Search the Community

Showing results for tags 'augment'.

The search index is currently processing. Current results may not be complete.
  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Astroneer Forum
    • Announcements
    • Patch Notes
    • General Discussion
    • Suggestions and Ideas
    • Support
  • System Era
    • Announcements
    • General Discussion

Calendars

  • Community Calendar
  • Astroneer Livestream Calendar

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


About Me

Found 4 results

  1. As the crane has 2 Tier 1 attachment slots, they feel pretty useless since I've tested Augments and they don't seem to work... are those tier 1 slots intented to be used for boosters? Is this under development, or? How about making another 3rd slot on top of the 2 Tier ones so you can use 3 boosters like the terrain tool has?
  2. MODS...AUGMENTS...the things that go on the terrain tool...I WANT MORE! I will list my...along with some others' ideas here: Repair Mod Capability: When the terrain tool is moved over Debris, (I hope that such Debris can be created from use or storms in the future.) it can be transformed into it's fully functional condition (by means of repair) using, possibly, Scrap or about half the resource cost. Research Cost: 1000 Recipe: I'm thinking 1 Iron Go here for more information: Smoothing Mod Research Cost: 500 Recipe: 1 Zinc Go here for more information: Range Mod - I REALLY want this one. Capability: Expands reach of terrain tool Research Cost: 700 Recipe: 1 Zinc Alignment Mod 2 Capability: Allows adjustment of the terrain modification angle by 5 degrees every time the "Use" function is performed with it. Research Cost: 1000 Recipe: 1 Zinc Shredding Mod Refer to this: Please let me know what you think.
  3. You guys should really add a reaching augment to the terrain gun
  4. I'm noticing that the augments are very dependent on the order you put them on your gun. If you want to use Boost, Wide, and Drill 1, you have to put them on your gun in order of Boost, Drill, then Wide. If you do Boost, Wide, then Drill, when the drill is put on, the Wide mod will turn red, turning the augment off. If you then pick up the wide mod, and put it back on the gun, all 3 will turn green. Not sure if this is intended or not.