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  1. obsidian cat

    some suggestions

    first of all: a shovel. for when you plant on the unbreakable rock around your base second: gigantic rocket, lets you go to other planets third: more planets, to go with the gigantic rocket fourth: gigantic printer, just for the rocket thats all
  2. Not sure what direction the game is taking. Like many new developers, they seem to take their cue from core players. Also like many new developers, they begin changing the very things that made it Unique and enjoyable to the core players. I would offer this penny wisdom. When you hear that your core players want things to be "harder" or "more challenging" you are making it that way for everyone, including brand new players. Many of the same players who ask for the difficulty and challenges will later ask for “quality of life" items. In terms of development hours, you are making it hard, then creating all new "and a growing" lists of artifacts to offset the grind or Difficulty. Every time these changes are made, you'll hear "well that's great, but still not quite right" or "they did this, but what about that?" By far the very worst requested additions or outright changes are just plaguing games. I term them these requests as, "gamers who want to play dress up in their barbie house on the farm, while being far, far away from the west side trolls, who want to overly engineer their lair full of stolen items." Commonly referring to more skins / appearance controls, base building, farming and pvp. There is an expectation of restarting a game during Alpha and Beta play. Core game players knows this. The game is Under development, which includes testing, breaking, and fine-tuning items and mechanics. The core players are acting as debuggers first, giving feedback second, and in some cases may make suggestions May make it into the game. Once released, out of beta into full release the game is done. New players in Full release are not debuggers. Development that continues on a full release should not occur, unless the full release has bugs not reported before, due to a larger audience. By continuing to develop and making major changes and additions to a game, puts the game Squarely Back in Beta. It is Not a Full Release. The concept of working on a full release game with patches to fix issues was not meant to become a way of life in our games. Introducing any of this into the Original completion line messes up the new player base. Players who came to the game to explore, discover, and accomplish needed tasks deserve to revel in the same atmosphere, learn the process, and enjoy uncovering the mystery. This is not only off-putting and grindy, it's downright unfair to those who are using what free time they have, to attempt to get to the end game, That's the Gift. It is not a gift to lose progress because of updates and game breaking mechanics. Forgive me if catering to the current players and their revenue stream is the priority. Please understand, as I approach 1200 hours, that I include myself, even as I have created multiple ways of playing, but do not stream. What makes things worse are the requests made by players that are not Playing the game. They are done with the game, some never played the game, or they are in exile from other games. They ruin games by cutting off the legs of great concepts. Allow me to repeat, THEY ARE NOT PLAYING THE GAME. These players are intent on building a McMansion or the Scariest Armed Private Settlement. Including but not limited to, furniture, decorations, windows, flooring, etc. By and by the requests lead to "creative mode". It's not cheating, because they Don't want to play the game.” Other players chime in with "we just want to get our stuff back." Playing multiplayer with the creative McMansion players is not a game. Instead they bring other member players in to fetch them things while they create something inside a game that already has a quest line. On the other end of the spectrum, the adversarial players who brings in a small group of like-minded antagonists, hell bent on demoralizing and burning down everything outside their territory.Was that part of the game? Playing through the challenges and surprises to get to the end, only as long as we didnt have to lose anything? Or is it more a consequence of making too many changes. To be fair, the Original game quest line was not overtly difficult, so this mode is not about the game being hard. If there was no clear idea of How to expand on the Original concept, and development is still taking place, then take more time to consider how to keep it Unique and less time Morphing the game into a clone of another game, “ It sort of reminds me of InsertGame a little. I wish it had xxx”. Having said that, if I may offer some examples that I feel emulate the Unique concept and still manages to grant the non-players a way enjoy gaming their way. Old suggestions always return for a reason. The Origin end game should allow the player to enter a new universe, with new planets. Not Additional Planets in the Same Core Completion line. Not the same planets with a new look. (At least not so similar that it's an obvious reskin) This would give long time players the difficulty and challenges. If it cannot be implemented because it is so much work that it's really another game, and no sarcasm intended here, perhaps stop working on the finished game. The completion of one area Without bringing in items from another completion line offers a new challenge for players and less coding. Being brought to or landing in a new quadrant or universe without old objects also allows for greater stability and all new dynamics. (If time and code permitted, wormholes for travel would stay in concept, if connecting these places ever took place.) Challenges do not necessarily involve making every planet and place more and more hostile, but could offer more realistic challenges. Non rotational gravity gradient moons and asteroids etc.. Abandoned space stations objects and satellites to investigate, scavenge, repair or destroy. Occasionally finding meteorites. Meteors, asteroids and other celestial debris offer many different things in terms of craftable materials as well. New objects, "including appearance related" outfits and or uniforms with specific equipment attached to each that is needed to even go to a planet. Like any new environment, many things that works on an M class planet do not work everywhere. With new quadrants or a new universe come new travel. This would allow a Defense Force Astroneer a PVP system of their own with molten ground areas, heavy gravity, habitable and inhabitable zones and radiation. Terrain tools that can be modded to spray say, cataplant like orbs. Larger ships to carry more people. Some of these environmentals and objects can cross over to the New quadrant or universe as well for quest line players. Having One M class planet with a stable atmosphere, would be a surprise and welcome change for a Farming Astroneer, that can plant and grow a variety of space plants, both eatable and craftable. It would however carry with it a metric for depleting health on such a world. Using seeds and spores found throughout the system give them a quest line as well. Planting eatables and fiberlike plants that produce other crafting materials. They could create potted, vertical and full in ground farms. Sharing such crafting objects with a Terraforming Astroneer, who can do the same thing within a portable atmospheric field and mini hydroponics. These players could be working toward terraforming specific planets or moon types. Items that can extract water vapor from propellants. Upgrading a portable atmospheric field to create a large artificial atmosphere by recycling gases locked in sediment, up to a cyclotron, inside a Bio-dome like structure. These challenges include getting to another planet just like now. However, rockets may not work for some explorations. Realistically, not every place would permit large ships. Some places are truly made up of liquid while others or too hot or have zero gravity. Taking a Shuttle for small hops, or deployment craft from an orbiting mass may be the only way to get there. There will also be a need for Specialized vehicles, tailored to those environments. Again, realistically, some places cannot use a buggy, or rover, but a hovercraft, or subterranean craft is needed. With ancient knowledge, scattered throughout the system in various forms, is the information on How to reach some places otherwise inaccessible. These objects may contain some specialized material or item that is needed to get there. Creating a forward base, having telescopes, specialized life support, a compass or GPS, a communication relay, energy beams. All this would be a great adventure for an Explorer Astroneer. Creating Hydrogen cells, Solar cells, and Methane cells, for energy. Or all new forms of energy never heard of, for a system that is not like our own. Jump drives, Hyper drives, Warp drives, The aforementioned worm holes, black holes and Einstein-Rosen Bridge seeing what a place looked like before. To me, this is so much more awesome than making it harder, adding quality of life items, making surfaces perfect, playing games with the game, adding more, bigger, or additional controls on already existing items. Save it for the bigger game. This game is a wonderful experience, and I truly appreciate all the work that has gone into it.
  3. DarkPhosphorus

    Endless exploration

    Its kind of a bummer that once you unlock all nodes, that's it. Like, play the game, and done. How about some endless, openworld, exploration expansion. It would be really fun for some open-world multiplayer galaxies, trading system and economy, and special augments. New planets appear as more and more people join the world, and asteroid field events can resupply people with soil and resources to build their planet with. In this galaxy, you can own, buy, sell, create, and reset planets, once you have the resources. Asteroid fields that appear have a chance to contain rare backpack mods for increased stats like power storage, resource booster, terrain tool boosted augments, etc. A new currency that can be traded for materials and between players would be necessary. The galaxy would be the map of the open world that contains all of the planets and players in it. This is the kind of game that I dreamed astroneer would be, this would open up so many possibilities.
  4. Martin Sedovic

    Beacons

    So as you guys know theres has been a new feature that you now cant see beacons when youre in orbit how should i find my landing spot? Havent played the game for 2 weeks because i was away
  5. SpaceX24

    Brainstorming

    Okay, I'm just going to brainstorm all the ideas I've ever had for Astroneer. PLANETS Sylva Resources: Sphalerite, Malachite, Nitrogen, Hydrogen, Calcium Appearance: *Same* Aggressive Flora: Popcoral, Daggeroot (found near core) Size: Medium DESOLO Resources: Wolframite, Sphalerite, Silver, Calcium Appearance: Same but less gravity again Aggressive Flora: Daggeroot, Popcoral Size: Small CALIDOR Resources: Malachite, Wolframite, Sulfur, Hydrogen, Magnesite, Cobalite, Calcium Appearance: Same Aggressive Flora: Daggeroot, Wheezeweed, Spinelily, Popcoral Size: Medium VESANIA Resources: Lithium, Titanite, Nitrogen, Hydrogen, Argon, Silver, Calcium, Mercury Appearance: Same Aggressive Flora: Lashleaf, Thistlewhip, Lobber, Popcoral, Daggeroot Size: Medium NOVUS Resources: Hematite, Lithium, Hydrogen, Methane, Calcium, Magnesite, Mercury Appearance: Same but add blue splotches (idk why) Aggressive Flora: Lashleaf, Thistlewhip, Cataplant, Popcoral, Daggeroot Size: Small GLACIO Resources: Titanite, Hematite, Argon, Gold, Calcium, Mercury Appearance: Same Aggressive Flora: Cataplant, Boomalloon, Popcoral Size: Large ATROX Resources: Gold, Stibnite, Calcium, Pyrite Appearance: *Same Aggressive Flora: Spewflower, Attactus, Wheezeweed, Spinelily Size: Large so those were my old planet ideas RESOURCES *The ones you’d find in atmosphere or ground* SILVER Found on: Desolo, Atrox, and Vesania. Found mostly in: Mountains and deep caves. Used for: Portable Oxygenator, Small RTG, large wind turbine, can be traded instantly instead of scrap. Rarity: Rare Appearance: White and Shiny Laterite GOLD Found on: Atrox and Glacio Found mostly in: Caves Used for: Portable Oxygenator, Large Solar Panel, can be traded instantly instead of crap oh i mean scrap. Rarity: Rare Appearance: Golden Compound MAGNESITE Found on: Novus and Calidor Found mostly in: Deserted plains Used for: Magnesium in the Smelting furnace Rarity: Uncommon Appearance: Beige colored spines, similar to old Malachite but not square shaped. COBALITE Found on: Calidor Found mostly in: Caves and Mountains Used for: Cobalt in the smelting furnace Rarity: Common Appearance: Spheres on top of one another making spines. (kind of like stacked compound) STIBNITE Found on: Atrox Found mostly in: Plains and Caves Used for: Antimony (smelted stibnite) Rarity: Uncommon Appearance: Thick Black and Gray striped spines CALCIUM Found on: All except Atrox Found mostly in: Caves and near the core Used for: Large oxygen filters and Crates Rarity: Rare Appearance: Dark Red Resin MERCURY (ATMOSPHERIC) Found on: Glacio, Novus, and Vesania Found mostly in: *atmosphere Used for: Extra large shuttle, Platinum, Mercury Thruster Rarity: *50 ppu on Glacio 100 ppu on Vesania and 25 ppu on Novus Appearance: Silver Substance PYRITE Found on: Atrox Found mostly in: The valleys on Atrox Used for: Extra large shuttle, Platinum, Rarity: Rare Appearance: Orange Square-shaped compound URANIUM Found on: Novus and Calidor Found mostly in: Caves Used for: Radon, Large Battery, Large RTG Rarity: Rare Appearance: Same as Lithium but Dark Blue that fades to black RADIUM Found on: Vesania Found mostly in: Caves Used for: Radon *Can kill the player if you get too close Rarity: Rare Appearance: Graphite but green and glowing and much thicker MAGNESIUM Comes from: Magnesite Used for: Extra large shuttle Appearance: Blue Resin COBALT Comes from: Cobalite Used for: Large Thruster, Mercury Thruster (idk why but sounds interesting) Appearance: Dark blue cube with a red dot in center (dot optional) ANTIMONY/CUBED SULFUR Comes from: Stibnite Used for: Double Cable (Used to put a small cable into a large input, eg = trailer + medium rover), Extra large shuttle Appearance: Orange Compound MODES Creative Mode: Can be used to do whatever, make infinite resources and zebraballs etc. oxygen and power dont run out Adventure Mode: It is normal survival but resources are more common (like laterite quartz malachite etc) and you dont run out of oxygen. Classic Mode: An older mode of Astroneer, preferably around 9.2.0 1.0 Mode: For the future when we go into 2.0, so we can have 1.0. Survival Mode: Normal Astroneer game. Spectator mode: Good for making shorts and videos, you have access to multiple camera angles. I also think there should be full customization like you can play around with: Visor Color Lights color (some have lights on them) Antenna size (small, medium, large, not present) Antenna shape (wiggle, straight, curvy, flexible) Body Accessories (Exo Suit Pipe things, buttons, etc) Body main color Body secondary color Arm 1 color Arm 2 color glove color 1 glove color 2 Head stripe color Helmet color Arm length (small, medium, long) bicep size (large, medium, small) tricep size (large, medium, small) Muscular (yes/no) Forearm size (large, medium, small) Forearm length (large, medium, small) Astroneer width (Large, Fit, Thin) Astroneer height (Tall, Average, Short) Leg size (small, large, medium) Leg length (small large medium) More Ideas Coming Soon
  6. SpaceX24

    Brainstorming

    Okay, I'm just going to brainstorm all the ideas I've ever had for Astroneer. PLANETS Sylva Resources: Sphalerite, Malachite, Nitrogen, Hydrogen, Calcium Appearance: *Same* Aggressive Flora: Popcoral, Daggeroot (found near core) Size: Medium DESOLO Resources: Wolframite, Sphalerite, Silver, Calcium Appearance: Same but less gravity again Aggressive Flora: Daggeroot, Popcoral Size: Small CALIDOR Resources: Malachite, Wolframite, Sulfur, Hydrogen, Magnesite, Cobalite, Calcium Appearance: Same Aggressive Flora: Daggeroot, Wheezeweed, Spinelily, Popcoral Size: Medium VESANIA Resources: Lithium, Titanite, Nitrogen, Hydrogen, Argon, Silver, Calcium, Mercury Appearance: Same Aggressive Flora: Lashleaf, Thistlewhip, Lobber, Popcoral, Daggeroot Size: Medium NOVUS Resources: Hematite, Lithium, Hydrogen, Methane, Calcium, Magnesite, Mercury Appearance: Same but add blue splotches (idk why) Aggressive Flora: Lashleaf, Thistlewhip, Cataplant, Popcoral, Daggeroot Size: Small GLACIO Resources: Titanite, Hematite, Argon, Gold, Calcium, Mercury Appearance: Same Aggressive Flora: Cataplant, Boomalloon, Popcoral Size: Large ATROX Resources: Gold, Stibnite, Calcium, Pyrite Appearance: *Same Aggressive Flora: Spewflower, Attactus, Wheezeweed, Spinelily Size: Large so those were my old planet ideas RESOURCES *The ones you’d find in atmosphere or ground* SILVER Found on: Desolo, Atrox, and Vesania. Found mostly in: Mountains and deep caves. Used for: Portable Oxygenator, Small RTG, large wind turbine, can be traded instantly instead of scrap. Rarity: Rare Appearance: White and Shiny Laterite GOLD Found on: Atrox and Glacio Found mostly in: Caves Used for: Portable Oxygenator, Large Solar Panel, can be traded instantly instead of crap oh i mean scrap. Rarity: Rare Appearance: Golden Compound MAGNESITE Found on: Novus and Calidor Found mostly in: Deserted plains Used for: Magnesium in the Smelting furnace Rarity: Uncommon Appearance: Beige colored spines, similar to old Malachite but not square shaped. COBALITE Found on: Calidor Found mostly in: Caves and Mountains Used for: Cobalt in the smelting furnace Rarity: Common Appearance: Spheres on top of one another making spines. (kind of like stacked compound) STIBNITE Found on: Atrox Found mostly in: Plains and Caves Used for: Antimony (smelted stibnite) Rarity: Uncommon Appearance: Thick Black and Gray striped spines CALCIUM Found on: All except Atrox Found mostly in: Caves and near the core Used for: Large oxygen filters and Crates Rarity: Rare Appearance: Dark Red Resin MERCURY (ATMOSPHERIC) Found on: Glacio, Novus, and Vesania Found mostly in: *atmosphere Used for: Extra large shuttle, Platinum, Mercury Thruster Rarity: *50 ppu on Glacio 100 ppu on Vesania and 25 ppu on Novus Appearance: Silver Substance PYRITE Found on: Atrox Found mostly in: The valleys on Atrox Used for: Extra large shuttle, Platinum, Rarity: Rare Appearance: Orange Square-shaped compound URANIUM Found on: Novus and Calidor Found mostly in: Caves Used for: Radon, Large Battery, Large RTG Rarity: Rare Appearance: Same as Lithium but Dark Blue that fades to black RADIUM Found on: Vesania Found mostly in: Caves Used for: Radon *Can kill the player if you get too close Rarity: Rare Appearance: Graphite but green and glowing and much thicker MAGNESIUM Comes from: Magnesite Used for: Extra large shuttle Appearance: Blue Resin COBALT Comes from: Cobalite Used for: Large Thruster, Mercury Thruster (idk why but sounds interesting) Appearance: Dark blue cube with a red dot in center (dot optional) ANTIMONY/CUBED SULFUR Comes from: Stibnite Used for: Double Cable (Used to put a small cable into a large input, eg = trailer + medium rover), Extra large shuttle Appearance: Orange Compound so those were my old resource ideas yep dats it
  7. redstonerti

    Different Start

    I'd like to start on a different, harder planet in the same solar system as my beginner friend so we could trade and stuff
  8. kripticia

    Item transport system

    Has anyone considered how there's no good method of moving items around beside your own character? Me and my friend are often on different planets to each other but we haven't exactly completed the fast travel network yet. sometimes, of course, we run out of a certain type of item that you can't get on whichever planet and so we end up having to give each other items. How? The shuttle... Yay? While sure, the shuttles now work brilliantly for interplanetary travel, it's not exactly efficient if you're just dropping something off for another player. I think a great solution for this would be to create a new item transfer platform - Something that lets you send items to other stations across the entire Astroneer solar system. Not only is this extremely useful for sharing items, but it makes it much easier to set up a more permanent base on a different planet. Out of zinc? Get someone on Sylva to send you some. Need some more iron for that extra large platform? Sent. Ideally the ship that travels with the items could be a separate entity, so if the station already has a ship, it can just be removed. Alternatively this could simply be some kind of teleportation system, but I can see why that wouldn't fit into and EXO environment. I think this would make a great addition to the game and would like to see it added in future updates somewhere!
  9. Summary: 1.0.9 - Steam - Solar System/Time Stuck Description: This issue only impacts one of my save files; the rest still function properly. The planets are no longer moving in their orbits in the solar system; they are all simply stuck in place. As a result, time appears to stand still on each planet. The sun does not move in the sky (if visible), or if on the dark side of a planet, it is permanently night. Planets and stars in the sky appear to be stuck in place. If I walk or drive, the sun, stars, and other visible planets/moons will begin to move slightly, but they never return to functioning properly and will quickly just freeze in place again once I stop moving. I have dozens of hours on this save file versus only a few minutes up to a couple of hours on the other save files. The save file in question is attached, and I can upload video of the issue if requested. Platform: Steam / XBox One / Windows 10 Store Version / Build Number: 1.0.9 Specifications: OS: Windows 10 Pro | v. 1809 | Build 17763.253 CPU: Intel i7 8700K 3.7GHz GPU: RTX 2080 8GB RAM: Corsair 8x4 DDR4 2400MHz Drive: Samsung 970 PRO 512GB (NVMe) YOUTUBE$2019.03.12-16.41.54.savegame
  10. Summary: 1.0.13 - Steam - Frozen/Stuck Planets Description: Planets on save file that I've logged numerous hours on are now stuck in place; not moving along their orbits nor spinning. As a result, there's no longer a day/night cycle when standing on a planet. If I stand on a planet absolutely still and not interact with anything, the planets, stars and sun in the sky will appear to try to start moving again, but very slowly and not smoothly (i.e. stutter/skip along). It's only on this particular save file that I've been working on since 1.0 was released that the issue has occurred. If I return to the main menu, start a new game or load a different save, everything is fine. Closing and reopening the game does not fix the issue on the one specific save. I've attached the save file in question (have logged well over 60 hours on). Platform: Steam / Xbox One / Windows 10 Store Version / Build Number: 1.0.13 Specifications: OS: Windows 7 Ultimate SP1 x64 | v. 6.1.7601 CPU: Intel i7-3770 3.4GHz GPU: GTX 1070 8GB RAM: Corsair 4x8GB DDR3 1600MHz Drive: Western Digital Black 1TB (WD1003FZEX) SAVE_1$2019.03.17-17.28.24.savegame
  11. So a few days ago, I was over at my friend's house for his birthday celebration (his b-day was a day before release), and I was showing him Astroneer (as I had no-one to play with). So I was telling him about the planets, and he points out that all these planets were derived from Latin words, which closely match the previous names for the planets. That's what I call an attention to detail! Sylva Previously 'Terran'. Derived from 'Silva", meaning 'Forest'. Calidor Previously 'Arid'. Derived from "Calidi", meaning 'Hot' Atrox Previously 'Radiated'. Derived from 'Atrox', meaning anything along the lines of 'terrible, no good, very bad'. Glacio Previously 'Tundra'. Derived from 'Glacies', meaning 'Ice'. Novus The completely new world. Derived from 'Novus', meaning 'New'. The word 'nova' is also derived from 'Novus' Desolo Previously 'Barren'. Not sure of its origin, but pretty obvious derivative (desolate) Vesania Previously 'Exotic'. No idea where the name came from He ended up buying the game. (Do I get a refer-a-friend bonus or something XD)
  12. I don't know the new planet names off heart and reference materials are not caught up to 1.0. I am on the larger exotic planet, I've activated all 6 surface nodes, and dug down. There is no entry to the core node as far as I can see. This is my third planet, I've been to the core of two others, but this one simply has no visible pylons sticking out of the unbreakable stone. I've spent close to an hour searching the lowest caves, then a good minutes randomly mining along the unbreakable stone, then mined to the south pole, and all the way around to the north pole.
  13. I’ve gone down all the way to the core but I can’t find any graphite on vesania, the wiki says it’s a primary resource on that planet but I can’t find it anywhere. pls help
  14. Cptcuddlybuns

    Desolo gates not powering

    My friend and I fully activated Sylva and moved on to Desolo. We tried to power on one of the gates, but realized we didn't have enough. A couple trips there and back, we have enough to keep a steady flow in. All of the pillars reach the bottom, the music swells and...nothing. Eventually the power runs out and we get a horrifying looped, glitched-out sound of it powering back down. The pillars didn't come back up. No matter how much power we pump into the thing, nothing happens. Today I went over to the second Desolo gate to try and get it working, same thing happened. Don't know if the other planets are similarly borked or not.
  15. Hey folks! Just looking to get some info to my astroneer clanmates. I would like to know the new 'tundra' that will have both hematite and wolframite. And really just looking for confirmed resources on each planet to compile a new full list, i will post when complete. Thank you very much for your time! Tactile
  16. if I put a single-seater into a small shuttle (bigger ones might work too, but not tested), it is possible to take a friend with me to another planet. However, once arrived, the map is desynced: The model of the planet and the collision are seperately generated and have nothing in common. This bug is GAMEBREAKING. Sorry that I don't have a screenshot, we ragequitted as it makes this game unplayable. Components: EVGA 1060 Ryzen 5 ROG STRIX B350-F Gaming Guess the rest is irrelevant... Operating system: Windows 10 Professional 64 Bit
  17. Platform: Steam Version: Alpha 0.10.5.0 So my I introduced my father to Astroneer. He's really into the game, he's been playing way more than me (partly because he's using my account, but mainly 'cause I don't have much time from university). He has built a lot on every planet, a few bases on each, a highway going all the way around, just a lot of stuff. First when he made a couple bases and started putting markers, they would float in space away from the actual planet and where they are supposed to mark, so we lived with that for a bit, but then when he made ever more stuff, the planets themselves when looked at (initially from orbit) are "chopped" up, and later on they could even be seen like that from the other planets. Here's from orbit at first: And here's from another planet: And here's all the stuff he's been making all the time. I don't know if it's from the things, or just because he's been in the world for so long: That's his biggest base, but there's a base on every planet, and a few only on some of them. That's all, really.
  18. Inferno3221

    Weird Planets

    When i flew to antoher planet, all instead of one of them were looking so weird
  19. Description: When on any planet other than terra, barren, or exotic my reticle for the teraforming gun is extremely snappy. I don't quite know what caused it other than I changed planets. My friend also has the same issue and it seems to be much worse on planets like Arid, and Radiated. This only happens when making terrain flat using the Ctrl + mouse1 option on the gun. Platform: Steam/PC Version / Build Number: 0.10.5.0
  20. With the last official update to the pre-alpha slated to come out tomorrow, and a new moon being added with T2 before they crank out 1.0, I wanted to share this, not knowing if any of the info would change. I also have not seen anyone look at this yet, so if someone has, I'd love to double check my numbers against theirs. TL;DR, I found the orbital periods (Sidereal Periods) of each planet currently in the game, their resulting Synodic Periods with each other planet, and discovered System Era likes Lucky Numbers (using the Sieve of Josephus Flavius), within error. This post does not go into great detail about what sidereal or synodic periods are, or lucky numbers. The methods used and results are given. Personality Type-D people looking for pragmatic information can use the table shown here. This table outlines when a given planet will align synodicly with any other planet in opposition, same side of the star. This excludes Barren, which was only calculated with Terran. Yes, the table below shows you'd have to wait longer than 25 minutes to launch from Terran to Tundra from the same point. Given the planets are slightly closer that the edge of Terran's launch-range, the actual time needed to wait before being able to reach Tundra is slightly less. This is why experienced players recommend planet-hopping if you have a Hydra-zine Thruster capable shuttle. Terran is represented as H, for Home-Planet. Tundra to Radiated is highlighted in Red, as it is impossible to travel directly between the two bodies given the distance. Before divulging my methods, the answer to the WHY? question is that I have always been fascinated with how we can tell for certain how planets move, and wanted to try for it myself. I was also inspired by the loading screen, given the very nice round number they chose. It is clear the loading screen was designed very intentionally with this concept in mind. Loading Screen. If you watch the loading screen long enough, you see that the each planet from the star completes five, three, and one orbital cycle from the first planet outward respectfully, before realigning. Those figures happen to have a very short total synodic period. Alignment 1, T=0 is six seconds into the recording. Alignment 2, Dropping frame-rate caused capture issues. Also note, that satellites, like Barren, have a synodic period based on the planet they orbit. Additionally the next image illustrates that just because two bodies align synodically, it does not have to be from the point they were last aligned. Synodically aligned, not at origin. So to find the in-game sidereal periods of each planet, I began with Radiated. It is obvious it has the fastest orbit around the star, thus I could record significantly less. One difficulty in using Radiated is that most of the error in time stepping comes from not having a camera-lock feature in launch mode (I don't want one either) and another is the increasing distance to other planets increases reliance on video resolution. To begin, I calculated the sidereal period of Radiated. Then I timed the synodic period with every other planet. Using the equation below, you can find the missing sidereal period of the other planet in question. Then I verified my calculations by observing the sidereal period for both Terran and Arid. I quit after that because I was disheartened about likely losing my saves with tomorrow's update. Screenshots with time stamps showing what was used in the image are given below. Equation Used. Note, absolute value in the denominator. The results shown in the table here have striking similarity, within rounding, to Lucky Numbers found using the sieve above, after the 7th-number filter. Coupled with the deliberate choice in the loading screen, I hypothesize this is very intentional. This also adds huge favor of System Era in my book! Results. Note Barren's Synodic Period is in relation to Terran (H). Finding the Least Common Multiple for all sidereal periods of the planets, excluding Barren, the total synodic period ranges anywhere from 61 to over 1,000 years. These numbers vary largely when even one sidereal period is altered by a fraction of a percent. As such, it is currently inconclusive just how long one will have to wait to get the "perfect" screenshot with all planets in superior opposition to Radiated with respect to the star. It is also inconclusive what my current error is as the official sidereal periods are not posted anywhere. Seeing as I was able to use a game to teach myself basic concepts in astrophysics, I support leaving these numbers unpublished as well. If anyone has done this and would like to compare, let me know! For more math fun, because the orbits are periodical, they can be represented by a sine wave. Therefore each planet has a frequency. Because there are multiple frequencies, the resulting sinusoidal wave will change shape, exactly like adding musical frequencies that can develop beats. By adding each planets wave, you can find the overall solar system's wave function in regards to the orbit. Yes, I know I have way too much time on my hands. Sorry for the long post, thanks for the read! First Sidereal Stamp, T=0, Radiated. Second Sidereal Stamp. Verifying Terran Calculated Sidereal. Posted on Reddit by me as TeemoWorship.
  21. Summary: 0.10.2.0 – Steam – Sky and Planets extremely lagging Description: Critical Bug After playing many days, building a big base and exploring many caves with a huge tether network on terran the sky and the planets don't almost move. Time seems to freeze. At sunset I took the large rover truck for a scrap tour. In a distance of my base the truck had no energy left (2x medium batteries and 2x medium solars which normaly covers the consumption). Wondering why, I realized it was still night though I was on tour for a while. The sky and the planets moved extremely slow. There was no chance getting back to my base due to the lack of energy. I knew this "sky freeze" before but I thought it was just an optical bug like the broken planet bug. No, time also goes on extremely slow making energy management worse. Though the rest of the game runs at normal speed this is why i call it a critical bug like the vehicle glitch and the tether network lags. Btw: Though having no energy left, the truck still giving energy to my backpack. Really strange. Platform: Steam Version / Build Number: 0.10.2.0 Specifications: OS: Windows 10 Home | 1803 | 17134.345 CPU: Intel i5-4460 3.20GHz GPU: NVIDIA GeForce GTX 1050 Ti RAM: Kingston 2x8GB DDR3 800Hz Drive: Western Digital 1TB (WD10EZRZ-00Z5HB0)
  22. When I was exploring, my whole screen flashed blue for a few seconds. When it cleared, I realised that another planet had, in its orbit, collided and passed through the one I was on. The planets having their own orbit is one of the standout features I think, but they'll have to be modified slightly in order to prevent this
  23. Player 2 visited Tundra to drop supplies off for me; a bit later I bit the dust and found myself back on Terran. Could the respawn be linked to the last planet /anyone/ landed on, rather than the dead player?
  24. One cool way to improve the game is the addition of new planets/or star systems. Maybe there could be a planet so close to it's sun that you needed a specially protected ship to get there, and you could only go out during the night. Or a planet that is covered in magnetic rock, so on that planet (and only that one), magnetic levitation (hoverboards, hovertrucks, etc.) would be possible. Or a planet with solid enough rings that you could land on them, and find some unique resource there. Lastly, in terms of other star systems, maybe they couldn't be accessed with the current hydrazine powered ship, maybe something more powerful would be required, or something with constant acceleration, like a solar wind sail:(https://www.nasa.gov/centers/marshall/news/news/releases/2016/nasa-begins-testing-of-revolutionary-e-sail-technology.html).
  25. Summary: Game wont load past the spinning circles/planets Description: About a month ago, after playing the game for several hours during various builds my Astroneer decided I have played enough. Now, when I try to start the game via steam i get as far as the music playing after the planets and circles loading screen but then it simply closes without error. This is still the case after the most recent update (Update 0.8.0) I had some success before the most recent update by deleting the %AppData%\Local\Astro\Saved\Config\WindowsNoEditorGameUserSettings.ini , where on a couple of occasions the game loaded. On the occasions that the game loaded, i did note that after about an hour or so of playing I lost the ability to pick items up, such as research items/blobs. To cover all the bases I uninstalled the game and deleted the %appdata%\local\Astro folder too. Then reinstalled and had exactly the same issue. Platform: Steam Version / Build Number: Not sure how I would get the build number as the game wont load, I couldn't find these instructions on the forum post explaining "how to post a bug" - but I updated to 0.8.0 today. Specifications: OS: Windows 10 Home CPU: AMD A8-6600K APU with Radeon HD Graphics (8570D) GPU: Nvidia Geforce GTX960 RAM: 32gb DDR3 Drive: Samsung SSD Evo 250gb / Seagate Desktop 2 TB Internal HDD (st2000dm001)