Pi_

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Everything posted by Pi_

  1. Performance... meh. THEY'RE FIXING THE STEERING!!! *dances in the street* Thanks guys
  2. Pi_

    Update 0.6.5 - March 15th, 2018

    Welcome to the club! The vehicle control scheme has been one of the top complaints since the beginning (December 2016). It seems a lot of new people have joined the Astroneer ranks since Joe first calmed our fears about the controls. So for those who missed it the first time around, the following quote is from the Patch 221 thread.
  3. Pi_

    Patch 0.6.2 - February 28th, 2018

    Welcome to the club! The control scheme has been one of the top complaints since the beginning (December 2016). It seems a lot of new people have joined the Astroneer ranks since Joe first calmed our fears about the controls. So for those who missed it the first time around, the following quote is from the Patch 221 thread.
  4. Pi_

    Navigation!

    People have been begging for a GPS system since the game was released (December 2016). As to why there is no GPS in the game by default... it's looking more and more that the reason will be woven into the backstory of Astroneer The context of the game is that the astroneer is basically starting from scratch, so a GPS system should have a high barrier to entry. (see the possible backstory below for the reason why the astroneer is starting from scratch). Whatever system is implemented that makes navigation easy, it should be something that requires several steps to build. Simply extracting bytes from research pods, and then unlocking a complete navigation solution would be a cheesy move by the devs. For example, in order to unlock the blueprints for a new GPS satellite, the astroneer will have to find a crashed GPS satellite on the surface (or down in caves). And it would have to be an actual GPS satellite, not one of the other type of crashed satellites which contain resource nuggets a seat, or solar panels. The devs have already confirmed certain blueprints must be obtained from items found out in the world instead of through research. The astroneer will have to process the fuel (ammonium) for the satellite. He will also have to spend research bytes to unlock the launching platform for the satellite, and maybe even the command & control firmware a GPS satellite would require. I think forcing players to figure out how to use the tools provided early in the game for navigation is perfect, (beacons, terrain tool to create directional markers, the compass, the dense strip of stars overhead). The possibility of straying too far from base and getting lost is exactly what the devs intended. They wanted to immerse players in the situation that the astroneers are faced with. If the astroneer doesn't have a good sense of direction, he should keep his base in sight before traveling too far away. As the astroneer explores farther away from base, he notices that the base marker is dropping below the horizon (because the planet is a sphere). That's why beacons are so cheap to research. The devs wanted players to realize the fact that the astroneer needs to learn actual land navigation techniques if they are to survive. For example when the astroneer first lands on the starting planet (Terran), he notices the strip of densely grouped stars running directly overhead at his base (perpendicular to the horizon). And the strip of stars is aligned East-West on his compass. If the astroneer travels too far from base and forgets to set a beacon, he can follow the strip of stars in the sky back to his base. He knows that if the strip of stars is no longer directly overhead (perpendicular to the horizon), he can go North or South until the stars are again directly overhead. A technique you can use when setting beacons is to create a ramp with terrain tool, like 20 meters high. Walk up the ramp and place your beacon at the top. This will allow the beacon marker to be seen from a farther distance over the horizon. Be aware that sometimes the clouds will block your view of the base & beacon markers, even while standing at the top of the ramp. So do yourself a favor and build the ramp so that it points in the direction of your base or your previous beacon. BACKSTORY
  5. Pi_

    Lost

    I think forcing players to figure out how to use the tools provided early in the game for navigation is perfect, (beacons, terrain tool to create directional markers, the compass, the dense strip of stars overhead). The possibility of straying too far from base and getting lost is exactly what the devs intended. If the astroneer doesn't have a good sense of direction, he should keep his base in sight before traveling too far away. As the astroneer explores farther away from base, he notices that the base marker is dropping below the horizon (because the planet is a sphere). That's why beacons are so cheap to research. When the astroneer first lands on the starting planet (Terran), he notices the strip of densely grouped stars running directly overhead at his base (perpendicular to the horizon). And the strip of stars is aligned East-West on his compass. If the astroneer travels too far from base and forgets to set a beacon, he can follow the strip of stars in the sky back to his base. He knows that if the strip of stars is no longer directly overhead (perpendicular to the horizon), he can go North or South until the stars are again directly overhead. A technique you can use when setting beacons is to create a ramp with terrain tool, like 20 meters high. Walk up the ramp and place your beacon at the top. This will allow the beacon marker to be seen from a farther distance over the horizon. Be aware that sometimes the clouds will block your view of the base & beacon markers, even while standing at the top of the ramp. So do yourself a favor and build the ramp so that it points in the direction of your base or your previous beacon.
  6. Pi_

    MAPS

    I think forcing players to figure out how to use the tools provided early in the game for navigation is perfect, (beacons, terrain tool to create directional markers, the compass, the dense strip of stars overhead). The possibility of straying too far from base and getting lost is exactly what the devs intended. As the astroneer explores farther away from base, he notices that the base marker is dropping below the horizon (because the planet is a sphere). That's why beacons are so cheap to research. A technique you can use when setting beacons is to create a ramp with terrain tool, like 20 meters high. Walk up the ramp and place your beacon at the top. This will allow the beacon marker to be seen from a farther distance over the horizon. Be aware that sometimes the clouds will block your view of the base & beacon markers, even while standing at the top of the ramp. So do yourself a favor and build the ramp so that it points in the direction of your base or your previous beacon. The devs wanted players to realize the fact that the astroneer needs to learn actual land navigation techniques if they are to survive. For example when the astroneer first lands on the starting planet (Terran), he notices the strip of densely grouped stars running directly overhead at his base (perpendicular to the horizon). And the strip of stars is aligned East-West on his compass. If the astroneer travels too far from base and forgets to set a beacon, he can follow the strip of stars in the sky back to his base. He knows that if the strip of stars is no longer directly overhead (perpendicular to the horizon), he can go North or South until the stars are again directly overhead.
  7. Pi_

    Different Control Scheme for Rovers

    Welcome to the club! o/ The vehicle controls have been one of our top complaints since the beginning... Thankfully the devs have heard us, and they've confirmed a fix is planned. The following quote taken from the Patch 221 notes...
  8. Pi_

    Rovers

    That screenshot was from several patches ago. Back then I used to level out a large area around the habitat before starting the base. That makes it easier to line up the expansion nodes at 90 deg angles. These days I usually don't bother too much with leveling, unless the terrain is really up & down... it takes a little patience, but you can still get the expansion nodes to be fairly straight. After clicking the 1st extension port on the habitat, the trick is to not place the 1 resin nugget until you've got the angle you want.
  9. Pi_

    Domesticating the Worms on Radiated

    That's no worm, it's a Sarlaac... whatever goes in gets slowly digested over 1000 years.
  10. Pi_

    Satelites in the underground

    It's just a rough outline, but the backstory could be how the satellites got underground. In another thread someone asked, "What if you could find a PDA or journal that gave info like who you are and why your there?". Then I incorporated his idea with the backstory into a scenario where the devs somehow give us access to the space station log. However the log by itself wouldn't give us the whole story. Then we would find the journal of a dead astroneer... it would be on the dead astoneer's backpack, or a separate device found near his body. Backstory Station Log Journal
  11. Pi_

    Landing Beacon

    Hmmm, why does that sound like such a good idea? Oh yeah, now I remember...
  12. Pi_

    Suggestion.

    Hmm, so you make two different threads with the same suggestion... but you don't post it in the Suggestion Forum. I'm just curious why not? https://forum.systemera.net/forum/3-suggestions-and-ideas/
  13. Pi_

    Small Pull Cart

    Hmmm, so an astroneer rickshaw... it would be interesting, but he would get pretty tired pulling it uphill out of caves. Although it would be funny to actually see it in the game.
  14. Pi_

    GPS mapping

    A technique you can use when setting beacons is to create a ramp with terrain tool, like 20 meters high. Walk up the ramp and place your beacon at the top. This will allow the beacon marker to be seen from a farther distance over the horizon. Be aware that sometimes the clouds will block your view of the base & beacon markers, even while standing at the top of the ramp. So do yourself a favor and build the ramp so that it points in the direction of your base or your previous beacon. I totally agree that a GPS system should have a high barrier to entry. Whatever system is implemented that makes navigation easy, it should be something that requires several steps to build. Simply extracting bytes from research pods, and then unlocking a complete navigation solution would be a cheesy move by the devs. For example, in order to unlock the blueprints for a new GPS satellite, the astroneer will have to find a crashed GPS satellite on the surface (or down in caves). And it would have to be an actual GPS satellite, not one of the other type of crashed satellites which contain resource nuggets, a seat. The devs have already confirmed certain blueprints must be obtained from items found out in the world instead of through research.
  15. Pi_

    GPS and Mapping System Ideas

    Yeah, people have been begging for a GPS system since the game was released (December 2016). As to why there is no GPS in the game by default... it's looking more and more that the reason will be woven into the backstory of Astroneer The context of the game is that the astroneer is basically starting from scratch, so a GPS system should have a high barrier to entry. (see the possible backstory below for the reason why the astroneer is starting from scratch). Whatever system is implemented that makes navigation easy, it should be something that requires several steps to build. Simply extracting bytes from research pods, and then unlocking a complete navigation solution would be a cheesy move by the devs. For example, in order to unlock the blueprints for a new GPS satellite, the astroneer will have to find a crashed GPS satellite on the surface (or down in caves). And it would have to be an actual GPS satellite, not one of the other type of crashed satellites which contain resource nuggets, a seat, or solar panels. The devs have already confirmed certain blueprints must be obtained from items found out in the world instead of through research. The astroneer will have to process the fuel (ammonium) for the satellite. He will also have to spend research bytes to unlock the launching platform for the satellite, and maybe even the command & control firmware a GPS satellite would require. It will interesting to see what mechanic the devs come up with for getting the blueprints out in the world. Maybe it will be similar to that one type of satellite which has a research pod embedded... the astroneer will have to remove something from the crashed GPS satellite which contains the blueprints. Possible Backstory
  16. Pi_

    Start Over, Find previous base

    No Steve, unfortunately you can not find that previous base if you start a new game... even with a beacon. The reason is, like Moxified mentioned, every time you start a new game a completely new planet is made. That's what "procedurally generated" means. In other words, the original planet & your base do no exist in a new game. However, again like Moxified mentioned, if you want to keep your original game you'll have to get enough research bytes to unlock the Habitat. Then use your printer module to print a new Habitat, then deploy it nearby your base and continue building from there.
  17. Pi_

    "Patch 0.5.1" - January 18th, 2018

    Always good to hear from time traveling Joe... it shows he posted that on the 8th, but today is the 16th
  18. Pi_

    навигатор

    As to why there is no advanced navigation system in the game by default... it's looking more and more that the reason will be woven into the backstory of Astroneer The context of the game is that the astroneer is basically starting from scratch, so a navigation system should have a high barrier to entry. (see the possible backstory below for the reason why the astroneer is starting from scratch). Whatever system is implemented that makes navigation easy, it should be something that requires several steps to build. Simply extracting bytes from research pods, and then unlocking a complete navigation solution would be a cheesy move by the devs. For example, the astroneer will have to scavenge the parts from crashed satellites found on the surface (or down in caves), in order to build a new GPS satellite. He will have to process the fuel (ammonium) for the satellite. He will also have to spend research bytes to unlock the launching platform for the satellite, and maybe even the command & control firmware a GPS satellite would require. I think forcing players to figure out how to use the tools provided early in the game for navigation (beacons, terrain tool to create directional markers, the compass, etc.), is perfect. The possibility of straying too far from base and getting lost is exactly what the devs intended. They wanted to immerse players in the situation that the astroneers are faced with. So if the astroneer doesn't have a good sense of direction, he should keep his base in sight before traveling too far away. As the astroneer explores farther away from base, he notices that the base marker is dropping below the horizon (because the planet is a sphere). That's why beacons are so cheap to research. The devs wanted players to realize the fact that the astroneer needs to learn actual land navigation techniques if they are to survive. For example when the astroneer first lands on the starting planet (Terran), he notices the strip of densely grouped stars running directly overhead at his base (perpendicular to the horizon). And the strip of stars aligns to East-West on his compass. So he knows that should he travel too far East or West from base and forgets to set a beacon, he can follow the band of stars in the sky back to his base. He knows that if the band of stars is no longer directly overhead (perpendicular to the horizon), he can check his compass to see if he needs to go North or South until the stars are again directly overhead. A technique you can use when setting beacons is to create a ramp with terrain tool, like 20 meters high. Walk up the ramp and place your beacon at the top. This will allow the beacon marker to be seen from a farther distance over the horizon. Be aware that sometimes the clouds will block your view of the base & beacon markers, even while standing at the top of the ramp. So do yourself a favor and build the ramp so that it points in the direction of your base or your previous beacon. Possible Backstory
  19. Pi_

    Planet core

    Finding a Zebra, Dalmatian, or Checkered Flag ball would be pretty cool. But the physics at the planet core is based on real life science. You float because the mass of the planet is relatively equal in all directions. So gravity cancels out at the core.
  20. Pi_

    Military Ideas

    Looks like you put some thought into that, nice work. However it's considered bad form to hijack someone's thread. Your topic would be better suited in a more appropriate thread... https://forum.systemera.net/topic/45343-astroneer-backstory-bit-o-fun/
  21. Pi_

    Extending my base

    Howdy @spgprivate and welcome to the forums o/ Just a heads up, the Habitat will spawn 6 extension ports, not just 5. You only got 5 because the angle between the ports did not leave enough room for the Habitat to spawn the 6th extension port. What Trojan is talking about is... when you extend an expansion node off of the Habitat, it will have 2 holograms for resin nuggets, and another extension port. Instead of placing the 2 resin nuggets which creates a blank base module, click the extension port on the expansion node itself. This will allow you to place 1 resin nugget to create another expansion node. Also, each expansion node will spawn additional extension ports just like the Habitat. Again, it depends on the angle between them as to how many extension ports will spawn. Also be aware that the expansion node will only have the 2 resin holograms if it is at the end of the string... see how the expansion node in the yellow circle below does not have the 2 resin holograms. Unfortunately you have painted yourself into a corner, you can no longer expand that base. However like Trojan mentioned, you can place a new Habitat nearby and expand from that... or, start a new game and build the base with your newly gained knowledge. Don't feel too bad though, many people have found themselves in the same situation as you. And after all, when you placed the 2 resin nuggets to create your final module, the game gave you no warning that doing so would close your base to further expansion. I think it's probably due to fact that people get so excited about building their base, they just don't notice that the expansion node itself has an extension port. The lack of an in-game warning has been the case since the beginning (Dec 2016). And if some type of warning has not been implemented by now, we must conclude that it is intentional by the devs. In other words, they wanted some people to learn the hard way.
  22. Pi_

    "Research Update" - December 18th, 2017

    I might have agreed with this, if it weren't for one thing... we all bought into the Early Access model. So what you're referring to as "it's roots" was never going to end up being the finished product. Probably you, like myself and a lot of people on this forum, have been with this game since the beginning (Dec 2016). And I wish SES had gone with a patch/update mechanic which doesn't overwrite previous versions, so I could load up whichever version I want and play the game how is used to be. But we knew what we were getting into, so 30+ years in game reporting should have prepared you for possibly major gameplay revisions.
  23. Pi_

    Rovers

    A rover can pull 3 more rovers as trailers.