Anarchronist

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  1. I second this idea. Currently, I tend to be extremely careful when digging to the core with a rover, to the point where I'm often doing more than half of the digging by hand just to ensure a smooth path down to each new layer. Being able to set a fixed angle would also be great for clearing quick roads, and also making less mess when gathering dirt by skimming a foot or two off the surface with a drill, which I often do around my bases where I don't want to end up with potholes or scraggly pieces of terrain.
  2. Personally, I don't see the need to flatten so huge an area that it ever becomes a problem. I tend to start off with the alignment tool to establish a base level, and then switch the alignment tool off to flatten out the section to the right size and shape I want. Yes, turning around and running back and forth over a spot continuously will cause "stitches", so to avoid that I smooth in one direction, then release the button and go back, then smooth again. The polygons are made up of more angles so that you can actually get more complex, yet still smooth structures. I definitely prefer tha
  3. The attachment point is a great idea, keeping things modular and in line with existing game functionality. As for where the drone would stop, I tried to keep things simple, so as not to require too much additional infrastructure. The drone could simply stop when it runs out of tether, like when it hits an intersection or reaches the base. A better option would be if the drone station also acts as a "track-changer". I imagine this would work best if the drone station was a platform, with three or four protrusions on different sides, consisting of similar "air rings" to those found at the
  4. According to the wiki, it already works basically the way you described. It will just need regular readjustment when on smaller planets or closer to the core, due to the function of the polygons.
  5. The space station idea with the primary purpose of moving resources between planets is brilliant, as it ties in nicely with the functionality of teleporting between planets. It would be a satisfying and useful goal to build towards, first launching the basic module, which perhaps requires you to fly it up to orbit using a shuttle, followed by ferrying resources up to the space station, docking your shuttle, and then building additional modules from inside the station. Station modules could include the resource transportation you mentioned, which would make preparing future expansions eas
  6. The first few ideas seem like a very complicated way to solve the problem, but I very much like the carousel idea, and the "track arm". A carousel connected to a handy button for spinning would be great for building a large surplus storage area, and if you used a button repeater, it could have a flexible purpose for automation as well. As for the "track arm", I think a modular track platform would be the go, consisting of a raised monorail of a set size and shape, containing a small platform with a Tier-2 connector which travels back and forth along the rail. You could then attach a
  7. The Extra Large Shredder is already massive. A bigger one would be too extreme. You can use dynamite to explode bigger stuff into chunks of debris which can then be shredded. Adding some hydrazine canisters to the pile can increase the explosion size if you have a lot of stuff to destroy at once.
  8. This is a great idea which would definitely help with automation, as well as general dispensing. For instance, I use an Extra Large Curved Platform for my three printer sizes all in a line, with a Medium Resource Canister containing resin next to the Small Printer. It would certainly be more convenient to be able to top it up and take from it as needed without having to change modes. Same goes for the Soil Canister option. As a general way to integrate the function, I would suggest holding the usual toggle button to set the canister to Standby (Y on Xbox, Triangle on PS4).
  9. 1. A "tether drone" which can carry eight or less items along a tether line. Could potentially carry one of the large research items at a slower speed. This drone could either be unloaded manually by a player at the other end, or use detachable storage trays which are switched at a "drone station" attached to the tether line at each point a player wants to use to send or receive cargo. 2. A player-to-player trade platform which functions similarly to the one which already exists. The selling player could attach a selection of resources to the automated trade shuttle using a built-in
  10. This sounds more like Space Repairman Simulator than Astroneer. With all due respect, a mechanic like this would kill base building for me, and the toggle for creative mode is useless for players like me who don't use creative mode.
  11. BALANCED RESOURCE TRANSPORT SYSTEMS 1. A "tether drone" which can carry eight or less items along a tether line. Could potentially carry one of the large research items at a slower speed. This drone could either be unloaded manually by a player at the other end, or use detachable storage trays which are switched at a "drone station" attached to the tether line at each point a player wants to use to send or receive cargo. 2. A player-to-player trade platform which functions similarly to the one which already exists. The selling player could attach a selection of resources to the autom