• Content count

  • Joined

  • Last visited

About Torgado

  • Rank
    Advanced Member

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. So, in my house... I have many boxes. And chests of drawers. And closets. And shelves for boxes. Storage might even be a universal thing. All over the great wide world, there are boxes and chests. There are compartments on the space station, even. Why not have chests? Just to be different for the sake of being different? non-conformist? Some ideas are good, no matter what game they're in. Chests/boxes/enclosed storage is a good idea and gives great flexibility for organizing content in GUI as well as expansion. If all the doohickies can shrink to fit on our backpack, they can shrink to fit in a chests too, right? Please--- chests of some sort FTW!!! Cheers :-)
  2. Joe Tirado's graphic explains it all. This is a must have! Just making it an official request here.
  3. Torgado

    Terrain Tool issues on Tundra

    Adding my bit--- happening for me on Tundra as well, almost like the terrain tool is snapping to points on a grid. I'm on the Steam version using mouse/keyboard. Just landed a spaceship with supplies for setting up a base, tried to level some terrain to set up a base but it proved impossible (see video). 2017-12-21 Astroneer bug - leveling on Tundra wigging out(1).mp4
  4. Torgado

    Vehicle physics solved?!

    Have to agree on the nerfed truck feedback here. Very frustrating trying to get around in truck and truck trailer. Load them with nuts and it comes to barely a crawl on anything but entirely level ground, even then it feels like it's really laboring just to get started. Very much diminishes the fun factor while substantially increasing the tedium factor. Also--- almost any nut attached to the front of the truck will catch and hold the avatar when exiting the vehicle.
  5. Greetings! To the devs, first, thanks for all the hard work and the great fun you've given us already :-) This early access run has truly been the best I've experienced! Ok, so looking at the roadmap--- #1) Do you see this game as having a definitive ending? A point at which a player has done all the things and is now really done? Or perhaps left with wandering around, looking for new landscape views? This is the point at which a game goes back in the Steam Library and gets pulled out occasionally for nostalgia. Lots of games have a finite gameplay and are great, btw, so not poking here at all. And I go back to many games for nostalgia too, which is perfectly ok! Or #2) Do you have a vision for creating a game with features that support truly emergent, long-term gameplay once all the core things have been done? Things like Building tools/construction materials and elements, puzzle makers, contraption elements etc and most importantly-- an api and hooks for 3rd party created mods? Maybe some of the items on the roadmap point to #2--- Online persistence, modularity, player trading, player-driven economy, but the roadmap looks more given to #1 (or lack of features on the roadmap so that #2 really isn't likely.) However, in spite of this, the universe and worlds you've created seem to lend themselves to #2, which I admit is rather confusing. Any chance you could clarify for us? Much appreciation at any rate :-)
  6. Bumping as I'm experiencing this on 158. Oxygen was just researched but not available to create on backpack printer.
  7. I'm experiencing the same thing on vehicles with all power generations items (large/small wind vanes and large/small solar panels)
  8. Torgado

    Make polls for the ideas in forum

    Also a great SaaS --- Tagline is: Build better products with intelligent product feedback. I've used it for several projects--- boy does it help good ideas float to the surface and provide an instant feedback mechanism and roadmap back to the user community.
  9. Torgado

    Games Platform

    I propose the creations of a "Games Platform" Ball Games: Put on 1 compound and get a bouncy ball. Create a flat surface and perpendicular surface for a game of Wallball. Make a 'hoop', paint it orange and play a game of Horse, or better yet, "Spike" Build a 'net/low-wall' and play some volleyball. Put on 1 organic and get a bat/club with which to smack the ball to impart more energy. Giant Beach Ball: 2 compound for a huge beach ball Boomerang: Put 2 organic in and get a boomerang. Just for fun! Pogo Stick: Put 1 aluminum in and get a pogo stick and bounce around your base. add hydrazine for a crazy, super-powered pogo-stick! Just be careful lest you become the latest winner of the Darwin Award. Rocket Flag: Put in 2 aluminum and get a small rocket. Insert a hydrazine and it launches high above the surface of the planet and releases 5 colored flags that drop randomly to the planet surface and the game begins. First person to find 3 out of 5 of the flags and inserts them onto the games platform wins a trophy. What are your games ideas?
  10. Torgado

    Small solar panels not working - Hotfix 155

    I'm experiencing this as well. Steam version. Windows 10. Perhaps related? If I'm in the habitat or in a seat when the sun comes up, solar panels and wind vanes send no power to storage. Exiting the habitat or seat seems to refresh and power begins to flow again.
  11. Torgado

    Augments Suggestion Thread

    Agreed! +1 What about adding an Augment Expansion panel that is printable on the printer platform that plugs into the gun consuming 2 slots? This panel would have room for 6 augments with on/off switches for each augment.
  12. Torgado

    Augments Suggestion Thread

    Vertical/Wall Augment--- always places material on the Z axis assuming the center of the planet is the origin point. Material extrudes upward or downward from center point of tool Horizontal/Ceiling/Floor Augment: Always places material on the Y axis, extruding inward or outward from whatever surface is at the center point of the tool. Dialed Angle Augment: Let us choose the angle on YZ plane, material extrudes from the center point of the tool on that angle. Useful for angled roofs and making ramps.
  13. I've read many ideas for 'curing' research as it is currently. I've also read the recent post by the devs that this iteration of RNG based discovery is just the beginning and admittedly not a very pleasant beginning at that. As of yet, through my searching and reading on the Suggestion & Ideas forum, I haven't seen a more comprehensive post that ties exploration of the planets in with research/discovery progression, though I've seen elements of some of these ideas in a number of posts. Looks like the community is really hoping for a change in this general direction! Ok, here's my shot (subject to your brilliant elucidation and modification :-) Dive in and modify, hack, critique, add, twist and debase to your heart's content! ------------------------------------ All games start with blueprints for Research platform, Medium Printer platform, Small Solar, Tethers, Beacon. Fundamentals: 1 Blueprint hard-coded per Chest design (colors notwithstanding.) A specific chest design will always contain a specific blueprint in every new game, with the exception of a 'library' of common chests that always contain common resources or may be empty (but will never contain a blueprint). Assign specific blueprints and their assigned chests to specific planets. In this way, each planet should have a few chests & blueprints that are completely unique to that planet. This is the basis for the exploration/discovery progression. The key here is the consistency of hard-coding a blueprint to a specific chest type and that chest to a specific planet. By doing this, players will always know that they need to continuing exploring to find the right chest type to yield a given blueprint, even if it's less common on a given planet, in order to find all the blueprints that are available on that planet. After a given chest gives up its blueprint for the first time, each time that that specific chest design is 'cracked' on the Research Platform, it should RNG for a common resource (Compound, Resin, Organic etc.) PLANET SPECIFIC PROGRESSION Terran Specific Chests in order of frequency of appearance: Small Generator (besides common chests, this chest type appears most often) Small Storage Smelter platform Vehicle Bay ('Medium' frequency of appearance. More common than #8, less common than number #1) Rover 1 Seat Small Windvane Shuttle (this chest design/type should be a rare discovery on Terran), perhaps one of the square 'lego' type chests found near a rare piece of space wreckage? Barren Specific Chests in order of frequency of appearance: Fuel Cell (relatively common chest type on Barren) Medium Windvane Inhibitor Augment Spaceship Habitat (rare on barren) Tundra Specific Chests in order of frequency of appearance: Small Battery (relatively common on Tundra) Oxygen tank Medium Solar Panel Fuel Condenser platform 2 Seat for Spaceship Truck (rare find on Tundra) Arid Specific Chests in order of frequency of appearance: Crane (relatively common on Arid, perhaps rarer than the first items in order on preceding planets?) Drill Head Large Generator Large Storage (Rare on Arid) Exotic Specific Chests in order of frequency of appearance: Terrain Analyzer Augment (uncommon on Exotic) Dynamite Large Battery (rare on exotic) Radiated Specific Chests in order of frequency of appearance: Narrow augment (uncommon on Radiated) Trade Platform Wide augment (Rare on Radiated) Bonus Changes: Make blueprints for manmade things appear only in chests discovered next to chunks of space wreckage or pre-crafted abandoned and wrecked bases. For the more common chests, they would appear next to small chunks of debris For the more rare chests, they would appear next to large chunks of space stations which should naturally be a rare discovery. Once a specific chest design yields it's blueprint, future cracking of this chest type may yield copper or aluminum ingots or may be empty. (Reward is both eye candy + discovery of large wreckages/ruins.) Chests growing on trees or under plants on the surface should yield only natural resources (compound, resin, organic.) Chests found underground should yield Ore resources that need to be melted into ingots in the smelter (aluminum, copper, lithium, titanium, -- perhaps coal into charcoal?-- etc) Extra Bonus Progression Change: Unlock the accessibility of planet through progression. Once unlocked the planet becomes accessible from all others. Barren and Tundra first accessible only from Terran Arid first accessible only from Tundra Exotic first accessible only from Arrid Irradiated first accessible only from Exotic (Note: I recognize this does not follow the natural 'order' of exploration modeled in our own Sol system from Earth... and consideration may need to be given to provide a more logical unlocking of the planets.) Again--- just a straw-man idea to start the conversation rolling.
  14. Torgado

    Giving up on Patch 155

    I concur. The new research game design blows. The fact that there are hidden/rare chests somewhere out of reach that contain much-needed discoveries is super-frustrating. I've gone spelunking till I'm blue in the face, dug everything up on the surface and even sacrificed small furry creatures to the low-poly gods... While I have big batteries and a truck, I have no habitat (no expansions on other worlds), no spaceship, no crane, no drill, no trade platform, no small battery and no oxygen tank. I've gathered every friggin' chest within miles of my base over and over again. I've gone to Barren, Exotic & Arrid (each with a new shuttle because of the one-node-only-per-shuttle bug/design) and set up a mini "base" (no habitat) with just a research platform but all I'm getting is the same chests on the other worlds! I've got Hydrazine, filters, power cells and copper coming out my arse!!! The RNG of discoveries-to-specific-chest really means we're S.O.L. if critical discoveries are not made early with chests that are readily accessible. Really poor game design. This is the first build that has proven really frustrating. I'm out for now ---- just taking way too many grindy hours to get through the new research gameplay design--- it's really sh*tty devs... need to completely redo it. Not working well and just creating frustration. See ya next patch! Time to do something more fun--- poking myself in the eye repeatedly suddenly sounds satisfying! Hmmm...
  15. Torgado

    Can't extend from shuttle on new planet

    Refresh on this one. Confirmed behavior: bug or intentional? If it's intentional, there should be some more specific indicator that the shuttle only works with one extension. Took shuttle to Exotic, extended to build a research platform. Left Exotic and returned to Terran to refuel. Left Terran and went to Barren. Could not extend from shuttle to build out a platform.