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Found 9 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.
  5. I was thinking about when we would eventually have fauna and probably need some means of defense against them; having a normal gun would be boring and probably hard to factor in to the game, since the astroneer is carrying the terrain tool around all the time. What if we had an augment for the terrain tool that allowed you to use dirt from canisters to fire a rock, spike, or cannonball of some kind? This is for the far future, by the way; we don't have fauna yet, so it would be pretty useless right now.
  6. The Angle Augment would allow the terrain tool to be locked to a certain angle, 45° for 8 directions or 22.5° for 16 directions (maybe adjust the angle with scroll wheel and the rotation with the Z and X keys. This would be great for building ramps. The Axis Augment would lock the terrain tool to 2 xyz planes (allows terrain to be built on xy, xz or yz planes). Great for building walls and roofs.
  7. I'd like to report a bug and hopefully, it will receive attention. Because I like to collect colours, I do so by using the terrain analyser; however, the augment appears to be buggy: Initially, after the terrain analyzer mod registers a colour, the indicator shows the colour on its top. However, after awhile (within less than an hour) its top will turn black as if it had never analysed before. But when I test it, the augment still functions as intended, albeit the missing indicator. This is troublesome as I have to test each terrain analyser to figure out which is which. I've uploaded an image to show how my terrain analysers failed to show colour. They do however still function, it is just the display.
  8. Hi, I'm having trouble using the new augments. So far I've obtained the terrain analyzer, inhibitor, wide mod, and narrow mod. The only one of the 4 that seems to function in it's intended way is the inhibitor. This is what my mods do when I try to use them with the terrain tool: - Inhibitor: collects resources without deforming the ground (so it's working properly) - terrain analyzer: doesn't "sample" the terrain. The meter never fills, it stays black. When removing terrain nothing happens, when adding terrain it gets added in a default green color. I can then remove the green terrain. This tool doesn't analyse and seems to be stuck on some default terrain without changing. - Wide mod: when removing terrain it does nothing, when adding terrain it paints the ground grey. -Narrow mod: Nothing. Literally nothing. When I equip this, I don't even have the option to add or remove terrain or anything So yeah imagine my surprise at the results when trying to use these new mods haha! It was something I was pretty excited to test out after the updates, so I'm a bit sad it's not working like intended. Was really looking forward to painting the ground like in the videos you know. If anyone could help me with these problems I'm having with the augments, or suggest anything I can do to get them to work properly I'd reeeealy appreciate it! Thanks for reading
  9. Hi, from new patch i have problem whit augment. They don't work properly... wide mod: act like inhibitor mod narrow mod: block the terrain marker in a positin, cant do nothing Boost mod: the speed dosn't change before someone answer energy ecc ecc i have full energy bar when i use e the green cirle in the mod is on .... someone have the same issue?