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  1. the title says it all.... the picture demos it....
  2. i think this would be cheating af, but maybe an implementation in creative only, not survival.....i feel it would completely ruin the survival aesthetic and point.
  3. Name: Heavy Duty Exploration Quadprop Rotor-Rover (The H-DEQRR "H Decker") Design: A whimsically/"sciency" named quadcopter that mocks the plate/puck layout and design of the rover of the same sizes but minus the front plate and front cable and instead have an embedded Astroneer seat/cockpit the shape of the buggy seat minus the bottom connector texture. Have oversized propellors and a slim vertical profile. More details if anyone wants to add to the idea of a quick mobile vehicle with super limited carry capacity (basically enough room for an RTG and a Med Resource Canister on the Medium HDEQRR) for hopping between base locations for resource transport or just quick hopping and being able to avoid the freaking mountains/canyons on Calidor, or Atrox's valleys of "OMG I ran out of Hydrazine and my oxygen is at like 25%, i just wanted to grab the stupid Research Item and come back!!!"
  4. May i suggest: Name: Acoustic Chamber Cube Recipe: 2xIron, 1xCompound (Large) Design: A large, equal dimension, cube, that resembles a packager box but has a garage lift gate door that you can place on top of large plates. The interior is lined with the triangles/pyramids that you see in the rocket shuttle payload section. The lift gate being toggleable between the open with handle visible and closed all the way sealed position. Function: When opened the audio track for the machine is completely audible from in front of the open lift gate, but as you walk around the cube the sound becomes slightly dampened but still audible. When the lift gate is closed the audio of the machines is reduced to 5% of its ambient audio volume except for if the item dings or beeps for completion of a task. You can have small automation setups that can be contained inside it. (I.e. Generators paired with a canister full of consumable resource) Counter Function (Trade-offs): When the Acoustic chamber is used, the automation between it and outside devices (i.e. storage systems, auto-arms, or sensor cables) is severed. Due to the fact that it is literally "hermetically" sealed to prevent auditory leakage. You can only put in each one of the cubes what will fit (not the XL Shredder). You must put it on a platform (to prevent it from becoming its own thing and dominating the platform game as a stackable cube that would create towers of mass construction, to make skyscrapers of silent DOOM overlooking the masses of puny astroneers quivering in astro-fear of the obelisk for acoustic silencing of auditory decibel rebellion for the sake of humanities hearing......ehem sorry got carried away. Anyways.......) where it can power in and out of to the machines inside and the platform its on top of. Thoughts?
  5. Maybe adding a research-able item like: Name: Extraction Surveyor Recipe: 1xCopper 1xIron (Small Printer) Design: Has the legs of the Camera tripod, and then has the green bar gauge from the side of the Auto Extractor as the main body with an Icon above for the resource deposit you are over. Then select the point you want to scan by clicking the top and grabbing a cable like the one from the new sensors and placing it down on the "target" point that you would placed the Auto Extractor. Then have the read out on the tool. And maybe a screen that can tell you the projected amount of resource it would claim from that specific point. Function: Survey potential placement of Auto Extractor and also use the "target" pin to snap-and-lock the auto extractor to when placing it down on the deposit being scanned. Feasibility of implementation: I feel that this item would be low impact on programming due to the code already existing in the Auto Extractor for deposit capacity. The design and 3D modeling would be low impact due to the assets of its design are already present in the Camera (legs), Sensor (wire and pin), Auto Extractor (deposit capacity gauge). The "target" pin anchoring would be a little difficult because they would have to explicitly allow placement of only the Auto Extractor to prevent it from accepting another item from being "snapped" to it an cause a state conflict. The "need" aspect of the developers' attention to this, i would say would be low. This item would not be fully necessary to get the job done and would feel a bit redundant but would be a very nice "quality of life" (QOL) item to have for sure.
  6. If you look into the developers live streams, they tease a lot of items to come relatively soon. They recently teased a gas canister, and when asked if it could possibly explode they maniacally stated "maybe". (BTW the streams are quite long, but the youtuber Last Midnight posts a highlight reel of the livestreams)
  7. The concept of all the shredders is that it can dispose of an object that is -1 tier or lower than the tier of the shredder size. So that would make it understandable to as why they have it impossible to directly shred anything that is XL tier or above (above would be detritus and winch-only objects like the satellite solar panel). Fret not though there is a method to reduce an object by 2 tiers to make it shreddable. If you make Explosive Powder, you can then research Dynamite next to the Fireworks in the Backpack Printer tier in the Research Menu. You then take the object you want to dispose of out to the fields like old yeller and let it rip and run a good distance away, because it does have a considerable blast, and then you will be left with easily carry-able debris that will render you a disappointing scrap metal yield. So i highly suggest you dont try to farm XL for scrap, you will get less than the cost by a mile. You'd be better off scrapping small wind turbines all day with a soil centrifuge providing material thats dirt cheap.
  8. Read the 3rd and fourth replies. This could also be a part of my addon ideas for a pipe and hose system for conveying resources around, that you could also use the hose to attach the canister to the soil centrifuge like you attach power cables to port, you just have to print a bundle of hose instead of including it. And i believe that it shouldnt just be included as part of the soil canister because it would lessen the point of the game.
  9. To add to this idea i would state that it would just be nice to just have the blue hologram marking the snapped to location and have it present the capacity gauge before placing as just a feature considering how expensive the auto extractor is in the first place. Also have the 3 little nodes on an auto extractor work as pucks to place something like a Boost Mod for increasing cycle yield.
  10. I think this is a great idea, but in my opinion this feature may not exist for a while due to the fact that the games need very extreme optimizing to get that to work in the current rendering scheme of the terrain. The game was designed well for terrain deformation by using polygons in the manner that it does, but coupling the terrain generation they currently use the water will start to flow into the cave very rapidly and pull your game to a screeching halt with physics simulations. The current most likely reason for the absence is due to the limitations of hardware and optimization of the game. Also the world generation would have to be completely reworked to factor in liquids, and System Era has been pretty hands off with the world generation for a while and my be trying to focus on implementing things for your world that can be seamlessly imported, rather than something that would be a whole facelift of it originally.