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  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.
  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 alwa
  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 c
  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.
  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(eithe
  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
  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 compre
  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
  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
  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 tim