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Found 226 results

  1. there is about a 20% chance of your tractor falling through the ground on Sylva while your back is turned I have turned around many times to see my second trailer segment sticking out of the ground while the rest has submerged most commonly happens near pits or cliffs on Desolo and Novus there is a chance of being teleported into the sky while walking, falling to your death there is about a 40% chance that your tractor will be unresponsive when you sit down, can be temporally fixed by replacing all attachments on sylva small items dropped on ground have a chance to fall through on sylva my Big Purples are flying approximately 3 to 8 times my height in the air terrain taring is back, my base on sylva has a 3 block long tare in the cement where you can see through the ground small solar set on the ground will show on the left side of the connector that the power level is fully satisfied regardless of actual deficit/surplus sounds playing on the wrong side with headphones for example you hear a small generator on your left in your right ear and vice versa with almost anything that makes sound
  2. Summary: - Steam - Items fall through Barren terrain Description: Building Medium Storage or Medium Solar items will clip through the ground and fall through the planet. Platforms are fine and resources are fine, but I have lost 3 Medium Storage units to this glitch. Platform: Steam Version / Build Number: Specifications: OS: Windows 10 Enterprise 64-bit (10.0, Build 17134) (17134.rs4_release.180410-1804) CPU: AMD FX-8370 Eight-Core Processor 4.40 GHz GPU: NVIDIA GeForce GTX 1050 Ti RAM: 16.0 GB Drive: WDC WD10EZEX-08WN4A0
  3. unrealstompy

    New Plant Bug

    Sry, I don't have video showing but here is the issue: On new Planets when using Shift or Crtl the pointer (and terrain builder) seems to only go in a gird like style, not normal. Also, if you look around while viewing your items, the blank blue Icons in your back back vibrate. Can't wait for Feb for full release!!!
  4. StubbornDonkey

    Planet Suggestions

    I know the devs have said they plan to add more worlds at release or even after, and I was wondering if we could get a topic going with suggestions from everyone about what kind of planets or terrain and their features they would like to see in the future. This is not what will be coming out or should come out at launch. This is for future content updates and dlc to keep this game going great for a long time to come. To kick things off, I've seen a lot of suggestions for water to be added, but what about a desert world? Somewhere with wide open ranges, few entrances to the cave systems, and ground with sand like properties where removing it actually has gravity act upon it and land cascades in to fill the void. Not only would it be a challenge to find resources above but it would be a blast to fly across the land in the buggy trying to find the nearest mountain range or rare resource native to this kind of land. there could be plant types that shoot spikes rather than gas clouds So to simplify: Desert biome, Sand that shifts when vacuumed, vast open spaces with little to no debris (Rovers and Buggies at top speeds!), Few and far between landmarks like mountains and canyons, dangerous flora.
  5. are we there yet?

    Plants and rubble cubes in mid air

    Summary: Plants and rubble in place of old terrain Description: Plants and rubble cubes appeared in mid air after loading game, in the location of original terrain, that had long since been lowered and flattened to accomodate my base Platform: Steam Version / Build Number: early access alpha Specifications: OS: Windows 10 Pro x64 CPU: Intel i5 2500k oc GPU: gtx1060 3gb RAM: 4 sticks of cant remember. 16gb total. Drives: Intel SSD X25-M 120gb, Crucial MX500 500gb
  6. I couldn't find, other than bugs, a good place for a collection of suggestions for the new terrain generation. I spent some hours exploring the surface, but mostly in Astroneer I love to build underground bases. I noticed that even if I had a mass mining operation, that I would find generally one resource above all others. I would like a better, more random, and more distributed resources when mining in an area that would be for an underground base. In order to support generators I would like to see more fuel sources, and sources for resin, compound, and other common building materials. I think ultimately I am going to have to have a topside base that uses a network of work lights and other power extenders to have wind turbines and solar panels top side fuel the base underground. Yet, if there were incentives to mine more toward the core of the planet: then perhaps disconnected bases would be needed, and then a need for carbon, and organics, to fuel the generators below would be crucial to have.
  7. On the terrain test map when a vent is destroyed with dynamite it still makes the wind noises.
  8. First things first, I'm the host playing on PC 1) my friend is unable to collect resources even when she's digging stuff up and visually seeing the resources disappearing. 2) character model phasing through buggy seat sometimes. 3) terrain is split up at the edges sometimes, allowing me to see underneath terrain at different angles. 4) friend not having their characters saved, fresh new character being generated sometimes losing everything on them. 5) character randomly gets pushed into the sky and falls down.
  9. Summary: – Steam – Terrain Tool Bugs Description: TT means Terrain Tool TT laggy on other planets/moons then Terran SHIFT-LM in backpack on 2nd mod doesn't activate mod at TT e.g. when adding narrow mod to boost mod (see screenshot) activated 2nd mod at TT inactive after loading savegame e.g. boost mod active at upper slot, narrow mod inactive at outer slots (see screenshot) Tethers not placed on ground while holding TT with mod or canister at outer TT slots (often while walking, rarely while standing) x/y-keys not working while holding TT "[AS-3983] - Fixed a bug where clicking on the opened Backpack while holding down a terrain modifier key breaks cursor selection" not fixed for: Pressing TT-key while holding down a terrain modifier key breaks cursor selection Platform: Steam Version / Build Number: 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)
  10. dont know if i'll explain this very well, so, sorry ahead of time. when the terrain tool is on the ground it puts the reticle down on the level your on. In the new moon update. Its a little different. I found if I have no ground underneath me, the tools reticle will go through the floor I'm standing on. Then it reaches down to the ground thats underneath if I'm not on solid ground. rather than being on the same level as me it goes through the floor I'm on. hope that makes sense and helps
  11. when you use the terrain analyzer it doesnt remove only the color your using anymore. When I used to place and remove the color from the analyzer it would remove only that color. now it will just run like a normal tool
  12. XP-Lionheart

    "Flat" button combo

    I think a combo like Shift alt or control alt making an absolute "level" would be a good thing. Same for 90 degree walls
  13. Summary: Rover(medium rover) fell through terrain. Description: The rover fell through the bridge I built when I came back to the bridge. Could've been that the terrain loaded faster than the rover. Platform: Steam Version / Build Number: Specifications: OS: Windows 10 Home 64-bit(10.0 ,Build 16299) CPU: Intel i8 8750H 4.1 GHz GPU: GeForce GTX 1050Ti 4GB RAM: 8GB DDR4 Drive: ST1000LM035-1RK172(Only write down the drive where Astroneer is located)
  14. Summary: - Steam - Erratic Behavior of flattening terrain while flattening on Radiated world Description: I'm currently having unpredictable control over my mouse movements while trying to flatten terrain on a Radiated world. When I hold the "Ctrl" key and press the mouse button flattening starts as per normal, but after a few moments of flattening terrain, the cursor jumps from one location to the next in a still flattening state. I've tried this on multiple worlds so far (Terran,Barren,Arid) and so far Radiated is the only planets this is happening to me. It also doesn't seem to matter where I start flattening on the radiated world, it still seems to act erratically. Platform: Steam Version / Build Number: Specifications: OS: Windows 10 64bit CPU: Intel i5 2500 @ 3.3ghz GPU: 4095MB NVIDIA GeForce GTX 1050 Ti RAM: 16.0GB Dual-Channel DDR3 @ 532MHz Drive: 1TB Western Digital HDD
  15. Summary: Issues regarding planet exploration and building ( Steam Description: These issues only happen when I leave my starter planet then stop once I return. flattening terrain in near impossible. When trying, my cursor will seem to get stuck soon after I start dragging and then will jump to a near by location. Placing buildings such as platforms share the same properties as the previous issue Travailing by foot is difficult. After every step or two I seem to get stuck on the terrain despite little to no deviations. The only way I can avoid this is to continuously keep jumping. The crafting menu holograms on my backpack keep shacking. I am referring to where you would craft tethers. This seems to only have visual effects. Specifactions: OS: Windows 10 Education Version 1803 Build 17134.345 Intel(R) Core(TM) i5-6500 CPU @ 3.20GHz AMD Radeon (TM) R9 380 Series) 16 DDR4 Raid Ram 1TB Segate HDD Things I have tried: Restarting the game Restarting my computer Creating a new world I will also like to say that I do love this game a lot. I got it a few months after if first came out and loved every update that came to it. I highly appreciate your time looking into this issue! The problems I normally have are similar to everyone else so I never raised mush concern because I know your dev team is working hard to fix the issues. But I wasn't able to find someone else with this issue so I am starting to have some concerns. Any help is highly appreciated! If there is anything you would like for me to try please reply! Thanks again!
  16. For gas storage you'd have a "pump" or "pipe" construction that you'd place like an extender with two ends and you'd bury it by building a wall on it with the ends sticking out both sides, one you'd connect to a machine or something and the other would check if it's side was a sealed volume whenever you try to turn it on and if so it'd act as gas storage equal to the area's volume, naturally if by digging it's ever connected to a volume that's too large or not sealed it would all be lost, if it's connected to a volume filled with some other gas(like air) it would instantly mix and be unusable until filtered which could be an attachment to the pipe. there would be other possibilities like having an airlock that'd be like a pipe but would allow passage without gas flow so you can build atmosphere specific things, for example titanium refineries would only work without a purely unreactive atmosphere like IRL or planters would only grow with their home atmosphere and a source of lighting(or transparent terrain to let the sun in). Beyond that you could have simple liquids that would just fill up an indentation up to a flat level depending on volume, once the level reaches an edge it would send out a "stream" that'd follow the steepest slope from whatever point it's at until it either reaches another liquid surface or a point where there's only up slopes at which point it would make a new one into which the overflow from the originating reservoir would flow into the new one, if the new one fills to the point that their levels are both the same then they mix and continue upwards as one, if they drain past that that point then they split again. you could also do something with multiple levels of different density fluids and if you have a reservoir inside a gas room then the gas room would have a reduced volume depending on how much the liquid takes up. In short I feel the dynamically modifiable terrain should be more important to construction.
  17. Summary: 200 - Steam - Truck Glitched Into Terrain Description: Hard to explain this one, but I made a video. Basically what happens is this: I'm on Arid planet, trying to use the terrain flatten tool to cover over some holes i made (health and safety was yelling at me for leaving them open and then falling into them repeatedly). But when I hold control for the flatten mode, then click and drag, the mouse moves smoothly along the ground in one axis, but then skips around on the other axis like its snapping to some kind of grid, leaving large gaps untouched in between. So far it's only happening on the Arid planet for me. The video I posted has the inhibitor mod equipped on the terrain tool, but the bug occurs both with and without mods attached. I just used it here so you could more easily see the snapping it's doing by showing it on an already-flat surface. As indicated in the video, movement is normal when using the raise and lower mode, only the flatten mode seems to skip around as you can see the mouse cursor move in a circle while the ground reticle only moves left to right smoothly but skips forward and backward by a large margin. Platform: Steam Version / Build Number: 200 Specifications: OS: Windows 10 Pro x64 | v. 1703 | Build 15063.540 CPU: Intel i7 2700K 3.5GHz GPU: GTX 970 4GB RAM: 12GB (3x 4GB DDR3 1066Hz) Drive: Seagate ST2000DM001 2TB SATA
  18. My free time sure would welcome a restrictive build area (something like a craftable shield generator) that you could adjust the size and dimensions of. The idea is to section off areas for a base and be able to build all around it leaving the sectioned area clear. (Not just for the beautiful flatness) I could really see people making some super cool areas and structures with this system.
  19. backnorth

    terrain remnant.

    this showed up after loading game. couldn't remove it with terrain tool.
  20. While playing on Exotic, I entered a cave and walked in a short distance. Suddenly, my astroneer fell or was pulled through the ground. I saw several layers of terrain flash by, then finally the black tentacle and red light of a dangler, and then my astroneer died. I'm not sure if the bug is that the dangler was able to pull me through multiple layers (from above it), or just that I fell through the ground, but I knew I was never getting the stuff on my backpack back. I went back to the same cave and didn't fall through, but I can't be sure exactly where I fell through the first time.
  21. Summary: - Steam - Unable to interact with backpack items Description: While standing beneath the floating [Resource Messagebox] some items in the backpack become uninteractable. Moving away from the [Resource Messagebox] items become selectabel again. Video: Version / Build Number: Specifications: OS: WIndows 10 Pro x64 | v. 1803 | Build 17134.228 CPU: Intel Core i5-4430 GPU: NVIDIA GeForce GTX 650 Ti
  22. This thread is expanding on an idea I previously mentioned in response to another topic. TL;DR: Add stack-able structure bricks, made from compressed soil. ⇩ Summary As it turns out, this isn’t an entirely original idea. Bricks/blocks made from compressed regolith is a real strategy, and has been seriously considered for colonizing Mars, and beyond. The entire idea is reminiscent of when settlers made houses from the very sod they walked upon. The more things change, the more they stay the same, and otherworldly habitats may very well come in the form of compacted dirt. Still, you might wonder, why make bricks from soil? This is an important question; especially in a game where the surface can be remolded at will. Well, here are some reasons: ⚒ Durability Terrain that’s accidentally swiped using the Terrain Tool - without an Inhibitor Mod - will be torn up by mistake. Compressed terrain in the form of building blocks stops this. Making interior spaces would be very easy; bricks could be placed in a large mass, then removed after terrain is molded around them like a casting, creating nicely uniform interiors. An inner wall of bricks could be left to prevent damaging outer terrain by mistaken digging. ⚐ Signs of Life Nature will always take back what belongs to it, and terriformed soil is no exception. Over time, molded terrain reforms to the natural environment; becoming dirtied with debris and coloration. This is often deadly. A storm shelter that was dug to protect Astroneers fleeing poor weather becomes camouflaged against its surroundings. Beacons might be a solution to finding hidden bunkers, but this clutters the UI, and can actually impede getting to safety at distance. Teathers can highlight routes to safe zones, but over large distances this is not always feasible. Bricks would be dense (as material only mineable with drill heads). Hardened blocks would not be sullied by flora regrowth, coloration shift, or debris deposit. Small stacks of bricks could even be used like road signs to mark pre-explored routes; allowing Astroneers to traverse with rovers more easily along paths they know are easy. ⚖ Standardized Unit Terrain does not expand uniformly. Being able to lay down a uniform block of compressed terrain opens up new worlds for building systems. The game already has modules, but they act more like internal components of nonexistent buildings. A brick system allows forming structures around bases, and help stabilize modules. ☄ Future Considerations Future updates may create more demand for durable, modular construction. Meteorite bombardments, liquids, and hostile fauna additions could be held at bay with walls, moats, and bunkers formed from compacted soil bricks. So, tell me what you think?
  23. I think that if there were more landscape features such as massive valleys or giant meteor crashes with the core being filled with a mix of different materials, or hidden underground forests that light up and are filled with small bioluminescent firefly-like creatures it would really encourage people to go out and explore for more than just resources. It would also be nice to see some form of life on the surface not like what some people are probably thinking like giant 5 headed dinosaur looking creatures but just small ones that you could try to tame or just leave it to live out its life. Back to the bioluminescent plants while underground cave forests would be cool it would be nice to see more normal plants light up at night just think about it your in your rover and its getting late so you decide to find somewhere to park since your almost out of energy so you run out of energy and get out and start to wander through the night when you come up to a giant valley with rock formations protruding out the sides of the walls covered in plants giving off enough light to see the smaller plants and animals surrounding them so you like "hey this is pretty cool I should set up a base here" giving the player more incentive to move out of the starting exo hab and make their own base and area to live. Hope this gets to the developers I think it would really add a lot to the game and while I have many more ideas for how this game could go I'm going to keep it short here.
  24. AlolanChampion88

    Generated Structures

    While on Barren, I got lost searching for lithium while driving my truck. While lost, I came across a randomly generated abandoned base. While looting it, I noticed an enormous platform with eight sides, two spaces (like where you place things on other platforms) on every other side, and maybe four power attachment points. It also had enough space to make it look like a helipad, and it was so high I had to build up to the top. Will people be able to fabricate or print it in the future? If not, I'll have to move my moon base. Also, will there be different stations to print very large things like this in the future?
  25. So I just loaded saved game and there is it. And I didn't make it (obviously, because there is no way to create one-sided terrain). And it is not removable, using normal terrain tool on is like using terrain with inhibitor.