highest point of these floating chunks is supposed to be the surface. (pardon the compressed steam screenshots.) Platform: Steam Version / Build Number: 119 Specifications: OS: Windows 8.1 home x64 CPU: Intel i7 8700kK 4.9GHz GPU: Strix OC 1060 6gb RAM: Hyperx predator 2933, 4x8GB Drive: WD Black performance, 3TB.
  2. This is something I've been hearing basically EVERY player complain about; the lack of viable navigation tools. i propose a few different tiers of navigation tools to help with this,along with some basic tweaks to make these systems make sense. -for once, beacons would not be visible from orbit by default unless the shuttles range is boosted by one of these kind of nav modules. -secondly, beacons should be made line of sight exclusively (to the symbol, not the beacon its self) with a reduced range. -thirdly, fireworks should have a very large render distance so they can be used as flares in multiplayer games. -additionally, landing pads should have their own power input, taking 0.5U/s to display their own beacon (changing the colour of the landing bubble like a beacon) t1- Enhanced compass. made at the small printer with iron and copper. this backpackable module would display your compass at all times when equipped to a backpack and on foot or while equipped to any vehicle and seated. as well as the degrees to which direction you're facing on a small hud in the corner, it would also extend the range of viable beacons visable though line of sight significantly while underground and obstructed beacons would become visible with a reduced range. it does not consume power. t2- Navigation system. made at the medium printer with graphine, steel, and copper. when connected to a rover/shuttle, and a player is seated in the same structure, it would bring up a HUD that shows the direction of any beacons, rovers, shuttles, shelters, past bodies, and other players within a larger range. anything in the game that has a beacon. line of sight distance remains boosted like for advanced compasses. additionally, it would display your elevation, forward facing angle relative to center (tangential, for steering a drill equipped rover underground), and display the advanced compass in the corner of your screen, similar to a flight display. it consumes 1U/s t3- Radar station. made at the large printer with graphine, copper, silicone, and nano-carbon alloy. This larger nav system would display beacons of any vehicle, player, launchpad, settlement, and large wreaks, above ground within a very large range, or directly in line of sight, to any player or vehicle in that range or in line of sight (allowing it to transmit locations to orbiting shuttles.) consumes 5U/s of power
  3. Hey all! so, one of the things that most annoys me with Astroneer, is how some resources become utterly useless end game, while others become extremely vital. more so, power consumption of higher tier structures doesn't quite scale making upgrading power infrastructures not as vital. the result is that it's very easy to skip ahead to the end game, and once you get there you're left with a plethora of resources you don't need and ones you need desperately. in the end you're just grinding for more resources to make more RTGs and that's just about it. A fun solution to this would be to change the scale of power consumption in order to introduce more difficulty and cost for higher tier modules and base expansion. tweak the power requirement of some structures. -Large printer's power consumption should go from 3U/s to 5U/s -Chemistry lab should go from 3U to 4-10U/s depending on whats being refined. (nano-carbon alloy requiring 10) -Atmospheric condenser should be increased to 8U@100ppm from 6U. have base components take latent amounts of power. every large and extra large platform and currently inactive base module should take power constantly. this makes expanding into a massive base have actual consequences and require more power to operate. this also creates an unofficial tech tree, that makes skipping levels of technology more difficult. -Medium platforms and work lights (when active) should take 0.05U -Large platforms, and all large modules (excluding storage) should take .2U of power each -Extra large platforms and habitats should take .5U power each. Provide advanced modules to generate more power and offer a more diverse and complex end game. -Astronium breeder reactor. Made at Large printer, requires 3 nano-carbon Alloy and 1 Astronium. has 2 Teir2 attachment slots for medium storages to unfold on. requires 16 power to kickstart, then 4 power continuously to operate. converts Astronium into any metallic ore in the game -Extra Large wind turbine. Made at the Large printer, requires 3 aluminum and 1 carbon. A towering wind turbine that generates 8U of power when windy (12 when stormy if thats every re-implemented). The choice of aluminium and carbon is intentional to allow players to generate larger amounts of power without requiring the Chemistry lab. -Rails systems (as many many many other players want). rails systems would transfer power and car modules at the cost of a significant amount of iron to manufacture. -Large storage B. lets face it, the large storage kinda sucks. provide one that offers 18 T2 storage slots (2x large storages provide 16) -Portals. yes, build your own portal. Made at the large Printer, requires 4 nano-carbon Alloy, stand alone megastructure. A portal network would function just like the inbuilt gateways, however, each portal would require 24U/s of power to remain operational (and would still only transport players). While i really like the concept of cargo portals, it ruins the point of shuttles. -Remote charger. Built at the medium printer, requires 1 copper, 1 plastic, and 1graphine. this device would provide power at the rate of 1U/s within the rage of about 5 tethers to any battery or device that stores power, while also draining .25U/s of power while active and discharging. to clarify, this would not produce power, only act as a remote low-flow cable. Very useful for endgame rovers and Astroneers who like utility mods. -Allow scrapping non-organic researchables. (like the ones found in Exo labs drops) -Exta Large Scrapper Provide some aesthetic and function base building options, such as: -risers, and angled risers (so you can have multi-tier storage). most likely made of resin -Conduits. basically just extenders that also cost compound, unlike extenders they stay flush to the ground and are aesthetically clean. Make Shuttles consume (and store) power. its only logical, and contributes to the power scale balance. shuttles would have an input plug to charge, but also drain batteries connected to them much like rovers. unlike rovers though, their batteries wont discharge to power anything else. -Small shuttles should only take 16U per takeoff, and store equally as much. -Medium shuttles should take 32 power, and store 64 -Large shuttles would take 64 power to take off, and only store that much. -Additional benefit, is that this encourages players to use the gateway network, and reserves shuttles are cargo only vehicles. I know this is a lot of content, and sure as heck wouldn't be easy to implement, but i've been thinking about it for a while and i feel it would dramatically improve scale, endgame difficulty, and make progressing through the tech tree a bit more linear (while also allowing skipping ahead at a greater cost). also some of these are tweaks that always should have existed (like the extra large storage coughcough)
  4. i CAN get the materials again, but have you any idea how many hours that would take? and how many more materials id have to waste in rocket fuel and crafting? ironically the RTGs were the smallest loss. i just really didnt want to have to have to manufacture a truck load of graphite again in order to make that shuttle, then mine a bunch more copper to make the rovers again (base supply is currently out). the direction of entry doesn't really matter, the problem is just the annoyance of hours of wasted time from two glitches in a row that should have been impossible. sure i can grind and get all those resources back, but honestly, i don't feel like it anymore.
  5. so, recently my game just encountered a very severe serries of bugs that cost me a lot of resources and time. Two rovers, diamond drills, rtgs, some helium, a large shuttle, some thrusters and more got lost. fist as i approached the gateway engine on atrox i got kicked from my pilot seat, then it flew off my rover though the map. as i cant launch my shuttle (packaged) i couldn't escape. with no accessible compound i had nothing i could do to make another pilot seat so i died and re-spawned to mount a rescue attempt. second attempt: half way through the SAME BUG happened but this time my only other diamond drill flew off, leaving me stranded inside a cave of hardness 3 rock. whats worse, is when i started to drive back out the way i came, the terrain had REFORMED, leaving me utterly trapped underground. (interestingly enough, as i was writing this my game crashed with no exit error) I need some kind of save editor to fix this pickle or im flat out gunna stop playing. i can deal with bugs and occasional glitches when there's a way to remedy their effects. but with this level of glitch that just ****'s you over at the worst time... not cool.
  6. Hi there, i found out rather by accident, that when you have a winch connected to any rover, then link the winch back to any part of the same rover it creates physics bug and your rover starts to spin and tumble away, eventually spazzing so hard it flies off into space. I've only had this bug with rovers, and I've had it happen multiple times (always by misclicking with the winch) on a side note, it'd be really nice if the devs would add a function so pressing "f" while holding the winch would disconnect it...would prevent a lot of this in the first place. would also be really nice if the winch could self anchor like the small solar or work light. It should be very easy to replicate this bug, so i didn't both to do it again and take a screen shot. (i was too preoccupied trying to get my rovers back to think of it the last times it happened) I'm on PC, all settings max 8700k, 1060 6gb, 32gb ram, windows 8.1