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Torgado's Achievements


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  1. Hey Aiden--- great ideas. I found a workaround for your first suggestion. I make sure there's no available resource slots on the platform where I'm hosting my resource containers. Then the container will output 1 item and it'll just hang there until you take it. I have a platform with 2 resource containers (compound and resin), no other slots are available. It sits behind my soil extractor and is serviced by 2 auto-arms that sit in between. When I need some resin, I just set the resource container to output and a resin appears and hangs there until I take it. Then I switch the container back to input. Your solution is more elegant and saves clicks for sure, but just wanted to share this with ya so you could hopefully enjoy the benefit. Cheers.
  2. Improvement Requests: Add a filter GUI for the auto-arm so we can specify resources it will manage If you need to keep it tactile, make a Medium auto-arm that holds medium storage types on the 'filter' area that we could load up with resources that act as the filter. Let us designate the placement and size of the 'take' and 'put' areas. Or, at least if a machine or storage is in the area, make the auto-arm smart enough to manage all storage on that machine or on the receiving storage area (ie all storage directly attached to a Large Platform). I snapped this on twitter (credit @MrManOverThere) that perfectly describes my frustration with the auto-arm in it's current state. All this? Just to sort? OMG--- what happened to simplicity? Y'all have required 'created' madness trying to keep the auto-arm 'simple' While I'm sure some folks love the challenge, um, not everyone does at this level for something that is so vital as inventory management.
  3. With all of the new tools and items for backpack widgets that have been added since the original release, managing backpack space has become unfun. I suspect if at the beginning, the dev team had imagined having a small solar panel, wind turbine, small generator, worklight, jetpack, small oxygenator etc, they would have designed the backpack to have more widget slots or to be expandable. 2 more widget slots at top would be helpful, or better yet, put in an endgame Deluxe Backpack craftable item that has extra widget slots or that makes the slots stackable for resources.
  4. Started up a new game the other day, making excellent progress. At some point, tethers ceased to connect to any platform but the Smelter and my primary shelter. They no longer connect to ground transport vehicles or spaceships or most platforms. My personal tether line will only connect to vehicles, spaceships the main shelter, the smelter platform and to tether lines connected only either to the primary shelter or the smelter platform. As far as I can tell, this began when I placed a tall storage unit with a couple of floodlights on it connected to the smelter platform. I can provide a savegame if it helps.
  5. Confirmed- happening to me too--- seems to be a problem that gets worse over a gameplay session too. Restarting the game seems to improve the problem for me and unstick stuck tractors/buggy. I'm now restarting the game every 20-30mins of play to try to avoid this problem.
  6. Aesthetics count for QOL, right? At least they should... How Small/Med/Large spaceships are cobbled together is, frankly, embarrassing from a design perspective. It's not consistent with the orbit experience (cool) and doesn't sync with the cool PAX Trailer Video spaceship. ? The fact that a single enclosed seat doesn't line up with the base of the large shuttle... and the large storage overhangs and clips into the seat... really looks amateur for an otherwise amazingly well thought out design for the game. And in what universe is it ever ok to hang materials out in the open through the launch/landing experience? Dropship=nice/smooth/aerodynamic with ablative bottom for descent. Shuttles? Wide open with materials completely exposed. Obviously not shooting for realism on any account, but game design should be consistent.? I get that the game is being hailed as Lego's in Space--- good enough, but Lego's are designed to fit together nicely and are aesthetically pleasing. ? Please don't mistake the overtly critical nature of this post for me just being an a**. I'm really not-- I just really love this game (510hrs according to steam) and want it to succeed out of the gate! These sorts of missteps can result in negative reviews for games and thus, a diminished player-base, but worse, a poor first impression for new players. ? Hopefully, this post was a complete waste of cycles and y'all have already redesigned the shuttles/ships from the ground up for 1.0!!! ? Lastly--- when my little Astroneer tucks into a drop ship to hide from a storm, please close the door... it's unnerving sitting there being assaulted from every direction by square blocks blowing in at 80mph with the door wide open... New players will ask the same question we've been asking for almost 2 years. Why doesn't the door close? ?
  7. All production devices should behave the same--- auto-loading materials from attached storage like the smelter does. Or there should be an "auto-load" selection along with On/Off (so On/Auto/Off) Research Chamber should auto-load research modules and run when research modules are attached to the platform when turned on (or set to Auto) Chemistry lab should auto-load materials and process for currently selected recipe when turned on (or set to Auto) Medium Printer should auto-load materials on attached storage for currently selected recipe when turned on (or set to Auto) Soil Centrifuge should auto-load soil on attached storage to process into currently selected recipe when turned on (or set to Auto)
  8. +1 to HUD compass (still not sure how an advanced space faring race hasn't figured out a compass for a vehicle yet...) Slip the existing code for compass into vehicles... be consistent with compass for all means of travel. +1 as with small generator, solar, windvane which have powerplugs, be consistent and add power plugs to base of med solar, wind, generator.
  9. Extend "Q" functionality from device to the platform upon which it's mounted. The number of times I think I'm pointing at a device, hold "Q" and end up in my catalog instead of opening the device drives me nutso... Please extend the "Q" hitbox for the device (say Medium Printer) to the platform on which it is mounted.
  10. 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 :-)
  11. Joe Tirado's graphic explains it all. This is a must have! Just making it an official request here.
  12. 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
  13. 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.
  14. 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 :-)