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Found 13 results

  1. Here is a picture of my work in progress idea for Astroneer i am posting this for feedback and what i should add i will put updates in the comments when i do a change also this project is nowhere near finished. Sorry for the bad image quality
  2. I feel as if the rtg in the habitat at the start of the game lacks a little colour and looks very white as if it has no texture even though it does this is my first post hope I have posted in the right area thx
  3. When I use the mineral extracter to make an item if I start it then leave the base before it is finished the extracter makes it but i am unable to grab it and have to make another extractor have gone through 3 extractors and It keeps happening I have to stay near it to be able to get the resource thx.
  4. I love the medium and large silos, it would be nice to have an extra large version
  5. FOundations, walls, double doors. <Massive gates. ceilings. round rooms that interconnect and so forth. Add a MASSIVE printer to create prefabricated roads. Straights, curves, crosses, + multiple angles if required or a dynamic road builder. Game would look so good with your own network of roads for each landing spot. Also automation or transfer bots that can shift materials from one hub to another base.
  6. I think Astroneer has the potential for some minor automation as the game currently stands. The primary way automation could be used is for organization and recipe crafting. The item I'm suggesting would have a radius or somehow move about your base. It would essentially be a Base Manager. It would be a series of grabber claws that can easily and efficiently move items from one area of your base to another. If anyone plays Factorio, it resembles the logistic bots/network in my mind. Once the module or item has been crafted, you can start designating platforms for certain items. For example, you would assign all smeltable items to your Smelter. Whenever one of those items is placed elsewhere, the Base Manager grabs the item and sends it to the Smelter, which will then go to work cooking things to their final form. Assign resources as you see fit throughout your base. Additionally, you could assign your Large Printer to create a Large Rover, and so the Base Manager will coordinate all available modules and resources towards that goal. It will plug things into the Chemistry Lab and send those new resources over to the Large Printer for construction. An additional possibility would be unloading resources from your backpack. You step into range of the Base Manager and it will unload any resources you have that you did not designate for your backpack. Let's say you designate four canisters for your backpack and a compound for your printer slot. You are coming back from exploring, your canisters are full and you also have 6 ammonium on board. The Base Manager snatches away the ammonium and the four canisters. The ammonium make their way to the Chemistry Lab to become hydrazine and the four full canisters are replaced with four empty canisters. Wash/rinse/repeat. The Base Manager would require constant power, like other modules, otherwise organization shuts down. Additionally, I think a ground based data tower would be required for on-planet interaction with your base from a distance. Likewise, a data transfer dish and a satellite system would be necessary to allow interplanetary interactions from afar. The satellites would be solar powered with batteries attached. Or you could switch those out for RTGs so that power is totally reliable. It would be interesting to see satellites be blocked by their orbit path, unless of course you create enough satellites to guarantee constant information transfer. Likewise, if the satellite runs out of juice and cannot currently get solar power, tough cookies. Aside from the new objects, everything mostly works with the existing game and concepts. I really enjoy Astroneer for its resources and resource management, but as the game progresses, I think it would be awesome to offer some automation so that you can more quickly return to the world at large in pursuit of research or junk or specific resources. This would also allow you to produce more advanced technologies without overseeing every item transfer, button press, and so forth. I'd also love to see more interactions from a distance due to advances in communication technologies available to our Astroneers. That just seems like it would be really cool!
  7. I really enjoy playing this game, but unfortunately, I don't know how to make a habitat like the one you start out with... I pretty sure you need the dropship but I don't know if there is a certain procedure you have to follow in order to set a base up because if I deploy the dropship it will plant itself but stay the same. Any help will be appreciated.
  8. Just had a thought that it would be good to have some sort of building blocks in astroneer. Then it hit me lego style blocks, they have the same sort of socket type connectors which i think would be perfect way to match the astroneer theme. We all know what you can build with lego but astroneer lego, OMG blows my mind! Thanks for reading ?
  9. it would be a really nice feature to have, being able to put a fitting platform on a different platform, and 4 pillars will go out of the lower platform to support the top platform. this way you could create some protecting around your base from flying rocks (though not the wind), and i wonder how many times i said platform in this thread. you of course will not be able to put more then 2 platforms on 1 platform due to height problems, and it will be super uneasy to use when 3 platforms, so 2 platforms will be the ideal
  10. As far as I understand the developers did not want us to use small modules as intermediates in the transfer of electricity between platforms. But why remove all the connectors. It was enough to leave one connector per module to do this. And now it's impossible to build a base from scratch without taking platforms and modules with you. Previously, if I remember correctly, I could connect the Small Solar Panel (which I always carry in my backpack) and the Small Fabricator (which was created in seconds) and I could access the entire production chain. Now you always have to carry a packed platform for this.
  11. As someone who does CAD for a living, the alignment tool (and flatten terrain function) is one of my favorite things to get in the interest of making a base I can be proud of. That said, there are a couple of adjustments that really should be made that could transfer it from being a helpful tool to being the quintessential base-taming device. 1. Allow the tool to work on ceilings -I'm getting really tired of constantly adjusting a base ceiling angle so that any lights I put up there can actually light the place up. 2. Either allow us to set a desired angle for a slope, or create a separate "Angle tool that allows us to set the angle/pitch of the ramps we create. -There is far too much guess work involved in trying to get the correct angle for a ramp. pitch and bearing would be the best thing to happen to Astroneer highways since the terrain tool itself! 3. Please please please find a way for the flatten terrain function to actually create a flat plane rather than a vague approximation of the angle you select. -Currently the entrance to my base looks nearly like a stairway due to that effect.
  12. The extensions are a great addition! However, they are difficult to manipulate after being placed. It seams that the hit box to select the base of the extension piece is too small/difficult to click. A cool idea on top of that is to have a bit more light emitted from the extension node and have them carry air so you wouldn't have to run tethers along them, (make them more like tethers).
  13. Drill Needs a mod slot opposite from the collection port, mainly for an attaching worklight. Mineral Extractor Needs to have a larger sediment capacity, denser elements should not take hours to coordinate raw material at the base. The production should still only be 8 at a time though. Base Building I feel that the new platform system is nice, but would benefit greatly if they only allowed for 45° angle adjustment instead of 1°. This would make bases much cleaner. If nothing else add it to the settings menu, as an option for snapping base platforms. Large Storage building. A Rectangular Prism that is 8 Ports high and 2 Ports wide on each of the 4 faces of the prism. Vehicle The vehicle tires should lock into place when there is no driver, or attached to another cart that also has no driver. Park Brake. Allow for rigid tethering between vehicle segments. Camera Settings Menu item that allows adjustment of camera sensitivity(Looking around), or when using the cursor function(LT[X!], Crane Arm, Aimed Hand Tool) User Interface When using hand tool and crane w/ drill a sphere of influence overlay would be helpful. A popup over power objects when they're not generating power and why. Especially when they are in a situation that should call for them to be active. (Turbine Gen.) Less loading screens, One Screen for title and One Screen for save. Allow for pack use in vehicle. A foggy map that is partially revealed by orbiting, and fully revealed by exploring. Opened in pack like the research terminal.