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About Me

  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.
  14. So I've been starting new games looking for a decent spawn zone i like and every now and then i get a power or o2 vein next to my base. Or nearby. Early game they are very valuable to have around. But ive found once i start getting materials and building things. I dont use them anymore. Basically my idea would be some sort of adapter that could be attached to em in which you could then place tethers to tap its supply. Or maybe a rover if they ever took unlimited o2 from them. My other idea would to be the same sort of adapter on the vein, with a kind of output tap(either a new vehicle or a base bulding) that would take the avaliable resources from the vein/s and put it on its storage sections avaliable. Much like how the smelter works but for vein mining. I think this would work wonders for additional emergency power needs when you cant generate power. Or when you want some extra o2 going out on an expedition. And at least for the power aspect. It's automated!!..but you could put a power button and requirment to use it if that would make players happy. ✌ It would also bring some life back to these veins that I..personally..dont find much use for in the mid/late game..unless of course im desperate and i happen to come across it on a walk about. Thoughts??
  15. When trying to extend my base underground I cannot seem to get the hologram on the ground. I've tried to remove the terrain below, above and to the side, but it keeps wanting to go up. I'm on the experimental branch on steam. I have attached an image of the problem and the problematic save file. once the save file is loaded you should spawn high above the problem area, once on the ground you should look to the right to find the outside part of my base. directly underneath you will be a tunnel with the problematic hologram. Go to my base and enter the tunnel, there you will find this glitch/bug. X_AUTOSAVE_0_2017.05.05-17.40.54.sav
  16. Suggestion: I would like to see a slightly longer connection between nodes (and platforms) when constructing the base. This would enable less crowding between platforms that are connected at 90 degrees. Although it can be done now if you are careful, the platforms are pretty close together. I think the base would look better with slightly longer connections. It should be only a small amount though, because if it is too long it would spread your base out too much.
  17. Summary: 131 - Steam - sudden lag after creating chain of modules. Description: I have built rather large bases with dozens of modules but this time I created a long line of modules and every chance had an offshoot inwards where I placed the two resin to create an expanded module... the idea was to create lots of fuel compressors, however I suddenly starting having lag the moment energy started to be involved, it is possible that the lag started after building the modules but I noticed when I started to use a compressor (only have a few out of all the expanded modules as compressors so far) that I had 1/4 -1/2 of the frame rate or less at moments. Platform: Steam Version / Build Number: 131 Specifications: OS: Windows 8.1 x64 Home CPU: Intel Core i7-4700MQ @ 2.4GHz 8 CPUs GPU: 2x NVIDIA GeForce GT 755M (only 1 being used at time of bug) RAM: 8gb Drive: ST1000LM014-SSHD-8GB (is 1 TB not 8GB) and 24.9gb SSD for OS Mouse: Razer Deathadder P.S This is a laptop
  18. I'm pretty new to Astroneer and I'm just starting out and mastering the terraforming tool. Do you guys have any noob tips for walling/roofing ones base? This is what I've managed so far: Terraforming a basic base shelter
  19. So as I'm sure many of you also are, I find I'm quite low on clean and efficient storage options in the late game. What I propose is simple: a storage module for the 2-resin base platforms. It *could* be something as simple as plopping the researchable tier 3 storage piece onto a base platform and orienting it sideways so things mounted on it don't clip anything mounted on the two tier 2 sockets to either side. To be clear, I'm speaking of these things mounted on the back of the truck.
  20. The ability to save custom objects as recipes and produce them later at the Printer. Of course some rules are in order: - objects need to be relatively simple 3D shapes (cuboids and other special case parallelepipeds, L-shapes, T-shapes, I-shapes/beams, flat tiles etc.) - maximum allowed size in all directions from the origin point (ergo the total volume of the finished figure) is limited to the working surface of the Printer - in order to be usable at all after printing, the object must have certain spots on its surface designated as contact points before the recipe is saved. Later, those contact points will be used to combine multiple simpler objects into more complex construct. Similarly, at least four of the object's sides must be denoted as "top", "bottom", "front" and "back" if it is to be rotated automatically to the desired orientation as soon as it is picked up from under the Printer nozzle. In rare cases, where the shape is very specific, a fifth side - "left" or "right" (dev choice) - may need to be labelled as well. The sixth side is inferred by the previous five. - a separate brand new type of platform or some kind of non-destructible surface may be needed during object creation. Without such surface it is hard to tell where the custom object ends and the ground starts - resource requirements for printing custom objects at the printer are determined by object size and complexity - if keeping too many custom objects in memory poses a problem for the game engine, then there must be a limit to the total number of recipes that can be saved In addition, it may be necessary to either allow players to change the size of the deform tool reticle OR tell the game in what scale the new object should be saved (e.g. it is relatively easy to make a cube with the current default reticle size but it is too big for the Printer; on the other hand a 1:4 version of said cube will fit nicely on top of the Printer but it can't be created unless the reticle is reduced in size as well). Spatial rotation will be an even greater addition but this may prove too much of a headache at this stage of development, especially if implemented alongside the idea for labelling object sides. Not to forget the endless list of player requests. What are the benefits of such an implementation? Primarily, a huge time saver in the long run. The forum is filled to the brim with discussions about flattening ground by hand, building walls, ramps, garages for vehicles and what not. Why start from scratch every time when you can have pre-made building blocks? With a couple of bricks, beams and tiles at hand, each consecutive base will be easier to build and organize. Then come aesthetics and of course the feeling of accomplishment after polishing the perfect tile for an hour.
  21. So, i created my first base quite som time ago, then moved on to a 2nd base once i learned a smarter way to build them. I am still playing on this save, however, when i wanted to make a moonbase, i made the mistake of making my vehicle bay, too far from the habitat, so now it cant get power unless a power source is spesificly on top of the vehicle bay. Why cant power have an infinte range, as it does in the normal world? (As long as it doesnt get lost, which it wont in an insulated cable, which is what astroneer uses.) Also, removing buildings you have already built would really be helpfull as they at the moment cant be removed. However it should be a really harsh penalty, as in you get no rescources back.
  22. So I been playing for awhile and I couldn't get a base up and running the way I wanted, so I thought... hmmm Simple Base and use trucks as a transporting base. So I did, now the trucks are not done yet but I wanted you guys to see what I did. Really simple and I think it helps with FPS loss as well. Also in this pic you will notice, next to the o2 resource is a cave to the underground... Always make it next to your base. Easier life.....
  23. When walking around a node, it'd be really nice if the little extension nodule (is there a name for it?) that follows your camera would "snap" to north, south, east, or west when getting close to being aligned to those directions. In addition, it'd be awesome to have 30° angle snaps between each cardinal direction: Here's a screenshot of the "nodule" I'm talking about:
  24. • a deconstruct platform • able to deconstruct your base if you don't like a platform location • set vehicle bay for spacecraft so they don't run into ground vehicles
  25. Understanding that this game is unique and that the core concept is to survive against the environment. I have been thinking about how one could increase the threat level of survivability without adding 'combat' per se. In that let me explain. Concept: You land on a planet, once you have landed a 'Area of effect' meter is established. This meter expands when you expand your base (or area of effect/footprint on the planet). Once your bases AOE hits a certain threshold the local life starts to become more aggressive. This could range from the spawn rate/location of spawn increasing over time and closer to your base to new types of lifeforms spawning over time that do different things. Perhaps a deadly fungus/mold that spreads across the surface, making areas impassible or something. (many non-combat ideas exist) The 'AOE' meter or 'footprint on the planet' would continue to expand as your base did, and the threat would continue to increase accordingly and in turn your response to the threat needs to increase. Input: Looking for a good constructive conversation on this idea. And will edit/credit accordingly.