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Found 152 results

  1. Hi guys. i have a problem with my backpack. i can't craft everything like a tank or a wind vane. can someone help me.
  2. With the addition of augments I suggest adding a more elegant and faster way to swap between items and equipment, that way you won't have to stand around for a minute collecting augments and building supplies when you want to start terafforming after splelunking or exploring etc. Think of it as a painter, setting down his pallet of dulls and picking up his pallet of accents. Here's my train of thought: storage modules have eight blocks, backpacks have eight blocks (+ the two additional top slots). Make it so you can swap out those eight blocks with a separate eight blocks while keeping the two top slots the same. Only swappable when inside of a habitat as they have an enclosed space in which you could 'take off' your backpack. This would also give habitats another feature When sitting idle, the backpacks consume power at a low rate so that they aren't overly used (Or a mechanic similar to this? Something to prevent them from plain replacing storage modules). Now, don't get me wrong - I absolutely love the way the augments are implemented! They're powerful tools and as such they take a full slot in your backpack. It means you have to trade off between carrying more augments and having less room in your backpack, or towing them around on a trailer for more storage. I just think that in general there should be a more elegant way for swapping the equipment in your backpack. - It's very possible I've missed some key point or I'll will some bright new idea after posting this so if you have any questions/suggestions/comments please write them below! Thanks
  3. The crafting at the bottom of my backpack is limited to only recepies that use compound. None of the other recipies are showing up. Only started happening recently, been fine until now. Doesn't matter iff full or empty. Tried dying and restarting. Help??
  4. I just got Astroneer last night, and I'm playing on Xbox One. Overall, the game has a great idea going but the user interface and the camera especially have major, major, major issues. My biggest complaint is with the camera. When I have the gun thing out, the thumbstick which controls the camera is highly unresponsive and essentially lags horribly. When I move the thumbstick, the camera should follow its every movement (and the camera should stop moving when the thumbstick stops moving, which it does not, mind you). One would think this would be common sense, but apparently, it's not. If this camera was programmed this way on purpose, sure, it's unique. Little Caesars Hot Wings are also unique, but that does not mean they are good (and trust me, they are NOT good). So, please make the camera more user-friendly for Xbox users (not sure if PC has the same problem or not). Make the camera follow the thumbstick fluidly and without preprogrammed lag. My other complaint is the backpack and how when you bring it up, it blocks out at least 3/5 of the screen so you can't bloody see anything you were trying to pick up in the first place. When you try to adjust the camera to see the item (which is a job in the first place, as explained above) the backpack then moves to block your view again (hard to explain but I'm pretty sure people know what I'm talking about). I think another user on here has brought up a similar complaint, and it definitely needs some attention. I think the other user suggested having the backpack be placed in a specific part of the screen as opposed to free-floating, which I would second.
  5. Sometimes when I'm picking up tethers they do not stack in my backpack, instead, they disappear. Sometimes they come back (appear in the backpack) after a while and sometimes they don't. This happens when I have a full stack in my backpack and sometimes even when I don't have any.
  6. Buzzlightyear87

    Backpack light feature

    When i open my inventory in caves my backpack pretty much blacks out , so im thinking what if they add a light bar to the pack or any sort of light, and the open inventory button is the light switch. So any time you open your inventory it goes full screen the backpack lights up then turns off once you close it
  7. shannon murphy

    Problem with compound

    Just a heads up I'm playing on my Xbox one. I had one sliver of compound on my backpack that would move down to the crafting section on the backpack but would not allow me to craft anything with it and wouldn't allow me to move it out of my backpack either. I went to make storage and had a complete " bundle " of compound when I used the left trigger right trigger shortcut from my pack the sliver of compound moved to printer. Now I can't move the sliver or make storage. Anyone else seeing this as well?
  8. Running 0.2.10125.0. I have 2 small solar panels on a truck. When climbing into the truck, the game automatically pulled 1 of the small solar panels into my backpack. The other 1 could not be pulled in (backpack is full), so the game reset it back to the truck and then starts the cycle again. this happens constantly until I climb out of the truck and then the small solar panel falls to the ground. I repeated several times with the same result.
  9. My suggestion is for the backpack to have 6 additional points of attachment for tier 1 items. These attachment points could only handle batteries and oxygen tanks however; three for each. I think this would be helpful because that means these widgets would no longer take up space in the backpack those freeing up slots for resources and other items. Also, considering that there are already two slots for power widgets, I think it makes sense to add slots for batteries and oxygen tanks. Lastly, the function would be the same as the slots for the power widgets where, once crafted, the items would go directly into the slots with the added feature that only three oxygen tanks and three batteries could be placed in these slots. I've tried looking through the forums and don't really see a thread that covers this. I looked at the most frequent suggestions thread that's pinned and it wasn't on there either, and I looked at the google doc. There was something on the google doc that was similar but not quite what I was thinking. If you want to direct me somewhere that has this already suggested please do so.
  10. Just a button you can press to automatically place a selected item in your backpack. I know I know, this probably isn't a huge issue on PC but I feel it would greatly improve the gameplay on xbox.
  11. Why? My impression of this game at its current stage, is that it is too easy. Sure that may change soon with the addition of destructible structures, hostile mobs etc... but nonetheless I would like to contribute my idea to lengthen the game and add something which is a real challenge to build and unlocks some really cool tech. My vision for a particle accelerator: What does it do? Currently our real life particle accelerators can be used to create super heavy elements. I intend for the use of a particle accelerator in Astro to be exactly this. A particle accelerator does this by accelerating lighter elements and colliding them together to form an aggregate. For example, 4 copper nuclei (4x29) could be collided to form the super heavy ununhexium nucleus (116) though this is highly unlikely since the neutrons and protons are not in the right ratio. If some heavier resources such as uranium were added, then they could be used instead and would be more realistic. Ununhexium nuclei are also highly unstable and will explode in a blink of an eye. But heck, this is the future, anything can happen right? High amounts of energy are required to accelerate the particles, so with all the given info, the input and output of the particle accelerator would be: Inputs 4 copper 32 bars of energy Output 1 Ununhexium To further increase difficulty, the highly unstable ununhexium can be made to EXPLODE after some amount of time! This puts pressure on the player to have crafting options at the ready when ununhexium is created. How does it get built? This is the hard part. Currently our particle accelerators are HUGE. But by the year 2500, I'd imagine we have perfected the technology and are able to create one in much smaller space. But it is still going to be larger than any structure in the game so far and require multiple components to function. I imagine it as being of a synchrotron design. A particle accelerator module rests on a level 2 platform, and resin tubes extend out from either side of it to form a large ring covering much of the area in front of it. Getting inside this ring to use the interface might be an issue, but we'll cross that bridge when we get to it (pun intended). The module costs 2 titanium, and each ring section costs 1 resin. So if the accelerator had 14 ring sections, then the entire thing would cost 2 titanium and 14 resin. Also of note is that the particle accelerator should be a perfect circle in the plane of the accelerator module. This means that the resin tubes cannot go up and down surfaces as the tubes for platforms do, and that the player will likely have to terraform a little to construct the accelerator. Once all this is done, the module charges up like any other, copper inputs are provided, and bam just press the button and all 4 copper resources get smashed into one ununhexium! An image is attached with a diagram of the accelerator Practical applications of ununhexium So all these are just ideas I have for what the product of particle accelerators can be used for. I did not consult any validated scientific sources for this, these are simply crazy ideas that I have for an element we have only glimpsed. Gravity paint This is an attachment for your deform tool. Once the deform tool has gravity paint attached, it no longer edits terrain. Instead, it sprays a fine layer of gravity paint which basically makes whatever terrain it is applied on warp the gravitational force so that it is towards the plane of the terrain. This means that you can walk up vertical cliffs with gravity paint, the roofs of caves, through twisting spirals, whatever. Upside down bases can be built with gravity paint. Tracks can run directly through inhospitable mountain ranges, treacherous caves, because no matter what you're trying to pass through, you can walk over it with gravity paint. Now for some specifics: Cost: 2 ununhexium Space: 1 backpack slot Use: Each gravity paint capsule covers 1 km^2 Created in: Printer Undo time A little one-use gadget that reverses time a few seconds or so in case of unfavorable outcomes such as dying, driving vehicle into ditch, accidentally crafting a rare resource etc... I should be clear here that this thing does not cause you to time travel, starting another timeline, but rather clips the end of your current timeline, so its like you just undid every thing you just did. The undo time effect only works for you and your vehicle. This means that undo time will affect: Your astroneer/vehicle's movement Anything you crafted recently in your backpack Anything you just did with your deform tool Anything that you moved in/out of backpack. Undo time will not affect Other players. The environment (unless it has been altered with deform tool or drill) Modules, so if say you crafted accidentally a battery in the printer you cannot undo time to get your lithium back Cost: 1 ununhexium Space: 1 backpack slot Use: Single use item activated by a hotkey Created in: Backpack printer And yes OK I admit I totally got 'inspired' by tracer's recall ability. Wormhole By using a huge amount of energy a temporary rift in the space time continuum can be created allowing you to travel instantaneously to any other location in space. The wormhole is a module placed on a level 2 platform. The rift lasts for a limited time and can fit vehicles. If more than one wormhole module is connected, then the destination must be chosen. Power is only drained from the wormhole that is used to initiate the rift. Cost: 2 ununhexium Space: Level 2 platform Use: Can be used indefinitely, requires huge amounts of power TL;DR Large particle accelerator which requires huge amounts of resources to create and operate produces unstable resource that unlocks a range of highly advanced technologies including but not limited to defying gravity, reversing time, and teleporting. Thanks for reading guys
  12. I was Trying to get to my floating bugged truck but When I tried to craft tethers but I started to make a beacon. When It finished It didn't come out. I tried to blow it up that didn't go well, I tried to kill myself that didn't work either, finally I tried to force close the game (Using Task Manager) Still didn't work. Please fix this bug or tell me how to fix this!
  13. Summary: 119 - Steam - Tank doesn't refill, is labeled as "tethers." Description: After playing for a couple hours, my tank stopped refilling. When I booted up the game today, the issue persisted, but now the tank was labled "tethers." I'm not entirely sure how to replicate the bug. I have a new, functioning, tank, and will update if the same thing happens. Platform: Steam Version / Build Number: 119 Specifications: OS: Windows 7 Ultimate SP1 x64 CPU: Intel i5-4690K @4GHz GPU: EVGA GTX 970 4GB RAM: Muskin 2x8GB DDR3 1600Hz Drive: WD Green WD20EZRX 2TB
  14. Hey There, 1) What's the problem?
  15. EXPERIMENTAL PATCH 122 through steam on PC. Whilst my brother was hosting a session that i joined his game crashed. However upon rejoining his game i found that my backpack items were missing! After looking around frantically for the whereabouts of said items i found that some of them had clipped through the terrain and ended up directly below where i was standing when the crash occurred. I can only assume that the rest have gone deeper. Not wanting to write a topic based on a crash i also tested this whilst the host game was running. Same thing happens. Hope this post helps in some way.
  16. I made some research concepts that I thought would be pretty cool. Basically, we are able to upgrade our Suit, Backpack, and Terrain Tool through research, and then select one upgrade per category to enable based on the scenario. Each upgrade has pros and cons when compared to the other upgrade option counterparts. For example: - I could upgrade my Backpack to have a toxic filter (pro), but the oxygen tank capacity is decreased (con). - If I'm doing heavy exploring with no tethers, I could opt for a larger tank with more oxygen to roam more before needing to return to base (pro), but my move speed is decreased (con). Enjoy!
  17. had a few issues in Multiplayer to do with backpack / crafting Resource harvesting when backpack is full (not host on multiplayer) the resource plops onto the ground and only the host can pick it up. Sometimes when harvesting, you cannot collect a specific resource (not previously harvested) and you will collect but no resource is gathered (harvesting tool jammed?). When crafting with a full backpack, say making filters, if your backpack is full, but WITH a compound being stored in the backpack, instead of being swapped with a replacement compound (to refill the mini Printer) the newly made filters will plop off onto the floor (only able to be picked up by host) and then the replacement compound refills the printer. this will probably apply to all manufactured parts.
  18. vadimchup

    TOOLS for exploring

    1.CELLS. Improvement of backpack by additional slots (I think 2 slots will be enough). 2. JETPACK. It can be placed on backpack instead of solar panels or on the new cells of backpack plased on the buttom of backpack. 3. LADDER. If we will use jetpack, ladder insn't need. But in the start of game, ladder can help to get down in the caves. 4. FLASHLIGHT. I want to turn in off on my helmet at the daytime. The similar fo vehicle. 5. FLYING DRONE. For prospect. It can require separate platform. Drone can be features by binocles with zoom for better prospect. 6. SIGNED beacons. It will be so usefull if we can give a name to our beacons. For example: "aluminum" or "cuprum" etc.
  19. This has happened to me a few times now. I'm in a cave, digging up the deposits on the ground. It's a large deposit, so I have to dig down more than normal. Suddenly there's no ground beneath me anymore, just a big drop into another cave underneath. The fall kills me, losing me everything I had in my backpack. Ground-penetrating Radar uses high-frequency radio waves to build up a picture of what's beneath the surface. This is a technology that exists today, used for mapping out anything that's underground, all without even having to dig for it. My suggestion is that our Astroneer should be able to craft some kind of early warning system based on GPR. This device (insert suitable suggestion for a name here) could be acquired via research, then built via the backpack's micro-3D printer. The GPR would be placed into his backpack and would emit both an audible and visual alert when there is a void or cave directly beneath them. If placed on a vehicle it could be used to help the player detect where there is a cave near the surface, tipping the, off to a possible nearby enterance. If anyone is interested in learning more about Ground-penetrating Radar, here's its entry on Wikipedia: https://en.wikipedia.org/wiki/Ground-penetrating_radar
  20. Ghostwolf93

    Emergency Shelter

    For use when there's a sandstorm on the way and you can't get to safety in time. Created with the Backpack's 3D Printer. Consumes 1 Compound. When made, it floats up above your Astroneer, then rapidly fabricates a grey, dome-shaped shelter over you. Whilst inside your Astroneer is protected from the debris of the sandstorm, plus your Astroneer does not consume oxygen (the shelter has its own in-built filter system. The shelter lasts for about the length of time the sandstorm lasts, although it can be left at any time by pressing any button. Once left, the shelter self-destructs, making this a single-use, consumable item.
  21. Grapplehoeker

    119 Backpack full - not full

    Only the middle 4 backpack slots became unallocatable, generating the 'Backpack full' error message on every attempt to slot an item. Screenshot from Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=849652139
  22. beirirangu

    Resources glitches

    The game's been pretty clean, with exception to the low frame-rate (which I hear is going to be addressed very soon) , but I've noticed a couple of things that didn't seem right, particularly with resources 1. For starters, I smelted a piece of aluminum early on in the game, but no matter what I do, I can't pick it up from the smelter: whenever I click on it, it picks up the storage unit on the other side (pic included) 2. Sometimes I collect power resources that simply don't work, no matter what I do or where I put them: I've tried my backpack, base modules, all my vehicles (two trucks and a rover), but they still won't give me ANY power 3. After I died from the slide feature (I built a steep incline to reach a crash site in the side of a mountain, and when I tried to get back down, I slid until a lone edge made me fly uncontrollably to the bottom) but the point is that my backpack somehow wasn't where I died, it was in my base, literally right next to my spawn (habitat module) , but I didn't realize that's where it was until after I got back from where I died, and after I picked up all the resources I dropped, which were just floating there, as small and organized as they would've been in the backpack (I wish I took a pic of it) 4. And lastly, After the most recent "119" update, I somehow got a small part of compound in my backpack... I couldn't interact with it in any way except to have it go into the building function thing (like the backpack printer and the base modules) to make it try and build things (which it never does) , though I did finally manage to drop it onto the ground by having it in one of the habitat building slots and then filling in the empty slots before switching to a module that doesn't use compound (included in the bottom of the pic) Astroneer Bug.bmp
  23. SLOlizardMAN27

    Tether pickup

    I just picked up all my tethers because they were causing me incredible lag and just like when you make a new set of tethers there are 11 total 4 on the top 3 in the middle and 4 on the bottom in the backpack. but when I add a 12th tether it gets erased from existence. There is not a new set of 1 tethers created in an empty slot in my backpack. I can take out the set already in my backpack and the 12th tether will create a new set with one tether in it. but that defeats the purpose. I should be able to put them all in my bag and be able to get any of them back.
  24. Mitchel Contreras

    5 ideas that could improve gameplay

    - A suit modification station that allows you to alter your suit's attributes. Things along the lines of a lighter suit that allows higher jumping and less fall damage, but increases damage from collisions and other sources. Or perhaps the alternate with a heavy suit. Then an addition on the left side of the backpack that allows you to easily see which modification you have on. You would also be required to visit the station to change modifications. - A blend feature for the terraforming gun that allows you to naturalize terrain so that ramps or nicely angled ground is more achievable. Perhaps make the visual for it an empty or completely filled circle. - Allow the extensions of the base to manipulated or more easily controlled. For manipulation, permit them to be raised or lowered with the reach of the wires, allowing the ground to be lowered or raised within a certain distance of them. To visually support this, metal legs or stands could extend from the bottom of the platform to the ground. - A research journal that keeps track of known research. Just a quick reference to see what you can build, what it takes, where it's built, and if you have built it and used it for what it's used for, a small description of what that research/item does. By having only learned research in it, it makes adding more research in the future easier. (Plus, what kind of astronaut/engineer wouldn't have journals?) - A feature for the terraforming gun that removes only surface materials. It's understandable that those materials are gathered by "mining" them, but perhaps, conceptually, it would be a lower power setting on the gun that doesn't alter the ground, but is enough to remove items on the top such as organic material and loose deposits of oxygen and power. It could possibly even take less power to use this mode.
  25. “It’s the dumbest thing that the backpack flies up into your face,” says Liechty with a laugh. Why not zoom in on the backpack; instead of having the backpack fly into the players face?