Knouvael'Qeskre

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Everything posted by Knouvael'Qeskre

  1. Knouvael'Qeskre

    Tethers and Their Stacks

    I am not sure whether to call this a suggestion or a bug or both. I decided to post it here as it was my original intent to do so. In my own opinion, I believe tethers should be turned off within the character's inventory (or when the stack is on the ground), as it is not connected to the base like the play may or may not be. Also, when trying to give a screenshot with a non-full stack of tethers, I have noticed they have different textures on the tethers themselves and not lit like I thought it up should have been. So what do you guys think, should we have our tethers black like the older textures or should we have them light up in as a stack? Since it doesn't have any power or oxygen in them innately, I would say the latter doesn't make as much sense in this case.
  2. Knouvael'Qeskre

    Tech tree - example

    I am kind of mixed about this idea, tech trees are common in quite a lot of games already. Although, I do feel learning by pods from the ground is not a good thing for the game to have either. I think only time will tell what may happen. You have a good idea, don't get me wrong, but I just feel there are already enough games with tech trees.
  3. Knouvael'Qeskre

    Giving up on Patch 155

    Really? That much has changed since I last played? I should definitely give the game a more in-depth try again.
  4. Knouvael'Qeskre

    Combinable Power Generation

    This topic was made during the pre-alpha version 0.3.10155.0, or simply "155". You know, I have been thinking, having two small solar panels on a platform looks kind of funky. (For those of you wondering, yes, solar panels do work on your space pod and does produce power. I suppose solar panels can look better there as well, since it does clip inside the space pod.) What if there was the ability to have these two solar panels combine together to make one big solar panel? (One that is different from the other, and also less efficient than it as well.) The reason why I feel there should be a combinable solar panel is because having two small ones on a platform does not look the best. Why? Well, each one clips inside each other. Notice how these are clipping, such as the one in the foreground, these are intersecting not only the solar panel itself but also the framework of the solar panel. If the user were to remove the combine-able solar panel, it should either give them the original solar panel section and keep the other one on the platform or the new combine-able solar panel itself. Note: Other forms of power generation as well can also apply here, I used solar panels as an example. That is mostly because these solar panels are the easiest to obtain at the start of the current state of the game. Any power generation that usually only takes up one slot on a platform applies to what I am suggesting here too. To Summarize: I feel that basic solar panels and other power generation that takes up one space should combine with each other, if connected to a platform. If this power generation were to exist, it should produce twice the output of what one basic power generator would produce. I also feel that despite being twice as powerful as one power generator, it should still be less powerful than it's advanced counterpart. If this power generation were to exist, it should also able to picked up by the user. This could either be picked up as the newly combined power generation or one of the original pieces that has been placed down to create said power combined power generation, all while leaving the other original piece on the platform until the user wishes to pick it up also. Hopefully this wasn't a lot to take in, I am curious all of you think of this idea of mine!
  5. Knouvael'Qeskre

    Tethers Broken

    This has certainly been an issue for me still as well. Hopefully this will get resolved someday. ^..^
  6. Knouvael'Qeskre

    Tethers Broken

    BUILD: EXPERIMENTAL (BETA) After relaunching my world for the second time, all of my tethers become broken and unusable. The tethers appear to be black (which I am assuming is due to a feature of the beta build) when there is no connection to other tethers that have power and/or machinery that has power. Though, there IS a connection to other tethers and is attached to machinery. Despite this, I am able to connect to the first tether's node. (I have tweaked with the terrain and the first tether a little bit, I also relaunched the game.) But nothing after it. And also yet another bug appears here. But that's for another time. Each and every tether is malfunctional, and occurs with every tether location I have. And, yet another relaunch and another kind of bug aside from the one I am showcasing. Afterwards, I started a new world to see if it had the same effect. It certainly was not the case for the new world, though I wanted to add a machine to this, and have the tether attach to the machine. Yet again, it turns out to be fine (That's a weird piece of cord... I walked forward and that graphical bug fixed itself after.). Perhaps I need to create the equally complex pattern I made in order to replicate this bug? Here's the general layout on the world I just recently created and had the bug occur on: What ever the case may be, this is where the bug occurred on, and if there needs to be another replication I can continue using the world I made for testing purposes.
  7. Happy birthday! ^..^

    1. Kaehyon

      Kaehyon

      Thank you!! Sorry I didn't see this earlier :P.

  8. Knouvael'Qeskre

    Astroneer's Guide To the Galaxy

    Ah? Well then me and you have completely opposite thoughts! I enjoy having been told little about the game and explore and find out what things are for myself. In game information would be helpful, but how that would be implemented would be a discussion that would take all night! It's a good thought! And I'd say there will be some adjustments to the nearly non-existent tutorial they have currently. In time things will change, and all of us here can help make that change, given the right amount of push!
  9. Knouvael'Qeskre

    A way to delete unwanted saves on the menu.

    I bet this will be a feature later on. But, I can agree with you that this needs to be a feature sooner than later... I have bug tested a world and I now I backlog my save files even more than I already have. Not to mention I have a world that is completely unusable due to a bug crashing the game constantly. I have submitted a crash report a few time regarding this, but, none of the less. The sooner this gets implemented there will be one less thing to get off of System Era chest!
  10. Knouvael'Qeskre

    Astroneer's Guide To the Galaxy

    It's not a bad idea, but in my own personal opinion I enjoy the minimalism this game has currently. Perhaps the book could be some kind of futuristic book that pertains to a tablet but in a much thinner appearance, and the book could be obtainable or crafted with certain resources. It shouldn't be yet another key to add unless if you have the book on you, I think having the option to have the book or not seems like a fitting choice to me!
  11. Knouvael'Qeskre

    Electric Storms!

    Ah, I understand where you are getting at, a lot of this could be pretty difficult to implement, especially with all the details I mentioned. You did broke some of it down and I agree that would be easier to implement it that way. Perhaps it may be too much, it was simply an idea! Thank you for your input none of the less.
  12. Knouvael'Qeskre

    Electric Storms!

    A friend of mine talked to me earlier about electric storms. Here are some idea that him and I came up with: The storms can produce lightning. Players can harness the power of lightning through an attachment on their base (or vehicle(s)?) and cause the lightning to generate power for their own base. Likely needs to be generate a great deal of power, and should be quickly brought into the machinery it is attached to. These storms can hit the player (if they are the tallest object in the area or underneath the tallest object in the area). Player takes damage upon impact of a lightning strike, either killing them or nearly killing them. And could get stunned for a moment. Energy on backpack can fluctuate or malfunction, could possibly create a fire if the planet has gas that would provide fire. Could possibly implement an attachment to make the player a lightning rod and allow the player to use such as a much smaller and personal lightning rod for a good source of generating power on your suit. Should only be able to attach on the sides of the backpack. Or perhaps on the player's helmet? After all, it would look pretty funny with having a large lightning rod on your head! Should also have some kind of attachment to dampen the effect of a lightning strike on the player. Lightning can hit your base, and overcharge the base and possibly create a fire (if the planet has gas that would provide fire) or cause the machinery to malfunction at it's process. Give the player an ability to compensate for such overcharges, and allow the player to add some form of material that can deafen the effects (such as rubber) or completely prevent the machine(s) from being effected by such lightning strikes. Likely from unknown research. Can also hit the player's vehicle. But a dampened effect if the vehicle has rubber. If the player is on the vehicle, the player may take a great deal of damage, nearly killing them. A much higher chance of nearly killing or even killing them if the player is hit directly first then the vehicle itself. That is some details I came up with with my other friend's ideas incorporated along with my own. I hope you all like these ideas! And perhaps I will be more open with other ideas I have in mind if I see positive feedback!
  13. Knouvael'Qeskre

    Electric Storms!

    All of this isn't permanent-- unless if you die from it of course (even then, it still isn't permanent, as you can respawn)! I think the thunder/electric storm should spawn around that amount. Though simply hitting you at 2/10 chance that is REALLY high, and isn't exactly realistic, unless if you were the tallest thing in the given location of the lightning strike, then the percentage is more alright. Perhaps I am being quite headstrong, but I could have sworn I said most of this?
  14. Knouvael'Qeskre

    Add a Male Astroneer

    Yup... This needs to end.
  15. Knouvael'Qeskre

    Add a Male Astroneer

    I've already. Both even.
  16. Knouvael'Qeskre

    Female Astroneer

    The entire point isn't to create even more trouble here, but to stop others from creating more tension in this topic than there already is.
  17. Knouvael'Qeskre

    Female Astroneer

    Can we all just stop arguing... This was a simple idea from one person and it spread into a heated argument... What does this prove? Let's just move on from this and go back to discussing the details in a constructive manner... After all, this forum here was to give an idea and provide the developers feedback and possibly implementation of that idea. Remember, constructive criticism is much different than arguing. I would say that arguing certainly occurred here. I personally feel that the uni-sex idea/implementation is the best approach, while having female astronauts is not a bad idea, I also agree that gender neutrality is the best bet for a game that has gender down at the bottom of the list (as in, gender has no influence on the game play). If details like strength, agility, stamina, ect. were a factor, then that would be a different story, and having the ability to adjust the gender and the muscularity of that character would be important. It's not, and that's not the focus of the game. Hopefully we can just move on from all of this (this as in a heated discussion) and prevent any further problems...
  18. That sounds good to me! Perhaps half the materials from all you placed. Such as a printer. You would get one (or two, because to get the platform you need three resin in order to get the printer) resin stack back along with one refined copper stack.
  19. Knouvael'Qeskre

    Tethers Broken

    For anyone that may have my issue, here is a way to fix this: What I had before that made the problem present: What I did to fix the problem: Pretty much what I did was place down three (one that you do not see but see the cord of the tether down to the bottom) tethers and make sure they are connected to the three most closest platforms to your starting habitat. These three platforms are as far as I seem to be allowed to have functioning tethers, any past the three most closest platforms do not allow me to correctly use my tethers. Note: This only occurred AFTER I relaunched this save file the first time. Before then the tethers worked perfectly fine the way they were--attached from where they were first picture I shown in this post and I did not need to place down the extra three tethers in order for all of my tethers to work properly.
  20. Knouvael'Qeskre

    Optimization of Distant planets

    Ah, I understand. (I am a rather confusing dragon!) The terrain on planets isn't smooth, as in, the details are rough and jagged. And yes I know you were talking about that image.
  21. Knouvael'Qeskre

    Non-Human Astronauts

    The idea is simple, characters that are non-human and pertain interesting and unique characteristics for each astronaut. While I know I will be a little biased here... Perhaps also astronauts that are quadrupeds? I always wanted to play as a quadruped and see the world from a non-bipedal creature! Each astronaut that is a different species should indeed have different hit boxes, sounds (like jumping sounds, heart beat when suffocating, breathing patterns, ext.), where they can see the world around them (and at what height), and how fast they can travel on foot. Of course this also means there would need adjustments for their structures, but perhaps each species has their own unique subset of machines that fit their size and appear aesthetically different!
  22. Knouvael'Qeskre

    Non-Human Astronauts

    Ah! Good point! Yes, some of them wouldn't need air. Some of them may need other materials to breathe... if they do breathe that is! None of the less, I am glad you like the idea!
  23. Knouvael'Qeskre

    Non-Human Astronauts

    Perhaps, though I think that would tie into other games such as Spore. That would require a lot of detail and may certainly change the aspect of the game. I like the idea but I don't think it would fit for this game in my opinion!
  24. Knouvael'Qeskre

    Electric Storms!

    I like those ideas on top of that! 'glad to hear you like me and my friends ideas! Ah! Okay! I am glad you like the idea, difficulty is something I adore, and this would be one way to add more challenges! I am glad you love it! Haha, 'glad to see you like this idea! Ah! Thank you!
  25. Knouvael'Qeskre

    Non-Human Astronauts

    Of course! I wouldn't expect this to happen right away. As I mentioned before there are way more important things to do first! I thought this was an interesting idea whether feasible or not. Ideas are ideas, implementations are a different story! Of course! And same here! Of course it will take a while to implement, that is understandable!