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About gp.
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After a long break from Astroneer I played it for a while and I was struck by an interesting idea: What if you could made certain terrain unresponsive (solid) to your terrain tool by turning it into concrete (or differently named, solid material - like the one surrounding base modules). After that, the only way to remove this solid terrain would be either using a drill or a solid mod in inversed mode (using up a lot of energy). For example, you could build perfectly flat surfaces, make them solid and continue building perpendicular surfaces without destroying anything.
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"Experimental Test 002: Terrain As A Resource" – August 11th, 2017
gp. replied to SES_joe's topic in Patch Notes
I guess now there is no need for keeping that huge notification about the lack of energy. It was disrupting my gameplay during all astro-night, because I have no power and my backpack battery wasn't refilling itself. Also - i think there is some inconsistency in the sediment managing. Terrain tool is using up sediment while flattening terrain even when it's not creating any new geometry. -
UtopicVision started following gp.
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vlog SES Vlog 011: Beacons, Terrain as a Resource, and the Drill
gp. replied to Wyvyrias's topic in Announcements
Really excited about the upcoming update! I'm absolutely impressed, it's a big and brave revision of the game mechanics foundations. I cannot wait to see how it works in practice. Good work, System Era. -
Good to know that Exo Dynamics engineering ability is increasing. Hi Sam!
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Thanks System Era Looking forward for the next (community-suggested or not) content being implemented in game. Cheers!
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So... I was shot into the orbit while entering a stand-alone seat, which went crazy.
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tbh, I prefer flat (the left one)
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Thought you Guys, would like to see it (if you don't follow Adam on twitter).
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TayTayBerryman started following gp.
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Nice!
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I have mixed feelings. What I like: starting the game with only tethers and research station choice of research direction support (!) of the research process by providing resources What seems wrong to me: switching from chests/artifacts to resources in a research system Instead of collecting interesting chests, player has to collect just more and more resources - I do not see it interesting or exciting. reduction of energy demand In my opinion the research should take even MORE energy - as in the game today there is no problem with its acquisition. removing a trade platofm It should remain as a mid-game platform which helps player acquire enough different resources for the construction of large-scale projects. Also, if you want to increase the demand for resources, removing trade platform is not logical. In conclusion - I see no reason why it would be worthwhile to change the current system in such a drastic way. There were many simple and good ideas in the forum that didn't require such a huge ingerention in the game code.
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If someone has not seen it yet, you will surely be interested: https://youtu.be/l-ZoIIGrWFc Some shots: What do you think, guys?
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For me it looks too big now. Like it's too heavy for a tiny Astroneer.
- 74 replies
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Work lights to ease exploring and mining underground and at night. Consuming 1/8 unit of energy per second: one large battery (64 units, 16 big bars) could supply one work light for 8m32s of operation. No lights, only tethers: With work lights:
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Heavy excavation in progress.
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It could make another use for hydrazine and look amazing. I like this idea.