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  1. A decent idea, if possible. Create a Build and Launch Satellite System to create a easily accessible map which constantly. Almost like other adventure games but better;) Craig
  2. Hi. This is a quite complex idea for some new technologies in the game and the way they can work and improve the experience. I understand that what I have written is enough for a whole new update, but why not? Satellites I believe satellites should have slots for sensors and for other devices, so they could be customised for our needs. They need to be powered by solar energy and have a built-in battery. Now, a perfectly working satellite with enough power would update sensor information every 5 minutes. But the further from the sun, this time would obviously be longer. Also, at night the satellite would not be able to use solar energy. So it would either stop working when the battery is drained, what would happen some time after dusk, or it would go into energy saving mode and only update data once per night. To receive any information from the satellite on the ground you would need: 1. Satellite control system/computer – some kind of big platform located in your base that would download satellite data every few minutes. This would for example show maps and location of objects on ground. This system would have a limit of satellites it can control. One computer should be able to control no more than 3-4 satellites. So if you want to launch more satellites, you have to have more computers controlling them and use more power. 2. Additional modules for this system/computer to be able to receive data specific to each type of sensor. 3. Personal computer/Tablet to receive the same data when you are away from your base, to see the map and your location, if you have all sensors and modules required. We could also decide that the data from space needs to get to your base first, in order to be decoded or merged from all different satellites. Then, to get to your personal computer/tablet it would have to be relayed using a network of communication/telemetry stations. Each one would transmit the data within a specific radius. The most logical would be to the horizon, like in reality. So you would need to place telemetry stations in some high places all around the planet to have global coverage for your personal computer. They should be two ways of launching a satellite: 1. A special rocket launched either from a launch pad or from a special platform. 2. By releasing the satellite from cargo space of a space shuttle. Once launched, satellites should be stationary on the orbit and cover only a part of the planet. So to cover more ground, you would need more satellites. There should be a way to manually place each satellite in the exact point you want it. Satellites can be available in 3 sizes: 1. Small: 1 medium sensor slot and one additional slot for another small module. 2. Medium: 2 medium sensor slots and two slots for small modules or one for a medium module. 3. Large: 3 medium sensor slots and two slots for medium modules or one large module. Sensors: 1. Camera – that would allow mapping from space. (Colours of the ground, vegetation and bigger objects only). Camera would update the map every few minutes. So if any player digs a hole or removes a forest, you would need to wait some time to see the change on the map. The camera would not be able to penetrate clouds, so with each map update some of the terrain would be covered by clouds. 2. LIDAR – that would allow for creating elevation map, but without colours. Lidar would give you a monochrome map with heights of the terrain. It would penetrate clouds. 3. Meteo/Infrared sensor – for providing information about weather events and average windspeed in different areas of the planet, so you know where to put wind turbines. It could also penetrate clouds. 4. Geological sensor – to map what resources are on the surface and in the ground (but not too deep. There should be a limit how deep can this sensor penetrate) 5. RADAR/radio wave receiver – for finding all kind of crashed spaceships, probes, etc and for showing location of all the beacons and vehicles. Other modules/devices for satellites: 1. Satnav module – that would provide LIVE tracking of your position, as long as there is enough power. If you have any kind of map available (from a camera or any other sensor), it would show your position on the map as well as show your track in the last 20 minutes (so you could go back the same way). If you have no mapping sensors available, it would only show your current position, your track and the position of your base. On distant planets and at night, when there is not enough solar power, the module can go into energy saving mode and instead of live tracking, it can provide your location in intervals. Also, to make the satnav system work, you need at least 3 satellites with the satnav module and they have to overlap. 2. Telemetry module – provided that you cannot directly receive satellite data onto the tablet and a network of telemetry towers is needed in the game... Then, a module like this would be installed on a satellite instead of a telemetry tower on the ground. It can actually be exactly the same telemetry module that you either install on a satellite or on a tower. 3. Battery – (small or medium) would make sure the satellite has enough power to operate constantly. It could be installed as a device or instead of a sensor. So during the day on planets distant from the sun, it would shorten the interval between map updates. During the night it would either extend the time the satellite operates before the battery is drained, or it would give and extra map update or more. 4. Telescope/Radio telescope – would allow for searching for other planetary systems to colonise and would generate research points when players are actively using it or when they find something. 5. Space lab (large module) – would work on different research projects and for each of them it would require players to send a rocket with specific resources, as well as plant seeds and other biological material. Because a lab module needs extra power, it would only work during the day. To extend the time of operation and speed up research, player would have to place a batteries in sensor slots. Drones I think they would also be a good tech in the game. The way I see them is: 1. Small drones – one small sensor, one other device (small) 2. Medium drones – two small sensors or one medium sensor and two small devices. 3. Large drones – four small sensors or two medium sensors, one medium device or two small. Possibility to convert it into a quadcopter for one astronaut, when a special seat installed in the device slot. The sensors for drones can be almost the same as for the satellites, but mostly smaller: 1. Camera – you would be able to fly into every hole and see if it is safe to walk in, provided it is not too dark or you have extra light installed on the drone. 2. Infrared – you would be able to see in the dark, but without colours. 3. LIDAR – elevation. 4. Geological – mapping resources 5. Radar/radio receiver – probes, spaceships, vehicles, beacons. 6. Research sample scanner – for scanning small research samples, mapping big samples and assessing their byte values. To fly a drone you can either: 1. Control it manually and then you see what the drone sees. 2. Control it using AI, for which you would need an AI/autopilot module installed in the drone and a drone control computer nearby. In general, drones would give you a chance to explore places and checking if they are safe before sending an astronaut. They would also provide updates to maps on the personal computer/tablet, but on a small, local scale, mostly on demand (for example in between satellite updates). However, they would be able to do it also automatically, if auto-piloted. Also, they would not have any problems with clouds as they would fly below them. They would be able to fly only within a specified range around the pilot or when auto-piloted, around a drone control computer (medium size device). This range could be extended by telemetry towers. But then the drone would need extra batteries to be able to safely go further and come back. Drones would have to be charged. There should be two ways of charging. 1. By plugging to a generator/power grid/rover. 2. By landing on a large drone landing pad. Small drones could start from ground or backpack; medium drones - from ground or vehicles; large drones - from ground or landing pad (which could also be attached to large rovers) Devices that could be installed on drones: 1. AI/autopilot – flies the drone automatically on pre-defined missions (a number of them, a queue of different missions or on loop until autopilot switched off) over pre-defined area. This module requires a drone control computer on the ground/rover and satnav coverage in the flight area. So until you have a working satnav system, you can only fly drones manually. 2. Light – for flying in the dark. 3. Horn – when the atmospheric conditions are bad and you want to signal other players. 4. Battery/small solar/generators – extend the flight time. 5. Tether placer – a device that would allow for placing tethers from the drone. 6. Small item dropping device (medium module) – would allow you to drop two small items where you want them. For example when you want to quickly deliver an oxygen filter, a battery or anything else to another player or when you want to place a beacon in a specific place you can only access by drone. 7. Seed planter – a device for planting seeds. I can see the use of it when the drone is auto-piloted. Players collect seeds and leave them on the drone landing pad and drones automatically plant them in a specific area. 8. Item collector (medium module) – can pick up one or two small items from the ground. The same module could be used on rovers to put item on trailers without the need of stopping and getting off. 9. Special devices for EXO missions – locating x-mass presents, etc.
  3. So in my save if you drop an item sometimes it will fall though the map, yeah i have lost medium storages full of supplies. Also if you put a soil centerfuge, a chem lab, a furnace, and the storage on a extra large platform C when the empty canister comes off the centerfuge it will glitch and break the chem lab, you can see the canister but cannot remove it and if you try and make something if will not complete it. This happened to me 3 times i was checking after the first time and it seems that only once the items have filled the storage closest to the chem lab that it will just skip all the other slots and stick to where the items come out on the chem lab, and yes you will have to scrap that one and make a new one.
  4. I've played Astroneer from prealpha stages. In fact, its the one game that I've come back to for the last 4 years. I've purchased the game for numerous friends and several copies for myself and kids. I'm 37 and live in Arkansas. I have one good friend from college who lives in Alaska. Astroneer is what keeps us close even after not seeing each other physically for 6 years. I'd like to thank @SES_Adam @SES_joe and the rest of the team for creating such a great experience. After watching the documentary just before 1.0 shipped, I know the investment you, your family, and friends have put into it, and hoping my insignificant thank you will be more encouragement to your fire. Having played so much one thing i keep coming back to is a map system. Yes, there is a compass, but I still get lost even in super late game. I suggest a GPS update. Idea: Requirement is to get parts to send multiple satellites (3? per planet) into orbit around each planet. Most parts can be made, some parts MUST be found (either or on top of the planet or beneath, REQUIRING exploration) It may even be find enough satellite space junk, return to base camp, 'fix/weld' the pieces together, then put it in your spaceship and launch. Focusing on the exploration to find the require parts should be higher priority. Would be nice to actually utalize all the random space junk you find around the planet. Completing 3 and linking them together will give a basic map (maybe just beacon and home layout in the bottom corner of the hud) You'd need to repeat this for each planet to get the beacon/home/vehicle layout per planet. There could be a amount of use per satellite (or link) and it would 'require' you to fly to the satellites and repair or power them, therefor something would need to be done for use (similar to the jet pack requiring hydrozene for use) Hope that makes sense. Again, much appreciation for what you've done. Many thanks, Ben (here's my little side business website to get to know me better You'll notice my Astroneer t-shirt proudly worn in some of my youtube videos! ) www.myerswoodshop.com
  5. I see that some ask for a map, or a gps coordinate system. But, i'm not ok with that, for me, one of the charms of this game is precisely the possibility to get lost, walking (or driving) in these so special environments ... It's already much easier to end up now with the portals, before we only had the compass, the sun or the stars ... (how many early gamer lost hours to get back to their base ?) so, please don't add map to not change a part of the spirit of the game
  6. Hi! Love the game! This is the second time I'm posting this suggestion. The game would be so much more enjoyable with a mapping function. a small map that you know where you would solve a lot of running around and frustration to a lot of users.
  7. It would be nice to add a map of the planet, for example, as a small module which, when installed on the ground, would project a holographic map of the planet.
  8. Hello my friends! First of all I want to tell you that I see in this game a huge potential. This forced me to spend some of my time to write few of my ideas. I would like to see in the comments what you think about them. English is not my native language, so please forgive me for any mistakes. @SES_Adam I think that you should to take a look at this. List of ideas Crystal Currency Astroneer not expose yourself for no reason. He explores the planet for economic purposes. For the game should be added currency (for example crystals able to mine) for which you would buy schemes. Planet difficulty scale and schemes The planets should have the scale of difficulty. We started on a planet with easy access to basic materials. Along with the progress, we would get better schemes (bought for crystal currency) which would increase the chances of survival on more difficult planets where you can find unique materials. The current system of research would be only to obtain rare materials from alien plants fruits. Weapons: • Energy gun Modification to the terrain tool amending it into a weapon powered by energy. • Energy cannon with seat Energy weapon supplied by energy or power generators, it can be mounted on a vehicle, so the person sitting on the rear of the vehicle can use that weapon. • Sentry gun Sentry gun with two operating modes. -friendly mode, protecing from only aliens -hostile mode, protecing from aliens, players (Excluding friends) Controversy related to weapons/pvp in the game: There should be place for peaceful players and for these one who want some action. We need at least option to have combat. If someone don't want to fight then he don't need to. I think that weapons should be added, but game should not be combat-focused. Simple PVE/PVE • Huge earthworms, aliens similiar to spiders, reptiles, tentacles etc. but they should not be common because life itself in space is rare. • Dark Zones: PVP on some planets where you can find more rare materials. Something like high risk high reward, with a story background that people began to fight among themselfs because they were blinded by wealth, fortune etc. Radar, weather meter Showing incoming storms, meteorite impacts, solar flares, temperatures, wind speed, enemies and raw materials (if drone spotted them). Map I would like to see map similiar to that one in The Division. • Table with hologram (Holo-table) on base which can display collected data from drone or satellite. • Drone that could scan some area from above and send data to holo-table or display it to player. • Satellite that could take a pictures of planet and send data to holo-table. Satellite / Drone OP Controversy: As I said, there should be currency in game so on the start player would not have the money to buy top-tier schemes. For example the satellite would be one of the more expensive things in the game, so player would get it later - on more difficult planets, where the satellites don't make game easier in meaningful way. Drone with different operating modes. Some examples: • standby mode - drone with mounted energy weapon, protecting area from space pirates, alien creatures etc. • tracking mode - would follow and assist the player, for example he could move light objects and follow player to base. • search mode - could scan some area from above and send data to holo table or player. • manual mode - remote controlled drone with camera view If weapon is attached • neutral mode, protecing only if we are attacked (by player or alien) • friendly mode, protecing only from the upcoming aliens • hostile mode, attacking aliens, players (Excluding friends) So for example: -Drone with tracking + friendly mode and mouted weapon will follow player and shot only to hostile aliens. -Drone with tracking mode and attached battery, will follow and charge player. etc. Enviromental hazards Some examples of enviromental hazards and how to deal with them: • quicksands on sandy planets (move on the hoverboard instead of walking) • meteorite impacts on planets with a thin atmosphere (we need radar that would warn us against them / force field on base required a lot of energy) • extremely high or low temperatures (special suits for the specific weather conditions) • high radiation (force field on Astroneer) • lava • acid rain (force field, hide underground) • different types of storms (warning messages on radar) • earthquakes (seismometer that sending warning messages to radar) • solar flares (force field) Exoskeleton (better, faster, stronger) Some objects like a fruits from alien plants and crates are large and heavy, to raise them without the lift character should be wearing exoskeleton. Jet pack and vehicle booster Add the module with jet engines that can be attached to a backpack at the bottom. Make it possible to add same enginees to vehicles allowing increase their speed. I know that is possible to find rocket thruster, but I think that it should be able to craft. Hunger, thirst, sleepiness, temperature, food, farms etc. • add indicators (emoji style) of hunger, temperature, thirst, sleepiness • add machine to produce Soylent Green which can be prepared from organic materials. Make it basic food in game. • add food and farm modules (greenhouse). Remember it is the future: Plants should be different from those that we know today (we need GMO superfood). • seeds should be earned by trading platform, with their help, you can grow more nutritious foods then Soylent Green. • add water (oceans) and ice, we need also module that purifying water (for example from salt). • add different variants of the astronaut suits resistant to specific climatic conditions. How it should look: Astroneer should survive longer without eating than drinking / sleeping. The first symptoms of thirst / starving / sleepiness would be fatigue, then slow death. Instead of the well-known indicators there should be emoji messages. Second habitat but bigger With wardrobe - where you can customise apperance, sleep, keep some food and water supplies, hide from storm. Hovercraft / hoverboard Add a vehicle which hovers above the surface. Should be light and bit faster than rover, but not specialized in moving heavy objects. Rope and grappling hook Causes new possibilities - climbing and attachment of objects. Could be pretty usefull before the player would get a jetpack. Game reward system Add the space capsule with gift (skin, crystal currency, scheme etc.) possible to get three times per week. It rewards hours spent in the game. Small space capsule (ball) would fall around the base. Player could open it in research machine. Music player Listen own music from Documents/Astroneer/User Music like a in GTA series. Miscellaneous (small ideas, fixes) • Possibility to change the brush size • Add module that creates oxygen, because limitless oxygen is bad idea. • Improve driving and change it to WSAD • Add option in settings to look around without pressing RMB • Add option to accept / refuse player who attempts to join the game • Deleting saves from game menu(not appdata) • Make possible to change language in settings • Alien plants should wrap acid instead of poison gas, it does not make sense because the character has helmet. • Don't add intelligent aliens to game, life itself in space is rare. • Add option for naming or changing icons of Beacons This topic is updated version of previous one:
  9. Brad Owens

    a mapper

    how a mapper of some kind. so we will know were we have been, even when kick the bucket...., even subbterrian map would help Xbox one system
  10. Mark the Space Engineer ;)

    Landmarks - New Planet Design Idea

    Hi Team!! Although beacons are the number 1 way not to get lost I would like to suggest another concept for explorers, landmarks. This is a low priority request but I feel from a design point of view would make the game look far more amazing and also allow players to explore with less chance of getting lost (which is damn easy to do!). I thought the new alien artifacts would do this but they're all the same. Even if you don't go by my idea you could change the look or colours of the various alien buildings instead. I found seeing multiple alien buildings while exploring actually disorientated me somewhat leading to getting lost. Quite the opposite of what was expecting. Create large objects or rare land formations spread across a planet. These can be very spread out and allow players to judge their position without the need of beacons or at least, not as many. Crazy steep mountain formation. Crashed alien ship. Giant crystal formation. Huge plant type structure or tree (life tree from Avatar for example) Floating strange object high in the sky. Volcano or similar structure with smoke, lava or some weird goop coming out of it. etc etc. Sometimes these landmarks dont need to be high. They could be a giant weird hole in the ground with glow stones or weird asteroid sitting in a crater. You could also add rare minerals to these areas if you wish. Landmarks could also be very interesting places to build a base! Overall, something that stands out so a player can somewhat understand where they are from their base. Beacons or no beacons. Cheers team, keep up the amazing work. The new v.1 is amazing.
  11. Summary: 1.0.4 - Steam - My game crashes when i try to open my save Description: I stopped playing, hit "save and save" in the game menu and went to sleep. When I woke up, I tried to open up my world and the game completely locked my computer. It took a long time and then the game closed on its own. I opened again, but this time, in windowed mode and with the task manager open to the side. I noticed that the game started using 95% of my RAM and then it closed. I do not know what's happening and I wish I could solve this problem without having to exclude my world and start a new one. I've opened another new world to test the game and it's working normally. Platform: Steam Version / Build Number: 1.0.4 Specifications: OS: WINDOWS 10 CPU: AMD FX(tm)-6300 Six-Core GPU: NVIDIA GTX 960 RAM: 8 GB Drive: 1 TB
  12. Timbo

    Navigation!

    One simple suggestion. Please add a map. So very easy to get lost....
  13. michael.angulo@hotmail.es

    Quedrado mapa

    El mapa se quebro en las cuevas
  14. TekRa

    Minimap Ideas

    Could not find a Single good Thread for this Idea, so creating one. Everyone Can Just Pile up Ideas related to Minimap Here. How could a Minimap be Helpful? It could show the "Area chartered till now" (i.e. you know how much you have discovered and Accordingly Expand Exploration) Beacons are good (but only for mid-range areas). Seeing the Expanse within the game (i.e. the sheer amount of area to go through), it should be a core element. It Could Send "Radar Pulses" to Detect Resources and Research Materials around you. Would be very helpful in the Cave Systems. Also, as an example, we already have "Hematite" Ore in the Game so it would be pretty cool to implement Magnetic Use case Scenarios. Will Update the Post as I move along ?
  15. HitokiriGuille

    Cartography Module

    Sometimes i get lost looking for my beacons, i think it would be awesome to have base that launches some kind of satelite, and receives information about the planet, and allow us to display a map in base, we could also have a little upgrade/attachment for backpack like an antena to receive information from that satelite and display a minimap.
  16. Hello. I play this game on pc. Today i started play to game I started to game in capsule When i got out to the capsule my astronaut is started to swim in the ground But when i jump my man was go to the deeper I love this game and this funny bugs Keep Going
  17. Johnathan mercado

    Falling through map

    There is a bug where when you log on and when you move you fall intp the ground pls fix
  18. ground bug destroyed entire map upon loading the game making it impossible to play, see picture bellow ---------------> (whole map looks like this and you continually fall to death/crash vehicle , plz help!!
  19. i dont know every ppl facing with this issue but in any planet when i decided to explore around everytime i lost my habitat and i have to start another game please add a mini-map or habitat only compass so any player can find where is their homes
  20. During my wander through planet terrain i was thinking about navigation. Than i read few posts regarding maps and GPS. Due to you are alone on distant planet there is no map and you are not able to develop global positioning system but you have simple beacons. The idea is to combine compass with beacons. Allow compass to show destination to beacons. Not all at the same time but to a group of "green beacons" (limit to one color at a time, be able to chose group in compass menu). This would allow to group your waypoints in player style (show your vehicles, home base or important places "red blinking beacons"). How to display all this information? Allow compass to display on ground (after hovering on player, similar to terrain deform tool) a bigger circle with colour arrows on edge. Add a fancy grid to compass circle. Allow to display a distance to beacon next to an arrow. Holding use key during cursor on player there could open a compass menu, allow to chose which color of beacons to display. I think this would be nice alternative to current simple compass but would not create easy to use maps and GPS systems.
  21. quietsplash85

    Map

    Please, add MAP. So, it's too difficult to find out the main base of you drive a rover far away.
  22. Hi All - Background - Often when exploring new planets, you may find yourself lost. You may be on a moon exploring and due to the round nature of the planet and its size, you cannot see your home base icon any longer. I am aware you have the compass available below your character for current navigation, but that doesn't always help. Suggestions - 1) Allow you to set your home habitat (in case you have multiple bases on a planet) and when away, your compass will highlight the cardinal direction to head to return. This is rather simple to implement, yet still leaves a small bit of the risk/reward with exploration. 2) Beacons can be seen infinitely around the planet with a distance provided. This gives you an idea of where to head to return to your base or beacon, but still requires you to navigate to get there. There's still a risk/reward for exploration, but it isn't as easy as #1 makes it for how to return. 3) Add a coordinate system to the game. This would allow you to track your position upon leaving the base and return back without an "auto-home" like feature from #1. It preserves a large amount of the risk/reward over exploration, yet still gives another tool to find your base and return. 4) Add to the planetary-view cardinals indicators when looking at a particular planet. A few times now when I've been lost, I don't bother roaming across the planet to find my base (as it has taken 30 min. to an hour previously) and instead choose to suffocate. After I drop back next to my base, I hop in my spaceship and view the planet from above to get some idea of where I was and where I need to go to find my body. That helps big time, but it isn't very precise. Having some sort of cardinal direction indicator in the planetary view could help alleviate this problem, while still keeping the largest amount of risk/reward to exploration. Final Notes: The impression I have from the game direction the developers want to pursue is that there is an overall desire to keep the risk/reward of exploring high, without an easy safety net to return home without any thought. I like that and can appreciate that, but I think if you've gotten lost on small planets enough, something like suggestion #4 plays into that narrative, but doesn't make it as automated as some of the suggestions in #1-3. Thanks for the consideration, SpecialT
  23. Sparkles657

    Maps

    I think there should be a map put in the game, when you explore a certain part of the planet, it will show up on a map like the one used for sailing and mapping out ones course, i imagine it having a beacon where your base or bases would be so you don’t have to get lost when searching for something.
  24. I know people have been asking for a map a lot, but I think that this idea would fit really well. First, you would have to print out a GPS (maybe with a mini printer added later, or just through your backpack). The GPS would be able to track x number of objects, such as research objects, rovers, players, or places on a map. Unlike beacons, the GPS would be opened up and show a short range map with dots representing the things you've tagged. When the objects are too far away, it shows an arrow pointing in their direction. The second tier of a GPS would be a stationary map that sits at your base. The map would show the dots, but it would be a much larger range. To expand the map, you would have to travel (incentivizing exploration) and place markers that are similar to beacons, but don't output a physical signal. The more markers you have, the more area you are able to see on the map. Finally, a third tier would be a stationary map station that shows terrain, topography, beacons, markers, players (with their names), artifacts, distances, can map way points, and had a legend. I think that making the maps stationary would be a good way to encourage player-to-player interactions, as one person would have to stay at the map, while the other would travel in accordance to what the operator says.
  25. gbt8964

    GPS mapping

    So, finding your way... I've often wished for the ability to spot markers at a greater distance when you inevitably get lost. A basic GPS system would be helpful, although its function should be as realistic as possible. The network could be made of satellites or (assuming they make it into the game) modules on space stations. I would propose that; - Any one satellite/space station has limited range, and only works if you, it, and the thing you're trying to find are all within that range (i.e. triangulation). The satellite's orbit would also affect this, rendering some useless from certain positions. - Modules on stations might be simple in terms of resources. Satellites however, should be resource intensive, higher tier items that require a range of resources + hydrazine to launch. - When in use, the GPS network would highlight bases/GPS markers on your compass, assuming they're in range. This should prevent it being too O.P. or destroying the frontiering experience, as would happen with a map, and could only be a consistent aid if you've invested heavily in a big network. This would probably work best as a mid-late game unlock, but add your thoughts if you think it's a mechanic that could be useful and balanced.