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About Me

Found 24 results

  1. There should be more of a challenge in the game then just oxygen, or spitting plants that you can easily dig underneath from far distances. It just gets a bit boring while mining or creating machines, as there is no threat except for immobile plants and oxygen.
  2. I would like to be able to build a depth gauge and incorporate it into the space suit, I love to see how much I can deepen my excavation , thanks
  3. No Astroneer Left Behind Challenge Rules: #1 Your Astroneer may die however to continue your quest you must retrieve his/her back-pack and its contents. If your Astroneer dies and you can’t find him/her you must begin this quest over again. Once/if your Astroneer dies you must find/try to find your dead Astroneer first before any additional research/gathering/building etc. can begin again. You can’t create tethers, air tanks, etc. After you die you must use what you have already created to get you out of the predicament you’re in. You may also set a predetermined number of deaths you will allow yourself before you must start a new challenge/game. The point is to make a personal goal and see if you can achieve it. #2 You must build a “museum” to display all research pods/cubes/minerals/seeds/crystals. You must be able to post a pic (or a couple of them) of all 34 that can be found here: #3 You must qualify to receive a Medal of Logistics Gold Medal 1,000,000 bytes Silver Medal 750,000 bytes Bronze Medal 500,000 bytes #4 Single Player End Game: Your Astroneer can die however you must retrieve his/her backpack & contents before you can continue this quest. If you can’t find your Astroneer nor retrieve all his/her back-pack items you must start this quest again. You must have collected all 34 research pods and have a way to display them so they can be verified. And finally, you must have earned a Medal of Logistics by saving bytes. Variations: You can die and not retrieve the backpack if you choose. People that are new to the game or are far more casual in their play may not want to play with such strict death restrictions. The point is to play your way with goals and targets to reach/save. There is nothing to stop people from doing this in MP as well. Questions? Comments? I will be beginning my quest today 1/29/18 at High Noon EST.
  4. Hoarders Challenge The EXO Dynamics Corporation has given you a mission. Start a new world. Collect and accumulate the following: A full truck each (8 storage units, 64 pcs) of every resource both refined and unrefined: Compound Resin Laterite Malachite Copper Aluminum Hydrazine Coal Lithium Titanium Hematite Astronium Power Oxygen You need to line up 14 trucks with double storage ready for pickup by the mother ship. Bonus Challenge: Collect a rover full (4 slots) of each unique type of research item, according to the (, there are currently 19 such items. Again, line up your 19 rovers with single storage for pickup by the company. Rules: Items to be collected must be brought back to your starting base. No trade stations. No fuel condensers Good luck. Feel free to post your progress and your completed collection of goodies.
  5. I have a challenge for all the good terrain builders here. The prize pool will be explained below. Create something totally unique on Terran! Build a space station on Barren! Create A maze on Arid! Try to build a forest of pillars on Exotic! If you can Build a temple with a statue in the middle of ANYTHING on Tundra! And finally Build a city on Radiated! GOLD: Will get a full background for their forum profile of whatever artwork she/he will want, a profile pic and/or background for his/her computer! SILVER: Will get to choose one of the back ground or profile pic of their choosing and design and I will create it! BRONZE: Will get a profile custom profile pick of their design and I will create it! All prize pools HAS TO BE ASTRONEER RELATED, FIRST PERSON TO FULLY COMPLETE IT AND POST THEIR WORK HERE WILL WIN 1st PRIZE! HAPPY TERRA-FORMING ! Post you completed work here with screenshots:
  6. Finally completed it. Gotta charge my rover pluggin in the most expensive cable ever... Now I gotta circumpower it by the solar! All credits to my Terran polar-based fuel supply fabric (5th screenshot)
  7. Recently, getting tired of my cluttered main world, I started a new game, and wanted to impose a challenge upon myself. I thought, what can I do without, that would make for an interesting challenge? ...No solar/wind? ...No Trade Platform? ...Starting "fresh" on Barren or Radiated? Eventually, I was struck by the idea of trying to play the game without ever pressing E. I would never use the Deform/Terrain tool. It was going to be hard. Was it even possible? Surely, I can pick up stray materials from wrecks and such, so it's possible to get at least a few resources. I started a fresh game. As a goal, I would "end" the "run" when I had built a Trade Platform and a Fuel Condenser, which is where, quite suddenly, I would have unlimited resources. Shortly after I got out of my pod, I was taunted by the text above my head imploring me to "press E for Terrain Tool", as well as an indicator over the nearby compound field telling me to dig it up. However, I was committed. Even f it meant leaving that text there the whole playthrough, I would never touch that button. I soon came up with a plan: I would walk out in different cardinal/sub-cardinal directions, searching the area until I hit 50% oxygen, at which point I would walk back to base. After trying this 4 times, I saw some loot, one of the pyramids of spheres that would pop its top when you come near it. However, it was way too far out of my 50% oxygen walking distance (sprinting distance is even lower, of course). I was in a pickle. However, I remembered that items attached to the shoulders and in the backpack crafting inventory slot would remain through death. Therefore, I could run to the loot and put it on my shoulders, die, and drop it off at base. It worked. From then on, every single run I did was a suicide run, since it meant doubling+ my search radius. I spent a half hour or so searching like that, eventually finding some compound. I made it into tethers, which increased my radius from its 200% status to about 250%. Now, after about two hours, this is what I have. It's a pitiful amount. However, if I'm really determined to do this run, I can simply make world after world to try and have better RNG. This shows that it might be possible. I have no idea what I would even make my first module be, to be honest. I was thinking Research, since I can relatively easily find researchables lying around, and pop them open for schematics and, more importantly, resources. I likely won't be needing a Smelter, and a Printer would do me no good. A Vehicle Bay sounds promising, but even a rover requires resources that I don't even know if I can get. Obviously, a Fuel Condenser and Trade Platform would be great, to end the run, but I'm not confident I can get there with my current situation. What do you guys think? Is it worth trying, or am I doomed to fail? If you're interested at all, I'll post some more. If you want to try it on your own, let me know how it works out! (I'm not sure the images are functioning, so I'll detail what I have here, this is going to be a long list: Resin: 2 Aluminum: 2 Copper: 1 Tethers: 1 unit short of 1 stack [I have no idea what happened to it] Research: 1 weird round pulsating thingy Oh my gosh: I'm screwed, aren't I? sendhelp)
  8. I made up a set of rules that you might want to use in order to challenge yourself in Astroneer. They were designed with the current limitations and bugs of the game in mind. The challenge is to visit all six celestial bodies (for simplicity, I will call them just planets) in the game in any order while restricting yourself to the following rules: Base building You cannot build a Trading Platform or a Fuel Condenser. Each platform you build, regardless of it having a module or not (i.e. built with 2 or 1 Resin, respectively) counts as a base point. Space travel You can only use a Shuttle but not a Spaceship. In order to go to a new planet, you must build and use a new Shuttle. Any existing Shuttle can be used to go back to an already visited planet, but you get a penalty point for each planet that you go back on your travel route. (Going forward on your already explored route has no penalty.) Example: You already visited Terran, Barren, Arid, in that order; going back from Arid to Barren or from Barren to Terran costs 1 penalty point each, going from Arid to Terran costs 2 penalty points. Any existing Shuttle can be used to go to another landing site on the same planet without any penalty. Exploration At any given time, in the whole solar system, there can be maximally only two chains of tether lines: one linked to a base, and one linked to a land vehicle (Rover or Truck, Shuttles count as bases). Chains of tether lines have no limit on length but can only have one end, i.e. they are not allowed to branch. Goal The goal is to get a research container from the last planet with the final (sixth) shuttle back to the start of the journey, the Terran planet. This last step does not count as backtracking and has no penalty, even if you use one or more other planets as an intermediate stop on your way home. Try to complete the challenge with as few base points and penalty points as possible. This challenge is designed to make you explore the whole solar system while being sparse with game resources, especially base size and tether networks. (However, I get the impression that handling of terrain deformation data becomes the most demanding factor the longer you play, but that can't be helped because it is essential for exploration and mining resources.) It might also be a good idea to restrict oneself to no more than 2 land vehicles per planet, or to count each such vehicle as a base point. The tether rules force you to remove existing tether lines before exploring other directions. It still allows using them for illumination and orientation in caves and exploration via vehicles. It is not as harsh a restriction as using no tethers at all, which I have seen some players trying. The challenge should have replay value, because experienced explorers can experiment with different orders for visiting the planets to find an optimal route. I would expect that it is possible to complete the challenge with zero penalty points, that is without going back to get missing resources. For multiplayer, the rules need some adjustments. Only a Spaceship can transport more than one person plus payload. Either allow multiple trips back and forth with no penalty to transport only people (that is without additional payload) or restrict the allowed payload of a Spaceship to that of a single-player Shuttle. Also, an additional chain of tethers could be allowed for each additional player. I haven't tried this myself yet. With my low end hardware my survival focus is currently on preventing my Astroneer and equipment from vanishing into the terrain. I was inspired to think of such a challenge by YouTuber ApoNono who asked for one. Here it is.
  9. The challenge is to place a beacon on each pole of all six celestial bodies ("planets") in the game while restricting yourself to the following rules: Scoring You get a point for each pole marked with a beacon. Therefore, the maximum score is 12 points. Optionally, you can also try to minimize your base size by keeping your count of base points as low as possible: Each platform you build, regardless of it having a module or not (i.e. built with 2 or 1 Resin, respectively) counts as a base point. Base building You can only build one base on each planet. You cannot build a Trading Platform or a Fuel Condenser. Space travel The planets can be visited in any order. You can only use a Shuttle. For multiplayer, a Spaceship can be used, too. In order to go to a new planet, you must build and use a new spacecraft. For multiplayer, when leaving for another planet, all players must travel at the same time with the same spacecraft. With any spacecraft, you can only use the payload that a Shuttle with a 1-Seat offers, i.e. one double socket (holding a small storage, for example) and two fuel sockets. Any existing spacecraft can be used to go back to an already visited planet, but your score is decreased by 1 point for each planet that you go back on your travel route. (Going forward on your already explored route has no effect on your score.) Example: You already visited Terran, Barren, Arid, in that order; going back from Arid to Barren or from Barren to Terran lowers your score by 1 point each, going from Arid to Terran lowers your score by 2 points. Any existing spacecraft can be used to go to another landing site on the same planet without affecting the score. (For multiplayer, traveling together is not required, unlike when leaving the planet.) Beacon placement A beacon must be placed such that it has visible sky directly above it (i.e. not in a cave or below a ledge). Placing it at the bottom of a canyon, no matter how deep it is, is okay. Generally, placing the beacon directly on the pole is desired but not necessary when the local terrain suggests a better (or more spectacular) placement. For example, if a pole is located on the slope of a mountain, then the beacon should be placed on top of that mountain instead. Use your professional judgement and expertise as a planetary surveyor. Or be creative and remember: you are the first on this planet and there might be prospectors, miners, scientists, settlers, or maybe tourists of later generations visiting this site and marvel at the landmark (or sculpture) that you left there. This is a variation of my Solar System Challenge which tries to address some of the lessons learned from players attempting the challenge. I hope you enjoy it. By the way, I am aware of the fact that it is not possible to establish a planetary coordinate system just by marking the poles. That is only sufficient for the sake of this challenge. If you want to, you can place a third beacon on each planet to mark a zero meridian.
  10. Hi, I've done a fun little challenge and I wanted to share it with you guys. It's not super original, probably other people have done it too, but I thought about it yesterday and I think it's a good idea. Goal of the challenge : ------ You have to colonize all planets as quick as possible. Terran, Baren, Exotic, Arid Tundra and Radiated. Rules : ------ 1- When you want to leave a planet, you can bring only a Habitat and your shuttle. Empty your backpack completely before leaving. 2- You put MAXIMUM 2 fuel in your shuttle, so you can go and land on another planet and not be able to come back. 3- You cannot come back to a planet you already been on. 4- You die, you start a new game. ----------------------------------- You will be forced to find at least Resin, Compound, Copper and Hydrazine on every planet you visit so you can build a Habitat and leave. If you cannot find Hydrazine, no worries you can make a fuel condenser. But remember, maximum of 2 fuel. To win the challenge, you have to go back to Terran with a Habitat that you built on the last planet. Too easy? If you want the challenge to be harder, try making all the possible platforms for each of your bases on every planet. So on every planet, you will have a base with all possible type of platform (machines). You will need to find a great ammount of resources which can be rare on some planets. Let me know what you think
  11. Hello All, As part of some exploration I've been doing into possible Progression paths through Astroneer, gating items & research and creating a challenging sort of "Hard Mode" has turned out to be incredibly fun for me. I thought I'd share my experience and see what people think, and maybe try this challenge mode for themselves. Here's a link to my progression chart. I've been holding to these guidelines as best as I can: (Note: The amounts of resources were based on what I think *should* be on those planets, not what I'm actually seeing.) The rules I've been going by are as such: Starting Items: Beacons, Research Station, and Filters. Unfortunately, given the current state of the game, Filters must be researched first. This was one of the hardest things to overcome right at the beginning. However, it turned out to be really fun. Finding the Resin and Compound to build the Research Bay, then researching Unknown Objects until I got Filters was CRAZY with only Beacons at my disposal. But I was able to finally pull it off in my first game, and then got really lucky (big Resin deposit close to base) in a new game I started after 119 dropped. Unlocking: When I "Research", I'm researching only the item on my list. I give about two researches per item. By the time I got off Tundra, I had almost everything researched, but still limited myself to only 9 items. Try to stick to planetary features in the guide (Trace Sunlight, Abundant Wind, etc) if at all possible. No exploiting. The only time I may have violated this rule was when bugged out cracks in the terrain revealed some deposit nearby. Once I've unlocked an item, it's available to me on all planets. Scavenged items don't count toward research unlocks. If I find a Seat, or an Oxygen Tank or Battery on a dead Astroneer, I use it. Scavenging should be a bigger part of this game! Also, this was really important to craft things early in the game - Like scavenging Titanium to build an O2 Tank. Finding a downed satellite or ship would sometimes be an absolute miracle that would allow me to build a new O2 tank or battery. Things Learned in 'Hard Mode': Covet finite resources like Compound and Resin! There was never a bigger shock than needing Compound and having none left, and no good way to drive around looking for it. Bring all the materials you need to build a Research Module (plus another module) to a new planet. I learned quickly that without all 7 Resin needed to build 3 extensions and 2 platforms on a new planet is BRUTAL. Without tethers and all the extra stuff, roaming all over the countryside in search of more Compound and Resin is not possible. The best solution always seemed to be "Pick a spot near base and start digging" Use your two "keeper slots" wisely, and don't carry too much important stuff with you. Crater down a deep hole, or suffocate way out in the middle of nowhere, with your very important Resin in your pack? Be prepared to spend a few hours recovering. Should have left that at the base. Bugs are absolutely soul-crushing. I came back to a game where I logged out while sitting in a rover way down in a cave ... Rover was clipped into the terrain, so I jumped out to try to flip it up/out. Instantly killed by a plant and rover fell through the world. Lost everything. Recovering from that disaster was a massive undertaking. Knowing where you need to go, what you might find there, and how much oxygen it will take to get back to base, or to a vehicle, was a skill I had to acquire very acutely. It's incredibly gratifying when you plan it out and get what you need and return to base as you're suffocating. Scout your area extensively before deciding what order to build your Modules. Making it back to base many times while suffocating was exhilarating. Making very precise paths, and jealously coveting Scavenged objects & power usage was really informative about how the game can be streamlined and made efficient. Here's a tip: ALWAYS RUN. You get about 5-10% more distance from your oxygen if you always run. Another Tip: "Grab-hop" always. That's when you grab an object, flip it out in front of you, and then grab it again as you're running by. Saved my ass many times, and also made me wonder where there are even two speeds in the game. How has it gone? I'm currently on Radiated in my second game starting my base there. I'm trying to make it to Exotic and unlock the last few things, and do some serious exploring. Certain planets, Tundra and Radiated especially, have been crazy hard to find Resin or Compound, and often it's a 'fountain' that I find to get the few I need. Otherwise, I'll make the journey back to Terran to try to find more. Whenever a friend joined, I reminded them I was playing Hard Mode, and they helped me out. But sometimes it turned into a liability - they would die in the middle of nowhere with valuable items or resources, or use up all the Compound making 8x Filters when it was needed to build a Module, etc. They were additional challenges, really, that made the game even more interesting. A very crucial mistake I made on Barren when I landed a shuttle to start a base and accidentally created a Research Module out of my first platform - Destroying any chance at building a base there. I had to blast off and settle down at a new base ... but the Shuttle was already burnt and couldn't create another base. I had to then blast back to Terran to build another shuttle and harvest more Hydrazine. Big setback, which I think was somewhat of a bug with the way platforms are being created out of shuttles and ships? After I was able to find a new spot and stabilize my resources, I got myself to Tundra. I set up a decent little base, but this is where I lost all my stuff due to my Rover bugging through the terrain. This is when I start learning that it is imperative to plan out your base. I had built a Vehicle Base and a Research Station right at the beginning. There was a rich cave nearby, but zero Compound. I got lucky and found a Resin fountain not too far away, so I could pull 2 or 3 resin every few game hours. After a few days on Tundra just grab-hopping Unknowns to do the Research I needed to ... I got out of there. I had to go back to Terran to abandon my shuttle (base-connector burned), and build myself a shiny new Spaceship. Arid was a new ball of wax. Without a Vehicle to travel around in, the wind-blown death balls would have their way with me. After a couple landings, I found a half-decent spot to build a base that was on the side of a hill and somewhat protected. As it turns out, I got a chance to find out how to build a base directly into the side of a mountain. I thought I needed a Vehicle Bay right away to protect me from the elements, so I set about building one (I brought a bunch of Aluminum from Tundra, too), but then realized that I had a great cave system just outside my base. The Compound used to build the Vehicle Bay crippled me - there was none to be found anywhere near me. I had to decide whether to build a Smelter or Research next ... I went Research -- it was my only shot at getting Compound and Resin, apparently. I got lucky and pulled a few compound, and just enough Resin to build a Smelter and build up some Aluminum and Copper and get off Arid. *Oof* -- Hard Mode is Hard without a Trade Platform! But, my next stop is Radiated, where I can research Tethers, Large Batteries, and Large Generator -- which is good, since power has been a problem, and there has been an abundance of Coal and Lithium on the last couple planets. Now I'm here, on Radiated, with practically no Resin or Compound. I may have to make a run to Terran to gather up some more. One good thing is the Spaceship doesn't seem to have the "one and done" mechanic for creating new bases that a Shuttle has. My best hope is that I'll find a few resources that can get me a Research bay and a Printer, so that I can start putting that Coal to good use. My Features bar in the progression chart also inform how I treat the resources of each planet. I consider Tundra to have little sunlight, in order to force my dependance on Wind and Organic power. Arid is the opposite. Radiated will be tough because I will be lowering my use of both Solar and Wind power, which will force me to use Coal and Organic power. This aught to be fun! Cheers. I know this has been a lot of text. I hope someone gets something out of it! Imelin Cane tl;dr: Self-imposed limitations and progressions through research can be fun!
  12. Goal: First player to place a Habitat on the End Planet wins. Conditions: All Players start at Terren with a loaded pack, a spaceship, a habitat and two resources attached to the Habitat. Each player establishes a base on the chosen Base Build planet, builds a new Habitat, and a new ship for the end planet. First player to place their new Habitat on the new planet wins. Setup: As a group effort build a Vehicle Bay for each player with a shuttle in each that is loaded with a Habitat. Each player can have whatever they can carry in their pack. Everyone launches at the same time and the space race begins.
  13. I heard from a tweet some where that there is a thing called the "smelt me not challenge" what exactly are the requirements for this exciting thing? I want to try it!
  14. Hello Astroneers Devs! I'm sure that you have your hands full and a lot of ideas on where to take this game. One thing i've learned from open world games is that many people love them for their sandbox content and within the confinds of the games boundaries, can create anything they dream. However there are some that don't like this because they are goal driven. Why not include a basic list of goals in the game that a player can choose to, follow? Call it a "challenge" mode. I was thinking up what a fun end game idea would be and I would have to say building a satellite station that warps off to earth would be a great climatic end for this game. Of course, no player has to follow this scenario, but I think it would be a fun challenge. My immediate thought of a fun challenge list would be this... 1. There is one part per planet you can visit in the game. 2. Parts found must be sent to the space station via trade platform. 3. Parts suggestion: Habitat cabin, Fuel tanks, solar panels, Food lab, Thrusters. 4. Once all of the parts are found and sent to the space station, the player must then fly to the space station via rocket pod to activate the end game cut scene. Another suggestion is to make the space station a permanent, self sustating, home. 1. Players must build a number of parts to send to the space station. 2. Each part requires a special "Material" located on each planet. 3. Once constructed, a player must place the part on a rocket pod base which automatically sends it to the space station via one way ride. 4. Parts to be constructed are: Habitat Cabin, Food Lab, Science Center, Vehicle Bay, and Power Station. 5. Once all of the parts have been constructed, the player must take a rocket to the space station to activate the end game cutscene. 6. Post cut scene, the player should be allowed to roam about the space station. Each location would contain a "fabrication" bay similar to those you build on each planet. In addition, a NEW planet should be randomly generated in the solar system. This planet should be very difficult to build anything on and require the use of the space station to do so. The goal of the player would be to terraform this NEW planet to create "life". This is the ultimate end goal of the game. Example of how it could look (not my image, artist unknown)
  15. Hello everyone! So here you are, you've played Astroneer and made bases on all the planets.... now what? Exactly. Being that this is an open sandbox of a world, finding ways to make it challenging can be a challenge. So I found myself working to make the game harder for myself, just to see how far a different scenario could go, as to stretch gameplay out as much as possible. While it may be tricky for the devs to add hardcoded rulesets, or a check box to turn modes on or off, here are some of the rules I created for the 'fun of it' as I replayed through things. 1- The No Spelunking Rule. If it's underground it's off limits. Strip mining is allowed.... 2- Scavengers Rule! - You are not allowed to smelt anything, you must make everything you need to get off planet from what you can scrounge. Which means going to all the wrecks To make it really challenging, limit yourself to only collecting 6 resin or less from the ground. 3- The Angry Planet. - The planet is alive, when you dig, it tries to kill you with storms. Digging too much makes it hate you more... dig wisely. Ok so there is not a mechanic to actually make the planet hate you, that we know of... so you will have to pretend a bit more. You can't dig holes that a rover or yourself can get trapped in. Scavenging is recommended, killing plants is bad, taking 'fruit aka relics' from them is ok though. 4- Solar Power Only - No coal and or no plant fueled power and no batteries.... If the Mars Rover can do it, so can you. This can be tricky on other planets. 5- No Trading! - Yeah, the Trade Platform is nice, too nice at times. Be the self-made Astroneer, don't rely on the free market. 6- Recycle Everything. - You don't really need that truck when you have that shiny Rover do you? So turn that rover into a wagon for the truck to pull around, reusing the seat for the truck. Those solar panels, batteries, tethers and wind turbine you made on your other base should be recycled too. 7- Spaceship, we don't need no stink'n spaceship. - Ok you are ready to leave the starter planet, so fire up the shuttle and go. Just you, your shuttle and the new habitat... nothing else. Basically, you restart from scratch but you still have all the blueprints to work from. 8- Minimalism. - Your backpack is your refuge, if you can make it via your backpack you ignore the recipe in the printer. So no printer solar cells, wind turbines, generators or printed batteries. (Interestingly enough, backpack made batteries and solar panels work nicely on the flat storage panels.) 9- No Strings On Me! - You may not use tethers. This is a pain, and at times is unwinnable as you need either to have tons of resources, relics or wrecks with titanium near your pod at the start. Yet it can be done. I am sure there are other ways to play on the planet, so feel free to add suggestions. Ren.
  16. One day I just started running.... This challenge is very simple, and very challenging. Start a new game, pick a direction, now run that way until you see your habitat again. You are allowed to move off your line of direction to gather anything you would like. You are allowed to make two items, Beacons, to help your way, and tank, for extra oxygen space No tethers, that would make this trivial. How long can you last? In a test run, I reached about 5 beacons legth, it was easy enough with a few detours, oxygen is everywhere, but navigation is hard.
  17. Using the deform tool, remove all planet material until the entire planet disappears and the player is floating in space.
  18. No Tethers Challenge Build a rover or truck without using any tethers. You get 1 point for each death. Lowest points wins. Last night I did it with 0 deaths.
  19. Hello my fellow Astroneers. For those of you who really get into the science of astroneer and how the solar and wind power work... the solar is pretty simple; it has to have a sight line to the sun, even angles can disrupt it... For windpower, it's a tad bit more tricky, though gust can be underground. Sometimes while in caves I've found areas where there seems to be a huge never ending gust... I assume top side has similar areas, or valleys where it is windy 80% of the time... So for the challenge/idea How about terraforming the planet around some of these gusty areas, so that the wind is trapped, like will the wind go through a wall of ground? and if you can find a way to trap or atleast direct the wind, then couldn't you get unlimited power? I was trying this out but can't use the game world i was on before, so hoping I find another wind vein on this new Terra so I can try again. Post here if you find it, or if you think you've hit another solution!
  20. Research is currently a pretty simple task: 1. collect "unknown" objects 2. plug into research station 3. hit the button and voila! stuff! The "unknown" objects themselves seem pretty cool at first but I quickly realized that there are just a few versions of them and despite being organic, mechanical or mineral-esque they all do the same thing. The repetition of the simple steps above becomes a little dry, especially after a few play-throughs when you know what's coming. To make the task of researching things a little more engaging and rewarding I had the ideaz of (1) randomizing separate parts of the "unknown's" geometry and of (2) having each unknown/research object unlock a slightly different puzzle or mini-game. A random stack or collection of a few different template geometries (or ideally a whole procedurally generated system for the geometry) could make sure that each unknown looks and feels unique. As for making it interactive: we've seen that finding a specific satellite unlocks a mini-game at your home base and I think it would be fun if each unknown/research object had it's own challenge to solve. This could make it feel like you were conducting the research yourself (could also potentially tie-in with what the result of the research will be, i.e. a spinning puzzle unlocks the drill). Thoughts?
  21. Hey all! A friend and I have been playtesting this bad boy since release. And loving every second of it we have done all that is currently available (tech tree, planet exploration etc). So in that we have been looking for ways to increase the difficulty, and we came up with the following: Challenge: No renewable Energies on Base, Rovers, Trucks. Only wind and generator on person. Only Solar on Shuttle/Spaceship. No trade platform at all Batteries are allowed (we are thinking about limiting the amount allowed though) With these small adjustments that we implement on ourselves. We have created a good challenge and doing the above forces us to be very mindful of our energy consumption. It makes you rush a shuttle so you can mine coal on the moon and bring it back to your base. Obviously myself and friends will keep playing regardless of what content is available in this iteration. Because new 'experimental' branch builds are always being released, they need testing. Thoughts? What would you do to challenge yourself? Cheers!
  22. Enemies should be implemented to make the game more challenging.
  23. So, the game so far can be challenging but all of the challenges are circumvented pretty easily. Adding some new environmental factors might spice the game up a bit. Weather Additions The game already contains the dust and rock storm, which is great. I've suffered my fair share of deaths due to flying boulders destroying me. Adding some base and equipment damage to this storm would make it more realistic (this has been brought up on other threads). Another thing we can add is temperature change. During the day, the temperature is mild or hot, and countermeasures must be taken to move past this barrier. Suit/backpack upgrades and the addition of a small air conditioner unit to the build options would allow us to combat the hot climate. During the night, the temperature drops to minus 120F and we must use suit heaters or other sources to stay alive. I do think that the relatively rapid change from day to night should be slowed down to allow for the implementation of climate-combating equipment. Environmental Hostility I have grown used to the ability to wander the planet without too much worry of death. The gaseous plants inside the caves and fall/suffocation death are about the only ways you can die. I don't really fancy the idea of adding hostile enemies and turning this wonderful game into a FPS. My suggestion is adding more to the environment that can bring about our lonely existence's demise. A couple of ways include the weather/temperature changes I mentioned above as well as planet structure changes. Turn a nearby mountain into a new mineral's mining ground. This mineral (we'll call it Xanadium for fun) is extremely rare and packs a punch in terms of upgrades. It's available in small quantities and multiple veins must be found to make it worth it (adding exploration and challenge). The caveat? Volcanoes This mineral rich mountain is now a smoldering volcano. Dig too far for your precious Xanadium, and BOOM. One of the volcano's lava veins is broken through and now your cavern is filling with molten rock. How do you escape?? Ingenuity and quick thinking. Or you're mining around in a mountain and find some Xanadium. You didn't know this was a volcano but you risk it. Without warning, the volcano starts to erupt, leaving you only minutes to find your way out and escape the range of the volcano's spew. You're left with only the Xanadium you mined and the ash from the volcano blocks out the sun, dropping the temperature below freezing. You're left with no solar power for weeks, and you're forced to expand into new energy sources. Volcanoes Aren't Entirely Evil Using the erupting volcano as a power source could increase your options for energy. Geothermal energy as an energy source could require you to venture into the heart of a volcano or mine deep shafts where you place probes to pick up the heat and convert it into energy. Sucking up lava as a volcano erupts would allow you to store it on your pack as a heat source for those blistering cold nights, and, while the ash blocks the sun, blistering cold days.
  24. Hey guys, I just started a new series called "Survival Challenge" Here is the first video of the series, let me know what you guys think!