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About Me

Found 5 results

  1. Loving the new automation stuff so far. These are some small ideas for future additions or improvements I would love to see. 1. A timer. Perhaps this is an addition to the button repeater, where we can set a delay for the repeat. Or, perhaps it's a new item which can be placed, attached to a soil centrifuge (for example) which sends a button press on a set timer. This will mean that people don't have to create timers by using storage and resource cannisters, chained together. 2. A 50% storage/battery/power detection mode. e.g. full or half full, half full or empty, etc. Or perhaps a fully customisable "high and low water mark" style range for these triggers. At present, if you set a battery sensor to full or not full, it can trigger in rapid succession due to it triggering as soon as the battery loses a tiny amount of power, resulting in power generation, resulting in it shutting off, then immediately triggering again. Being able to trigger on full or empty solves it, but leaves power generation to only start when empty so that if you're consuming slightly more than you can generate you run out of power. If it triggered on half full, it would delay the time you run out of power. 3. Resource conveyor belts and/or pipes. It's annoying having to collect and carry my resources to my printers, why can't I automate this. I don't think we want items to simply travel down the existing power cables, for example, as we need to be more selective about where items come from. I don't necessarily want to steal carbon from my stockpile for the generators, for example. 4. Gas storage silos. Storing gas is a pain. 5. Auto arms for larger items. I would love to be able to automate research of large items, and recycling of large scrap. Or to be able to set up an arm which swaps my full storage with an empty one on a vehicle when I simply pull up next to it (would probably need 2 arms, one with a storage not empty filter, and the other with a storage empty filter or something). 6. Auto arms use too much power when idle. Having an auto-arm on a vehicle will drain power rather too quickly, IMO. Thanks!
  2. Heres a list of things i think would make great game additions 1. Create a system that allows players to use bytes to buy resources once all research has been unlocked. Currently, once all research is unlocked the player has no reason to continue attaining bytes or research. If the player is able to buy resources (1000 bytes= 1 resin, etc) there would be a continued reason to use research and attain bytes. 2. More size options for land vehicles. Something smaller than the small rover for quick recon and one larger than the medium rover for larger expeditions. 3. Another flight option. Something that can be used to quickly fly around a given planet but cannot go into space. This would add a great recon option for players.
  3. Got a world I put alot of work into a world solo and can't bring friends into it.
  4. 1: JET PACK!!! Late game item hard to make uses hydrazine to fuel it, it would help for travel and getting down or up a cliff. 2: Better Base!!! A base that you can go inside and eat, drink and sleep in (more on that in next point) 3: Sleeping!!! Solar panels only work in the day and wind turbines are rubbish so a feature that would let the player sleep away the night would help make crafting more efficient and game play more fun with no need to afk. 4: Sleeping can be used to farm electricity in a bad way so a sleep meter would be good it will SLOWLY decrease as you run around ad build stuff If you do add these feature thanks, but if you don't i will still love the game
  5. Just for the record, so far in Astroneer I have had such an amazing time exploring, researching, gathering, building, and so much more, which of course is expected. For possible additions to the game, I would enjoy seeing customizable beacons, which I recall being mentioned in the Twitch stream. Having customizable beacons will surely spice up gameplay and help keep everything organized. The planet-to-planet mechanic is an amazing touch, I always enjoy choosing my landing site and finding interesting things located in the spot where I landed. However, in some instances, when I go to another planet when in orbit around another planet, I do seem to go through the planet I am orbiting to get to the other planet. Of course, this is nothing huge, and really could be fixed just before launch as it has no big impact. Also, I am quite sure the ability to rename planets from their default tag of "Exotic" or "Radiated" has already been considered, which will definitely be a lovely addition. I also have not explored an immense amount, so I have not found any water. Though it may not be in the game yet, it would be nice to find some water on the planets. The plant-life does seem to be a bit limited, which I am sure will be changed soon as the team working currently is doing such a fine job of adding new things. Another property of space I wish were present would be animals, which, again, I am sure will be coming soon as I am not the first to consider this. My limited exploration has also revealed many differed forms of research nodes, however the actual research seems to be limited with several changes, then just gives random resources. I do enjoy the idea of new recourses once all research is finished, or possible just a random drop of research or resources, however, research should be more frequent. As far as research goes, the idea is very savvy and works well. Although, I did happen to research "Storage," which is already something I could have made since the start. The research could have just made the item take less materials, but I am unsure. Possibly making that a system, if that is not what happened already, would be a nice touch. Also, those plant research nodes could have the ability to allow the researcher to obtain a resistance or immunity to the plant (or possible animal in the future). Having the research space-cookers yield more apparent research that is related to the place where you found them (such as plants yield immunity and spacecraft chunks yield technology) is a good idea, which I am sure is coming sooner, along with more research additions. Crash sites also could have additional findings located there as well. One addition could possibly be a recording of the crash-landing (if humans or aliens were present during the landing) do give you some background information about the crash and the craft you are observing. With these crashes, you could also discover weapons, such as blasters or something like that to fend off animals. Not allowing players to shoot each other for a short time, at least before PvP content is released, will make weapons and those type items seem more for protection than being a bandit, as this is not a post-disaster survival game. I am sure the aspect of weapons has been considered as it is definitely something people surely think about a lot, so adding this might reshape the game, but will still add a certain "space exploration" element to the gameplay. I do believe that having weapons would be a nice idea, but it would be distasteful to take the spotlight from the exploration and gathering, and put it on weapons and murder. Keeping the amount of weapons limited and simple would ensure the spotlight stays where it should. Also, customizable and craftable armour will do the same as making complex weapons, so keep the armour the same as it is now, or make is simple. The vehicles are amazing and I love them. The driving is a bit...different as your WASD keys move the vehicle with respect to the camera, which is interesting, but maybe could be an option to be toggled in the settings, as I find it hard to get used to. More customization to the vehicles would also be very nice to see, but again, keeping it simple will be the best choice. More vehicles, such as hovering vehicles would be a lovely addition. Hovering vehicles could be a way to get over water, if it were to be added, or other obstacles. When I mention hovering vehicles, I just mean vehicles with fans in stead of wheels, not insanely futuristic spacecraft (but that would not be a bad idea.) Adding futuristic vehicle crashes to the surfaces would be very neat. These crash sites could have research space-cookers that have an increased chance to reveal some futuristic technology blueprints. I have found very few bugs which is expected in this stage of the game, but it is very well rounded. In summary, the game is what No Man's Sky should have been. For disclaimers: I am not comparing this game to No Man's Sky. Not in any way, shape, or form. Keeping this game separate from all other space survival games is what makes it unique, and I enjoy something new. This game is in amazing condition and was well worth the money. A perfect gift for the holidays. Keep up the great work. Any questions, comments, or concerns can be forwarded to my Steam, which I will leave a link to below. I have no clue how this site works, so I am unsure if questions can be directed to the author or not. I will be peeking around the site to see what is has lurking and what I can find out about it. Thank you for reading and I hope this helped even in the slightest. Have an enjoyable adventure in Astroneer and I hope to hear from someone soon. -Sherlocks