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About hardkoR

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  1. I think that it's more about making the game more approachable/accessible. I am sure that devs intended it to be exactly as it is right now. You know, i also don't like how powerful the compass is, and that there in no management around it (you don't need to put beacons anymore).
  2. I don't think that this is still that big of a problem as you are saying, cuz the recent energy rebalance helped with this a lot. RTG got nerfed because everything around got buffed. (even Medium Wind Turbine gives you 5.0 U/s right now) RTG costs a lot of bytes, and it's not much harder to print than new Large/XL solar panels or wind turbines that gives you much much more energy, if you have batteries to store it. It's still not perfect but building anything else than RTG makes sense (now), especially with increased energy demand of most base buildings. *Also Since thi
  3. https://www.reddit.com/r/Astroneer/comments/mbltsa/different_tiers_of_organic_depending_on_the/
  4. https://www.reddit.com/r/Astroneer/comments/mbisg9/digging_resources_right_onto_the_trailer_pipe/
  5. - The most common plants will give you "Common Organic", while smelted will give you 1 Unit of Carbon - Less common plants will give you "Unusual Organic" (Those would be found mostly on the surface of planets other than Sylva , and in the caves of all planets), while smelted will give you 2 Units of Carbon - Rare plants will give you "Occasional Organic" (Deep in the caves of all planets and rarely on the surface of Atrox), while smelted will give you 3 Units of Carbon *This could function as a buff for medium generator and small generator (i think that the "buff" will be very nice
  6. I would love those mission to provide something for everyone, so beside helping in early game maybe there could be some end game challenges. To give a reason to build factories, or at least bit more complex mechanisms etc.
  7. Does this process look's familiar ? But Imagine something inspired but this: So... If you will be close enough you would be able to "connect" yours terrain tool with trailer through suction pipe. To transport all resources that you are going to mine right into those trailers. If those trailer are armed with storages those will be filled too (you will fill all empty space). If it would work in both direction so we could also use it to unload trailer!!! But it will be quite slow, so there still be a reason to use auto arms. I think that this could look
  8. I always try to have this in mind, so it's not longer happening to me but it is a bit frustrating to always be cautious about it, kind of unnecessary. You're solution is okay, it's just that it could also be a little frustrating because each time player wants to move platforms around or place them for the first time. It will take more time now, because player will need to *hold F each time, instead of just clicking F.. You want to hold F to lock/unlock I would suggest hold F only to unlock
  9. *But it would be great if this could have more depth, like you proposed
  10. "Prioritizing items that player do have enough of resources to create" I would like to open a Printer and see *in the first place items that i am able to create right now. Not to be forced to scroll through the list almost each time. Here, I can create tractor but i still need scroll to find it, why? It such a waste of time (Especially if you already know the recipe) It could just pop up first *If you think that this is irrelevant. The more items will be added the bigger "mess" it will be, the harder it will be navigate. So it will not "only" help now but it will be al
  11. Honestly, i would love to to have more seeds for different types of flora, plants, trees etc, purely for visuals I would like to have "not evil" type of plants, something nice and pleasant, and we could use trade platforms to get seeds. *But it would be great if this could have more depth.
  12. Yes and you can make auto-byte farm if you use the auto arms to grab small research samples and place them in research chamber, i like this more than auto scanning in vehicles. What is cool about it is the fact that the earlier you will do it the more advantageous it will be for you, but it will also be harder to build (gathering resources, transporting big items, energy, etc) At the end of the game is very easy, but the amount of bytes you get is very small. :) But If you make it somewhere around start of the game, the amount of bytes will be quite impressive, but it will be
  13. I didn't knew how to explain it better... 1. You know, many people could just use this option to adjust sound balance, i would for example like to hear more or my terrain tool, working devices around me or vehicles (sounds effect volume dial), but i don't want to simultaneously hear more of flora sounds. 2. Or imagine that you are going into caves and you play at night, something that at day was normal all of a sudden can be a little scary just uncomfortable. Especially if you are just discovering the game, you don't know what to expect. No philosophy here it's like with spiders sound
  14. For example, i often find their sounds to be a little uncomfortable/"frightening". When other players may just want to have more control over a sound balance between different sounds in game. Since this game have no enemies and it is aiming for delivering a pleasant and peaceful experience i think that having this options would be great for everyone. Right now the only thing that we can do is to turn the "sound effects volume" dial down, so we end up left with only with ambience/music. You know players who are seriously troubled by those sounds will very likely be "forced" to do it,