Imelin Cane

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About Imelin Cane

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  1. I died while entering the habitat (hit by a storm box), and it seemed to have bugged the Habitat. Not only could I no longer find my corpse/backpack, but exiting the habitat afterwards caused damage. I quit and reloaded the game - still bugged. The door was closed, and I could see a marker for my corpse inside. Upon entering the Hab, the door opened, and the items popped off my corpse and bounced around near the Hab, but backpack-sized, not normal size. When I tried to exit again (to pick them up), I died immediately. Subsequent enter/exits of the Hab will either close the door and trap me ins
  2. Xbox One (from memory): [Note: This deletes all your saved games] Go to "My Games and Apps" Find your Astroneer game under Games Click the Menu button on your controller while the game is Selected Select Manage Game. This should take you to a new menu that has "Saved Data" In Saved Data, move the selection over the Astroneer save game data (there should just be one item) Click Menu on the controller and select Delete... It should prompt you to select whether to delete from console or delete "Everywhere" ... select Everywhere. You need to delete
  3. On Xbox, my buddy and I were in a game that crash at almost the exact time the Patch came out. I wiped the game we were in and we started a new one - marked improvement in stability and speed! I *love* the fact that the Astroneer selection in the main screen is so much easier and intuitive. I'd love to see it pushed a little further so that each Astroneer represents a Save (and not have the save ghost at all) ... and forces unique selection of the astroneer type per game (ie: Only one client can join as Orange, etc). Love the art updates. Looking great!
  4. What does "Additional organic research items" mean? More models for organic-looking Unknown objects, more occurrence of Organic materials coming out of research, or new actual items you can research that use Organic material?
  5. I agree that I would like to see more building upgrades - and I think I saw things like this in early screenshots. I don't agree about the weaponry. If there is any kind of conflict, I'd like to see it very indirect ... like putting down Seeds around your base to grow Spikers for protection against roaming animals or something. I feel like this game is too cute and whimsical to start adding combat.
  6. Long answer, some directed at SES... A while ago, I had somehow came to the conclusion that when you put different resource nuggets on a trade platform, they don't make room for each other for the return trip -- they aren't removed and replaced in the proper order. Meaning, if you put 4 Aluminum on at a 2:1 exchange to Compound, all 4 are removed at once, and replaced with 8 Compound. But if you mixed resources of different value, it would not return many (or any) of the requested resource. It's possible the System Era devs have made it so the Trade Platform will -never- discard a resourc
  7. Update: Base on Radiated actually went well. Abundant hydrazine at/near the planet's surface allowed me to head back to Terran and pick up a whole bunch of Resin and Compound, which is nearly impossible to find. I was able to get a surface base and a deeper mining base going fairly quickly, fueled by a Coal Generator. In my progression chart, researching on Radiated unlocks some important items -- Lg. Generator, Tethers and Lg. Batteries. The Generator and Lg. Batteries were clutch, as minimal sunlight, cave bases, and the relatively limited availability of Lithium makes harnessing S
  8. Yeah, I should have been more clear when I posted this - those were things I was working with as ideas for what could be found, not what's actually available now. Compound and Resin seem to be Rare or Trace on some planets already. Coal tends to be really abundant on most planets (Tundra and Radiated, I've found lots, even just below the surface). And then there are varying amounts at varying depths, though they don't seem to be tied to much progression as of yet.
  9. Thought I'd add the newest version of the Progresssion idea... https://docs.google.com/drawings/d/1ofYluZ7lfwtJ-5bdqVeCVb2n4TBd7p4Pdl-MyrWUN1c/edit?usp=sharing
  10. Hello All, As part of some exploration I've been doing into possible Progression paths through Astroneer, gating items & research and creating a challenging sort of "Hard Mode" has turned out to be incredibly fun for me. I thought I'd share my experience and see what people think, and maybe try this challenge mode for themselves. Here's a link to my progression chart. I've been holding to these guidelines as best as I can: https://docs.google.com/drawings/d/1jLbcD5ocp_qiAqr5ZvCJ8M_lFh8AOoroQaISZ4zuMiM/edit?usp=sharing (Note: The amounts of resources were based on what I think *
  11. I agree, Sean. I think there are some good options for an undercurrent of Manifest Destiny, or environmental protection, while still keeping the game fun and whimsical.
  12. Hello All, I've been working on a bunch of different things for Astroneer, so I thought I'd collect them here. I've been writing out suggestions, mechanics ideas, UI improvements, and other things as I go. Here's the link to my doc: https://docs.google.com/document/d/1yJF_Uhm2xAy7RIrzj0wCgvwYQKkfdPbdeCnI-mYOTcE/edit?usp=sharing I keep adding to it every time I play. I will post something different with my explanation of Progression, and how I've been playing (I've been calling it Hard Mode).
  13. I had developed my own ideas, but I won't claim they are original - I've seen people post a lot of great ideas, similar and not.
  14. I haven't jumped on for a week or so, but I thought I'd dump the Tech Progression Tree I've been working on, as well as all the stuff I've been writing down since I started playing Astroneer in early Dec. I'll start by adding this image of the Tech Tree... As you can see, there is an addition of a Space Station (many requests for this), the three starting items, and a somewhat crazy depiction of which research and resources unlock which progressive items. Still a work in progress, and I'm still adding a lot more things. Next is ... 5 pages of suggestions for UI
  15. I'm thinking now that trace elements on almost all planets is feasible, even in progression, given the idea that your digging depth would be limited at the beginning based on your available tools, but returning later with more things unlocked could be a necessary way to get more resources. Edit: Especially on Terran.