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About Me

  1. Limitations (like finite health, or oxygen) - are super cool in Survival (Basic Mode), but in Creative Mode - it's pitiful when players couldn't properly focus on their creativity, being constantly distracted by new Survival mechanics, which always comes along with big updates (like Automation ones). For example, the current need to constantly seek for resource deposits, to place (or replace) dozens of Auto Extractors - definitely must have it's own checkbox in Creative Mode options, to make all resource deposits infinite for Auto Extractors. In general, for any future update - I wish developers will always timely balance limitations they added to Survival with analogous new unlimited options in Creative Mode, to keep our creative minds clear :)
  2. 0) Use "C"/"V" to change color of signal wire for future complex logic system 0.1) increase (double?) distance for wire if possible... 1) How about And/Or gate? a) it's looks like a sensore with pin and the same interface except "F". "F" opens config panel (see image) b) we can connect up to 4 (6/8?) input signals from other sensors or gates. c) each input has 2 states: "Active" (green?) and "No Active" (red?) d) gate switches input's states when receive signal from this input and remember that state. e) Logic: AND: When some input state become "Active" we will check all inputs and if all of them "Active" we send output signal. OR: When some input state become "Active" we send output signal. f) Clicking on inputs changes the current state of these inputs: "Active/No Active" to adjust the logic schema. No output signal will be sent during these changes. g) Click on output will send output signal for adjustment of logic schema and debug purposes. 2) Change size if pickup and drop off area of arm ("C" for one area, "V" for second). Now it's fixed. It would be perfect to adjust it for tasks like: small area (radius is 1.5 times smaller of current), medium (current size), big (radius 1.5 times bigger then now). 3) Sensore of storages in some areas (like pick up area for arm with size adjustment). So we can just come on the vehicle and the system activates and unloads the vehicle. Then when storage became empty the system switched off (exactly like storage sensore but area).
  3. As you all know, there are only two reasons to go to Atrox: getting Helium to make Nanocarbon Alloy (and from there RTGs and other endgame items) and of course There's literally no reason to explore it, as it doesn't even have specific resources like all the other planets do. It feels like a missed opportunity for the hardest planet in the game to be the least rewarding to traverse and explore & encourages players to just set up a base and never move from there. I think Atrox really needs some work put into it, so it's not just a case of "go there, set up an atmospheric condenser with an RTG and call it a day". Given you HAVE to go there if you want an RTG, it only seems logical to make players want to explore it and face all the hazards that SES has put effort and time into making. So, here are some things I think could make it interesting: The easy solution: add some normal resource (ie not gas, but a mine-able one) that spawns as primary, so in the cave layers. Given the planet's radiated nature, the logical choice would be Uranium. Possibly make it rare-ish, so you'd really need to explore caves facing all those beloved rocket-launcher plants to find it. This resource could be used to craft some endgame items. Also you could possibly need to make some radiation protection armour to prevent getting irradiated to death from uranium clusters. Make its research-able samples have a very high byte count (ie 10k or more bytes) higher than that of Glacio's samples. That way the challenging exploration + hauling of the samples needed to research them would be paired with a good reward. This would probably require rebalancing Glacio's samples as they simply break the research system. This ties into #1: add a system whereby you can find something like ancient technology scattered around the planets (not the usual debris, something else entirely) which you can then use to build some real endgame machines. I'm thinking a helicopter or some other sort of flying machine with which you can take off and land anywhere. Add some sort of fauna that has evolved to withstand the radioactive environment; you could potentially tame this animal and it would help you out while scouting caves etc, killing harmful plants and such and it'd be a companion similar to the cuddlefish in Subnautica. Post your ideas below!
  4. I would like to see keyboard and mouse implemented into Astroneer it is very important to me on Xbox. The game feels almost unplayable on Xbox due to the lack of maneuverability and the precision needed to play the game fluently. I am sure the game devs could work something out and implement keyboard+mouse support, because there is not much work to do left, half the work is already done, keyboard support is in the game, they just need to add the other half. I have already tested the keyboard and it works just like it does on PC, I know this because I have played PC version. I would love to see this feature added to Astroneer not only to make the game more playable to the Xbox community but to also help with problems with controller. I absolutely love this game and almost have your completionist achievement for my first run, I think I am 5 achievements off. I don't know if the game devs will ever see this but I hope they do and I hope I can do my part and see this awesome feature added. Thanks again to Astroneer.
  5. Why cannot you guys add a "Zerg" invasion system to attack players' bases? Or add some hostile or neutral creatures? Or add some Boss and plot to this game as a Charged or free DLC?
  6. On Glacio in the 6th or 7th cave layer (one cave layer before the cave layer with the big purple towers) I found some "Mortar Plants", the ones that throw red bulbs filled with toxic gas that explode after a set amount of time at you, that didn't seem to work correctly due to the lower gravity that's present in the deeper caves. Watch this: Due to the lower gravity the red bulbs that are supposed to land near the player's position at the time the red bulb was thrown midair are flying through the air for way too long and don't even hit the ground once, hence the mortar plants can't actually damage the player even if they try, unlike the mortar plants at the surface or in the upper caves of the planet. This is how you could fix this behaviour: make it so the red bulbs that they throw are unaffected by gravity the red bulbs explode shortly after they hit the ground once the mortar plants throw the red bulbs at lower angles and with different amounts of power behind each throw 2019-02-13 15-54-27.mp4
  7. I've always enjoyed playing Astroneer but I feel like it would be much better with splitscreen. I play video games with my brother and it sucks that we have to take turns playing. It would be much more enjoyable and make exploring/building much easier and much more fun it this feature was added! I would love to see this happen and I know the community would as well. Keep up the great work!
  8. I was able to get a couple of hours in before work this morning and am pleased to say to 1.03 update is looking good, shame we couldn’t get it day one but patients paid off in the end. Can’t wait to get stuck in and find the lag big purple on sylva before going to the center, fingers crossed it will remain stable as I go down deeper good stuff guys
  9. Hello there! I've been playing Astroneer for quite a while, had my share of experiences, both frustrating and exciting ones, and multiple times (like most of us do while playing an early access game) I've wondered how the game could be improved for some situations, applications, etc. Astroneer is mostly about exploring. Sure, there is base building, ressources collecting, but in order to do these activities, you first need to EXPLORE! And, unfortunately, in my opinion, the game doesn't (yet) give you the proper tools to efficiently explore, at least not like a bloody future spacetronauts would do! How many times did we had to turn our backs to a cave so deep building a ramp would take forever, how many times did we really wanted to reach that item we saw down below but were too lazy to tether down a path towards it, etc. So I present you my very simple idea to, honestly, greatly improve the exploring experience: Rappel. Boom, right? I'm no coder or game developper, but I strongly believe this could be implemented at some point. We have an ability to anchor small objects to the surface (extenders) so why not think of a tool, build-able from the backpack after a low bytes cost reasearch - and for common ressource like... organic? - that would pretty much work like an anchor point for a rope. You'd place it on the edge of a cliff, cave entrance, etc, and use it as a purely vertical way of mooving around, then pick it back up... A small "vaulting, climbing" animation would be needed of course, but at least we would be able to do so much more, and so much faster. The lenght of the rope would be limited, but it would be enough to decend safely into a hard-to-access cave, crater, hole of any sort. And remember these hanging plants that grabs onto you or objects and pull them up towards them? How about going back up the rope use the same work-around? Anyway, this post is already too long for such a small idea, but I think it's a rather essential one, especially for an exploration game. There is no way to efficiently progress vertically through the terrain (yet, who knows, jetpacks incoming??) and I think a simple rappel mechanic would be fantastic... - Grappling Hook? Gun upgrades that lets you shoot a hook at a relative distance and hang like Tarzan to fly over a gap? - Ladders that could be packed and deployed wherever you want? - Hell, an elevator system?? Have a nice one, thank you for your time.
  10. My idea on how to further the rovers is simple. The graphics are gorgeous, the design is flawless but the handling and terrain navigation is not what I would expect to see out of such an enormous vehicle, even for the little guy. My "solution" or "improvement" that I would like to see is to make the rovers, especially the large rover, move slower. In addition the controls (forwards, reverse, turn) would be fixed to the vehicle cardinal direction and not the cameras. The same issue I found with Call of Duty WWII campaign, when you assume control of the tank. It does not handle as expected, rather you have to perform witchcraft to maneuver the vehicle to go in the direction you desire. The next one would be with the grip of the vehicles. With the vehicles weight and the fancy sand tires, I fully expected to be able to pull the vehicle along the alien surface with ease and to be able to climb hills easily. It is not so easy. You also don't drive the vehicle. It feels like your'e ice-skating around the map with no sense of control or direction. TL;DR - Make the rovers feel heavier, give them better grip/stability, and make it feel more like a vehicle than ice skating. Sincerely, Smitty Werbenjagermanjensen
  11. I sure hope that the Crane would have a separate socket for a work light. See the video, where I fail to drill because I can only have either light or drill installed.
  12. Let me start off by saying I've been playing this game since July of this year. This game has come such a long way, and I am happy to have been part of watching this game crawl up from something that was nearly unplayable on the console to something just amazing. 10/10 improvement arc thus far. To help with that, a list of things I've noticed, want to suggest, or otherwise want improved. 1. Vehicles. Not as bugged as before, doing great there. However still noticing an old bug in a much less drastic way: vehicles are floating randomly. Or sinking in the ground. Kinda odd. Furthermore, any word on any new vehicles? Would be nice to have something bigger or smaller to toy around with. 2. Research. Amazing design, kinda quick to achieve every blueprint though. Could use a tweak or two for that. Just throwing it out there. It added a linear playstyle to mix where you were chasing after the next bit of tech you wanted regularly. Perhaps we should add in other features to the Research tablet, such as max vehicular velocities, drill speed/range/efficiency/width, shuttle hydrazine consumption efficiency/range, or having one terrain tool modifier node to not consume power when in function or consume less power per second. Just to same some ideas. 3. Trees. We need to be able to do something with the trees. They spawn there as research nodes but you can't do anything after grabbing the research off of them(if they have it). Otherwise they're in the way only to be removed via dynamite. Break them down into organic mats perhaps? 4. A new module for the base: A small objects fabricator. To fabricate smaller items in large batches at once rather than one at a time in the back pack. Large bundles of canisters, or tethers, things of that nature. Adding to this idea, add in there the research application to where you have to research the mass production blueprints. This way, even more things to research! 5. Lastly, any way we can get some sort of personal short range jet pack of sorts? One that is burst, not sustained, to essentially double jump? Could cost hydrazine. Just throwing it out there. A small list with a lot of potential! I really wanna see this game in all it's glory get done. And I hope everyone else on this forum agrees with these suggestions. Hope to see these ideas take off!
  13. Hi, I have a great idea! And if we change the main menu, think, when you start the game, is already going directly to the screen where you choose who to play or which file you will play! Could create a better main menu with options, new game, loading saved games and others, could also put in options to decrease the volume of music and game. Sorry if something is wrong, I'm Brazilian and I'm using the google translator.
  14. I don't seem to be alone in feeling that the trade platform ruins the exploration in this game. Once you have most of the research covered, there's little incentive in continuing to pick up compound and resin, or even find a new planet if you're short on these (Of course the game is in a very early stage, but mechanically I don't except it to change massively. Rarity of research and materials is the name of the game). I have a feeling that (if it'll stay in the game) it'll eventually be a very late-game item to, exactly, replace having to scout for early resources. However, this is not the case yet, and as such I suggest the following: The function and looks sorta stay the same for the building itself; two rockets and 2 x 2 pads (for storage modules), but instead of connecting with an unknown entity in space, they connect to one another, ie. useless alone. You travel to a new planet, put down another one, and now have the ability to send 8 nodes worth of resources back and forth. This could simply be done by redoing the current trade ratio <- [ ] -> indicator to choose which relay receives the material. Upon receiving materials, they'd simply be put onto an available space, such as one of the storage modules. This both makes settling on a new planet easier and more engaging, but also promote co-op, such as managing a new planet each, assisting each other, sending back to the main base without needing to fly a lot. I'm a sucker for many smaller bases over one huge, and the more ways I'd be able to connect and 'improve' on them with such a network, I think it'd be a lot more engaging than basically starting a new save game on a new planet, albeit with a bit of a handicap in terms of resources, every single time.
  15. Let me start by saying your game is amazing, I love it! You're doing a great job, and I'm a fan for life. That being said, I have an idea for an improved storage system. Correct me if it's already in the works or if it can be done already, or if someone else had this idea. My idea was to be able to put two storage pads in the 4 nodes that you can see underneath the hologram when you expand your base. For a while I had too many resources and I was creating base expansions only to put two storage pads on either side of the hologram, and then not building anything where the hologram was. But if we could put two storage pads where the hologram is, we could save a ton of space. Or if you wanted to expand on that idea, you could make a "large storage pad" build-able on the base expansion itself. It could appear as an option in hologram form. This was just a simple quality of life change that I had in mind, I have included a very badly made concept for you, but I made it myself and i'm proud of that. The other picture is of the 4 nodes underneath the hologram, I included it as a before and after sort of thing. Sorry if someone came up with this already, I thought about it today and thought I'd throw it out there. Thank you so much, and keep on making a great game. Keep exploring everyone, and stay safe!
  16. While building vehicles, the ability to make vehicle "trains" where multiple vehicles are linked in series became a very great idea, however their performance individually and collectively became impractical due to terrain maneuverability, speed, and mechanics. Often even driving solo, small rocks, boulders, and even tether lines will snag and stop the vehicle from progressing forward. These very frustrating, small, yet very common obstacles decrease the desire to build and utilize the great functionality anticipated with the "link up" feature as well. When hooking multiple trucks o vehicles together, it's extremely slowed and the lead vehicle behaves as if towing dead weight. Even in current day vehicles, it wold make sense to allow even the trail trucks to utilize on board power to carry their own weight, vice being slowed anchors for the lead vehicle. I would recommend the following changes: 1.) Allow all linked vehicles to maintain their base tow/ drive performance, draining perhaps at 50% energy, to allow the lead vehicle to attach two PSU's and keep the train going for up to 5 carts without adding more power generators. 2.) Remove collisions while in vehicles. The expected result of a truck, especially with large wheels is to be able to manage a steep hill, and at a minimum rocks and tethers.. not getting stuck on trivial things. 3.) (bug) Multiple single seats on a truck, or truck chain causes it to perform very poorly. 4.) Energy drain for first vehicle is at 50%, second 75%, third, 82.5, fourth, 92%, fifth 100%. (halving efficiency from 50% on...) So in total you would have a lead truck and 5 trailers.
  17. Hello guys, first of all forgive me about my bad spelling but my main language is not english... Going back to the topic i would like to suggest to the team to create a system where you can Level Up your player ( For example: if i take a few minerals i can improve my extraction skills so i can extract more efficient or w/e ), resistance, endure more time without oxygen, basically a menu where you can upgrade your abilities while performing them... for example if i run for a long time i will be improving my running speed so after a few hours of running around i will be able to run faster... That's my first suggestion. My second suggestion would be to make different weathers... in my first hours playing ASTRONEER i was seriously surprised that we had a rock's storm it was a great experience! i seriously like to build stuff to protect ourselves. I don't know if this is in your TODO List for future updates but it would be really nice to have like magnetic barriers ( like a dome ) with low opacity and passable by users / cars but not weather stuff so each time there's a rock storm you just run into your base and stay protected with this magnetic barrier... ( of course you will have to repair this barrier after a while ... ) My third suggestion would be to implement some sort of Aliens... i know i know... this might take a while but it would be awesome to have alot of team mates fighting aliens to protect our facilities with automatic turrets, railgun and futuristic stuff Let me know what you think about this ideas! Thanks for your time, BOT Uriel
  18. The hovering icons for the home base and vehicles are very helpful in locating your base and such. However, if you travel too far away and the icon disappears over the horizon you don't have a clear indication of the general direction you need to head to make it home. I suppose you could make a mental note of the terrain and outlying mountains and such but they can be hard to distinguish from one another at times, especially at a considerable distance. A simple fix or rather addition would be to have a small icon on the compass that appears when hovering the cursor over your astroneer. At least for the home base or habitat closest to you. I had an unfortunate turn of events on the Barren moon where i lost my base over the horizon and was doomed to wander the moon in my buggy. I did find out that the planets have north and south poles through this so thats pretty cool i guess lol. Keep up the good work!
  19. So first of all the engine of the truck isn't bad but if i play alone and i got a problem with having enough space on my truck, when doing a trip on the planet. Prepared for a longer trip i decided to do like in the first picture, a pretty long vehicle. Which is not fun to play anymore because it is absolutely slow and with that there are also some crashes like in the second picture. Improvements: To improve this issue i would suggest to 1. Check the overall length of the vehicle and then allow the vehicle to drive faster 2. To drive faster but more power is drained, so maybe and extra button for more speed or for console player a double button press to get to full speed immediately Hope that this idea chould help to improve the gameplay Keep going to improve this amazing game
  20. While operating the crane on Xbox I realised that the only controls I used was RT and the R Thumbstick and by habit was holding down LT(zoom button for you pc users), LT doesn't do anything while operating the crane or driving. So my idea was if holding down LT while driving it would disable the driving controls and switch to an attached controllable module ie the crane. The benefits of this is it feels natural and you can easily move to a closer spot without having to jump out of the drivers seat into the cranes seat. Which if you've used the crane a fair bit you know the truck moves and changing seats gets tiresome. This could work for a whole lot of attachments. Please bump if you like the idea.
  21. Hey, i think you should be able to give Beacons a Name or at least some Kind of Color, so you know what that beacon was if you see it from the distance.. I have like 4 beacons currently around, and im already getting lost on which one was for what. So something to help remember the purpose of the beacon would be great! ps: awesome game
  22. Some ideas for upgrades, eg, perhaps create a module that allows us to upgrade items like the small battery to hold even more power or the oxygen tank to hold even more oxygen !
  23. Make more base modules, like a bigger storage, larger habitat like buildings, and things like a garage.
  24. Is there any chance of increasing the bag space for what we can hold? Its a bit difficult to go exploring in a cave system and find some cool stuff, then have to turn around every 5 minutes to load up t he truck or return to base to unload your bag because it is full. Also, any chance of some larger storage units for the bases?
  25. First I want to say that there are so many things incredibly right with this game. The terrain tool Art and lighting Procedural uniqueness to every new game world loot handling, backpack, interface on the world. Audio effects Outstanding polish put into subtle things, like how a storage unit fits on a truck. I am sure that some of my suggestions aren't in line with your plans, but keep reading. Wide variety of points. My list of suggestions and bugs: Habitat earlier in research. Maybe after truck. Shuttle should be researched Maybe after habitat. More important excuses to use the well made terrain shaping ability. Currently the funnest use is to build a barrier against a storm. It feels necessary and useful. Falling through the ground is obviously a really common issue and very easy to replicate by building terrain around yourself until it closes in. When you die by falling through the ground, at least for now, move the body (backpack) to the planet surface above the location of death. Console commands available to players during alpha. There have already been many cases of hours of work lost for one reason or another when a fatal issue made someones save unplayable. Subnautica is a good model for the kinds of console commands to include. Building space stations with some helpful purpose. Research, communications, power beaming from one place to another, etc. Most importantly, and most difficult, we really need something that motivates us to generate our own content. I've spent some time thinking about it, but I haven't worked it out yet, and I don't know the limitations of the engine and game design. More reason to go to other planets. Research, resources, etc only available there. Research for upgradable suit and backpack Make suit upgrades required to handle different planets Maybe even just modules that have to be equipped to filter or block harmful things. Upgrades to the terrain tool. Extra functionality, faster, wider, etc. Resource node markers remaining after all resources obtained. Despite digging and absurdly large hole around the node, there are no more resources. Destruction of modules and vehicles, obviously. Compound the "horsepower" of connected vehicles so that trains works better, because they are fun. Some in game list of things you have researched. Run faster with mattergun holstered. Some generated worlds have a lot of seams in terrain (places where the geometry doesn't align along the polygon seams. Disable clicking a backpack when it is on your back. We have Q for that, and it can be annoying. Consume more oxygen when running. Construction on suit should consume energy. Is the delayed motion of objects carried by the cursor as fast as it can be while still not break the physics too bad? Different button for pointing to something vs shift picking it up to your backpack. Late game researchable method of field research. Some way to research things in mines without bringing them out one by one. Teleporter, backpack feature. Autorun Adding an ore block to the smelter while it is smelting causes and incomplete block to form on the output head. Once this incomplete block is forces off of the smelting head by a different ore type, it becomes an uninteractable partial block on the smelters side inventories. Storms should activate wind turbines. 1-Seat made by vehicle assembler should be removable. Optimization. This game has the same issue RimWorld had, where you would spend hours on a wonderful save, only to have its complexity eventually make it unplayable. It is fundamental to a game like Astroneer to have the ability to work on a single save and build a giant complex empire without end, like minecraft. Memory leaks or something like them. Whatever it is that makes restarting the game a good solution to performance drops. Make objects stop running physics simulation after a threshold of low velocity. For example, a cluster of energy when set on the ground continues to run physics when it is essentially sitting still. A solution is to shut this off at low velocity until the object has a certain minimum force applied to it. Patched!: S̶o̶m̶e̶ ̶c̶o̶n̶t̶r̶o̶l̶ ̶o̶v̶e̶r̶,̶ ̶o̶r̶ ̶m̶o̶r̶e̶ ̶c̶o̶n̶s̶i̶s̶t̶e̶n̶t̶ ̶d̶e̶s̶i̶g̶n̶ ̶f̶o̶r̶ ̶w̶h̶e̶r̶e̶ ̶b̶a̶s̶e̶ ̶n̶o̶d̶e̶s̶ ̶e̶x̶t̶e̶n̶d̶ ̶t̶o̶.̶ T̶h̶e̶y̶ ̶s̶e̶e̶m̶ ̶t̶o̶ ̶g̶o̶ ̶u̶p̶ ̶o̶r̶ ̶d̶o̶w̶n̶ ̶i̶n̶ ̶e̶l̶e̶v̶a̶t̶i̶o̶n̶ ̶n̶o̶t̶ ̶f̶o̶l̶l̶o̶w̶i̶n̶g̶ ̶t̶h̶e̶ ̶t̶e̶r̶r̶a̶i̶n̶ ̶o̶r̶ ̶s̶t̶a̶y̶i̶n̶g̶ ̶l̶e̶v̶e̶l̶ ̶w̶i̶t̶h̶ ̶t̶h̶e̶ ̶n̶o̶d̶e̶ ̶t̶h̶e̶y̶ ̶c̶a̶m̶e̶ ̶f̶r̶o̶m̶.̶ S̶o̶m̶e̶ ̶r̶e̶s̶e̶a̶r̶c̶h̶ ̶o̶b̶j̶e̶c̶t̶s̶ ̶d̶o̶ ̶n̶o̶t̶ ̶p̶l̶a̶y̶ ̶n̶i̶c̶e̶ ̶w̶i̶t̶h̶ ̶t̶h̶e̶ ̶l̶a̶r̶g̶e̶ ̶s̶t̶o̶r̶a̶g̶e̶ ̶u̶n̶i̶t̶s̶ ̶(̶t̶r̶u̶c̶k̶s̶ ̶a̶n̶d̶ ̶s̶h̶i̶p̶s̶)̶.̶ ̶ P̶h̶y̶s̶i̶c̶s̶ ̶g̶e̶t̶s̶ ̶u̶p̶s̶e̶t̶ ̶h̶t̶t̶p̶s̶:̶/̶/̶y̶o̶u̶t̶u̶.̶b̶e̶/̶i̶_̶C̶I̶1̶m̶e̶9̶9̶9̶4̶.̶ T̶r̶a̶d̶e̶ ̶i̶s̶ ̶O̶P̶