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  1. I'll just get right to the point. This is a list of ideas for improving the game, why I think they should be implemented, and ways they could be implemented into the game Survival Limited Oxygen Production I understand that this is a common thought, but in my eyes even long term space travel would have some difficulty producing O2 out on other planets without some source to draw power or resources from, even in a high-level space age civilization. Therefore it might be more interesting to implement limits on oxygen production from the player's facilities, making things like O2 sources and the like even more valuable. Some examples: Oxygen won't recharge without power. Your levels will be maintained (or perhaps drain very slowly) but they won't increase until power is restored. This will encourage players to keep up some form of power and/or oxygen supply around at all times, as well as be more careful with air supply Filters protecting your O2 supply from dangerous gases and/or contamination. Kind of speaks for itself but the added threat of contaminated air would make filters much more important instead of something that seems a bit throwaway. Developing an O2 harvester. A consistent source of oxygen would be important on far away planets, and the larger the build the more important it would be to keep the whole thing full of oxygen. Thermal Conditions/Other Environmental Dangers Something that may be a bit extreme or unnecessary but the idea of adding in thermal conditions for high and/or low elevations would be interesting and force players to plan more carefully before collecting from those areas. That bit of titanium will seem a lot more foreboding atop a frigid cliff or on an island in the middle of a nearly volcanic cave. Other weather conditions affecting your site(s) would be interesting as well. Thunderstorms on Terran or Exotic planets shorting out power generators and such. Blizzards on Tundra planets creating sudden massive drops in temperature. Tornadoes on Arid planets that will pick up any resources not inside a building of some sort. Maintenance Probably either aesthetic or for difficulty, but the (possibly optional) requirement to use resources to keep equipment in tip-top shape seems like a bit of a no-brainer, as things like sandstorms would deal SOME kind of damage to your base while passing through. This also provides an excellent resource sink once you have things like the Fuel Generator and Trade Platform. Wear over time would be interesting and add a sort of life-expectancy to most anything the player uses. With the exception of the Habitat and/or Tethers probably. Damage from environmental and/or other sources would also add interesting challenge to the game, and force the player to adapt. Certain fragile pieces, like Solar Panels, Wind Vanes, and so on should at least need replacing from time to time after use. The need to upkeep a base would provide a minor personal attachment to bases on different planets. Research Difficulty/Choice/Evolution Again probably something redundant but it might provide more challenge, making certain research take more attempts or a more powerful research station to achieve. And attaching paths to different kinds of artifacts would encourage players to seek them all out. Certain things like the Habitat or the Winch might take more than one kind of artifact to suss out of the machine. A bigger research platform might allow for more powerful or larger research projects. Rappels Honestly this is slightly surprising it hasn't already been included. A rappel would make exploring cliffs or other structures more feasible. A rappel could be used like a Tether, but without giving you any O2. Rappels could be attached to the mouths of caves to make them easier to navigate, or to build bases on top of high cliffs. It would make it possible to modify crafts in space Construction Module Upgrades Being able to build bigger Printers, Solar Panels, Trade Platforms, and so on would be invaluable, especially if that allowed access to new features you couldn't get before. Upgraded Habitats could house additional players, gain slots, or even become full indoor buildings. Upgraded Research could take unwanted materials and convert them into something else, like an Artifact (at a very slow rate mind you), or allow higher level Research like other upgraded structures Upgraded Printers could build new attachments like Radars, Building Components, larger Batteries, O2 harvesters, and so on. Upgraded Smelters could smelt more at once, or synthesize low-level materials like Compound from unwanted items. Upgraded Vehicle Bays could build bigger ships and attachments. Upgraded Fuel Condensers could generate multiple tanks of fuel at once Upgraded Trade Platforms could allow you to send resources to other bases that have Radar. Internal Structures Probably not going to happen, but internal structures like full rooms and such would be a neat and welcome addition to the game, providing a nice end-game sink and offering something to give the player a way to really make a home out on those distant planets. Housing could allow players to pass time and do something end-game. Greenhouses could allow players to grow sources of Resin, O2, Organic, and so on. Landing Pads could provide a proper home for Shuttles and larger spacecraft. Labs could be evolved from Research modules for synthesizing new materials from old ones, or managing robotics of some kind. Foundries could be built from Smelters for creating compound materials like Steel Reactors could be used for the end-game heavy power and/or O2 consumption of internal structures. Radar/Beacon changes A radar would be an interesting way to allow players to pick up on the beacons of other players, and give access to Beacon signal changes Beacons could be altered to give different signals, letting you mark different points of interest (like a source of Compound or an unexplored cave and so on) Radar could allow you to modify the signal of your base Radar could also allow you to communicate and command robotics Holographic Molds A form of mold for your Deform Tool would be really helpful when building things like ramps or other specific structures It could help control how much and what you fill in or take out You could look at certain builds before you fill them in Complex formations would be much easier Spacecraft Something that would be very welcome and a rather nice heavy sink for resources is being able to build/launch objects in(to) space like Stations or other large craft. Bigger stations mean more resources but could be put into orbit around planets and let you do something in an empty environment. It could even provide a neat way to create a goal the player can pursue as well as a reason to collect O2 or build O2 generators. Best part? It would offer them a genuine challenge as the entire thing would require them to use copious amounts of fuel, planning, patience, and investment to obtain a livable area orbiting the planet. - Oh, and as a side note, mod support. Because this game would really benefit from mod support. A lot.
  2. NJProffitt15

    About habitats...

    Hello. I recently just picked up Astroneer for the first time in a long time; I love the new base-building system, and I was amazed when I saw how cool the new habitat looked. However, when attempting to settle on other planets with the habitat built using the printer, I seem to be stuck with the standard drop-pod sort of habitat. Is it supposed to be like this? Is there any way I can make it bigger? I'm not gonna let it bother me too much, but the bigger one is much more aesthetically pleasing and it's also nice having four connections. Any info would be appreciated.
  3. Alright, so we know that medium to late game, storage can be an issue, you'll be mining and you'll just accumulate tons of stuff without even trying. So far currently we have a few storage options but nothing that can really handle the vast amount of random junk we can amass. I know that there are possibly more variants of storage possibly planned for the future of Astroneer, but I have several ideas for storage. 1. Stackable Pallets As we have warehouses around the world with storage pallets filled with goods for transport, I figure you could possibly do the same with medium storage units when joint to a baseplate or on the ground itself, of course there being a limit to how many you can 'snap' on top of one-another, but nonetheless, possible by slightly modifying the standard medium storage. 2. Quantum Storage/Digital Storage I imagine this to take up a full space like any regular facility you can construct, but you can place things into it, submit them, and it would get deconstructed and stored in this facility. It would take power to take things in, and to take things out, the cost of power would of course scale with how many things you put in and take out. I'm thinking 1 solid bar per item, so you could say, submit 8 items into it, similarly to the trade platform, and it would take that power, then it would have to repower, and you could on a seperate UI, request things to be taken out of the computer or whatnot at the same energy cost. However if the platform was destroyed with TNT or whatever, all 'data' of items would be lost permanently. One of the more complex ideas for storage I've had. 3. Off-World Warehouses This would work in a similar fashion to suggestion #2, however it would rely on a probe much like the trade platform. And would require resources to upgrade to increase its capacity. Unlike suggestion #2 however, you could access this form of storage anywhere you had a platform to request these supplies. Perhaps ideas from each could be put into eachother, for instance you need bigger hard drives to store more and more things, for the computer, or you would need to load a pallet in order to send it off into space for deep space storage. I'm just spitballing ideas but it would indeed be nice for some kind of 'en mass' storage solution other than building 500,000 large storage units to litter the landscape with. Feedback welcomed of course.
  4. Construction in its current state is dispersed over many features and continuously enabled. I think the following ideas have the potential to unify the whole process and create a cleaner user experience. 1. Construction tool. Information: The idea is a tool that, for the duration it is in active use, displays construction holograms near the user and enables printing standard structures/ modules. Adding a recycler augment enables the tool to deconstruct existing structures into refinable scrap materials. Intended effect: - cleaner overall base (structure) impression due to fewer holograms, moving extension ducts etc. - establish construction as a separate activity - allow recycling structures/ modules - performance improvements especially while tool is inactive. 2. Assembly tool. Information: The idea is a 2-slot module that enables the construction of 4-, as well as possibly 8-slot modules, and other larger-scale structures (like vehicles) when placed onto a crane. The module can be modified by several augments in order to, for example, allow colouring modules. Intended effect: - establish tool-based progression of capabilities. - emphasize industrial aspect __________ ____________ Artistic vision: - the construction tool could be a robotic arm attached to the user’s backpack featuring a module resembling a module printer. It could be designed to also serve as the backpack printer when not in active use. - the assembly tool could be designed as a medium-sized crane featuring some sort of printer. The tool can print modules onto adjacent slots, but cannot reach over its own platform unless placed onto a crane.
  5. Why? My impression of this game at its current stage, is that it is too easy. Sure that may change soon with the addition of destructible structures, hostile mobs etc... but nonetheless I would like to contribute my idea to lengthen the game and add something which is a real challenge to build and unlocks some really cool tech. My vision for a particle accelerator: What does it do? Currently our real life particle accelerators can be used to create super heavy elements. I intend for the use of a particle accelerator in Astro to be exactly this. A particle accelerator does this by accelerating lighter elements and colliding them together to form an aggregate. For example, 4 copper nuclei (4x29) could be collided to form the super heavy ununhexium nucleus (116) though this is highly unlikely since the neutrons and protons are not in the right ratio. If some heavier resources such as uranium were added, then they could be used instead and would be more realistic. Ununhexium nuclei are also highly unstable and will explode in a blink of an eye. But heck, this is the future, anything can happen right? High amounts of energy are required to accelerate the particles, so with all the given info, the input and output of the particle accelerator would be: Inputs 4 copper 32 bars of energy Output 1 Ununhexium To further increase difficulty, the highly unstable ununhexium can be made to EXPLODE after some amount of time! This puts pressure on the player to have crafting options at the ready when ununhexium is created. How does it get built? This is the hard part. Currently our particle accelerators are HUGE. But by the year 2500, I'd imagine we have perfected the technology and are able to create one in much smaller space. But it is still going to be larger than any structure in the game so far and require multiple components to function. I imagine it as being of a synchrotron design. A particle accelerator module rests on a level 2 platform, and resin tubes extend out from either side of it to form a large ring covering much of the area in front of it. Getting inside this ring to use the interface might be an issue, but we'll cross that bridge when we get to it (pun intended). The module costs 2 titanium, and each ring section costs 1 resin. So if the accelerator had 14 ring sections, then the entire thing would cost 2 titanium and 14 resin. Also of note is that the particle accelerator should be a perfect circle in the plane of the accelerator module. This means that the resin tubes cannot go up and down surfaces as the tubes for platforms do, and that the player will likely have to terraform a little to construct the accelerator. Once all this is done, the module charges up like any other, copper inputs are provided, and bam just press the button and all 4 copper resources get smashed into one ununhexium! An image is attached with a diagram of the accelerator Practical applications of ununhexium So all these are just ideas I have for what the product of particle accelerators can be used for. I did not consult any validated scientific sources for this, these are simply crazy ideas that I have for an element we have only glimpsed. Gravity paint This is an attachment for your deform tool. Once the deform tool has gravity paint attached, it no longer edits terrain. Instead, it sprays a fine layer of gravity paint which basically makes whatever terrain it is applied on warp the gravitational force so that it is towards the plane of the terrain. This means that you can walk up vertical cliffs with gravity paint, the roofs of caves, through twisting spirals, whatever. Upside down bases can be built with gravity paint. Tracks can run directly through inhospitable mountain ranges, treacherous caves, because no matter what you're trying to pass through, you can walk over it with gravity paint. Now for some specifics: Cost: 2 ununhexium Space: 1 backpack slot Use: Each gravity paint capsule covers 1 km^2 Created in: Printer Undo time A little one-use gadget that reverses time a few seconds or so in case of unfavorable outcomes such as dying, driving vehicle into ditch, accidentally crafting a rare resource etc... I should be clear here that this thing does not cause you to time travel, starting another timeline, but rather clips the end of your current timeline, so its like you just undid every thing you just did. The undo time effect only works for you and your vehicle. This means that undo time will affect: Your astroneer/vehicle's movement Anything you crafted recently in your backpack Anything you just did with your deform tool Anything that you moved in/out of backpack. Undo time will not affect Other players. The environment (unless it has been altered with deform tool or drill) Modules, so if say you crafted accidentally a battery in the printer you cannot undo time to get your lithium back Cost: 1 ununhexium Space: 1 backpack slot Use: Single use item activated by a hotkey Created in: Backpack printer And yes OK I admit I totally got 'inspired' by tracer's recall ability. Wormhole By using a huge amount of energy a temporary rift in the space time continuum can be created allowing you to travel instantaneously to any other location in space. The wormhole is a module placed on a level 2 platform. The rift lasts for a limited time and can fit vehicles. If more than one wormhole module is connected, then the destination must be chosen. Power is only drained from the wormhole that is used to initiate the rift. Cost: 2 ununhexium Space: Level 2 platform Use: Can be used indefinitely, requires huge amounts of power TL;DR Large particle accelerator which requires huge amounts of resources to create and operate produces unstable resource that unlocks a range of highly advanced technologies including but not limited to defying gravity, reversing time, and teleporting. Thanks for reading guys
  6. Perhaps add in a new 'building' allowing you to combine metals or other resources? Could be a nice way of adding more vehicles or extras for vehicles, could also be used to make crafting things at the printer more difficult by adding more combinations of different items to craft certain items. Thoughts?
  7. CaptainShall

    Modular Habitat Idea

    Hey guys! We just picked up Astroneer a few days ago on Steam early access and love it. I have experience with 3D modeling, and have modded for Minecraft and Cities: Skylines. I came up with an idea for building housing in Astroneer using simple modules and a "pressurization" system that is easy to understand. I'm sure the devs are already working on something like this, but I whipped it up in just a few hours so I thought I'd share it to see what people thought!
  8. Winnetou

    Clever construction

    DESCRIPTION Playing on PC/Steam with a GTX960 on update 119 Hi! My idea would be that by expanding your base, if you are very close to another platform would not let you build and you would have to do it in a more secluded area. By doing that, we would make things like these not happen. Thanks.
  9. [To desolate in advance of my vocabulary in English] Hello,Game creator and Player I introduce myself kiralefaucheur and I would like to propose to you an idea that trots me in the head! For me the game Astroneer this situates in a future close to the genre 2030 maximum (with the March mission that prepares it, if you have not heard speak) So I would like this game to evolve to the maximum being a games sandbox and survival open world in space. I would like to propose an idea to be able to build his house,But not just copy the building creation system like Rust or the ARK game. But more on a biodome system, like Strategy, Management and Survival, I'm talking about PlaneteBase! Obviously for all that is creation of vehicle, solar panels, wind and all the exterior type construction would not be in a biodome. On the other hand the Biodomes could have the different size according to the materials, and that the energy conducts when each biome and connect! And why not also created compared to that an oxigene generator for a little more survival (I speak that if have created biodome) And even later power creates thermal energy for a more stable consumption but can be less profitable to avoid ease, has to see again! Roughly my idea, I'm still full, and especially for more details do not hesitate to ask me. I hope that my project pleases you and that the developer of the game, can integrate it! Thank you in advance for taking the time to read and be interested in this project and my idea even if little else had it before me!
  10. Нe idea is to make a smooth and sturdy roof and wall foundations. 1. Open technology (formwork of force fields (for pouring concrete)). 2. Print formwork force fields on the printer (requires Astronium) 2 pieces for the room. 3. Set the formwork to the right place, stretch along three axes (stretching one point) until the desired result (appears: Finish). 4. Take the 2nd formwork and direct at first, they will contact (appears: Finish). 5. Have inventory and 1 unit of concrete on one plane that is 4 walls + floor + roof = 6 concrete units. (1 consumes energy (1 wall) when pouring the concrete). 6. After this forward over the wall (there was an inscription: Pour concrete) and concrete sprayed on it to the full capacity. When an alarm sounds to fill all of the wall became solid. Now it can be blown up with dynamite and pneumatic hammer, but do not brown) Attached sketch for clarity.Без названия.bmp I'm sorry that I could draw for 5 minutes) Без названия.bmp
  11. When im playing Astroneer, buiding a base and expanding it results in a big fps drop: im talking about that when i start the game for the first time in a run, i have about 60 fps like rocks, but when i construct a base and expand it 4 or 5 times, i get a gradual drop for about 20-30 fps. Im playing in PC-Steam, and here it is my configuration: Windows 10 - Pro Gpu: AMD Gigabyte R9 290x Cpu: AMD fx 8320 octacore 4.0 Ghz cooled with liquid refrigeration Ram: 16GB 1866 Mhz CL9 MoBo: Asus Sabertooth 990fx
  12. Show us what you've made! Lots of folks are doing some amazing things with the terrain builder, like trying to build a bridge toward the moon. Here's a couple of things I've created, add yours.
  13. Tillerz

    List of bugs

    Hello guys, love the game so far. Found a few bugs tho. - your forum server apparently refuses to send mails to totally valid mail servers (had to use a googlemail account to log in finally). Bugs in the game: - connected cars: if you connect cars, the game slows down dramatically (might be a physics issue). - connected cars: a car with one waggon may bounce around endlessly on the ground in certain situations (another physics issue). - smelter: the smelter always leaves one unfinished, non-usabe aluminium on it, I can't detach it/move it anywhere. - cargo bay: you can build a cargo bay even when there is no car or something under the construction tower. - settings: if you go into the game settings, the game gets resized each time to a default size not being the screen size. I am running the game on an UHD screen (~4K), and the window always gets resized to something like 3/4 of the screen when leaving the settings (or when starting the game). What I am missing: - game hints: mouseover should show a tiny description of what you can do with an item you can build. Thumbs up! Tillerz CPU: Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz (4008.02 MHz) Memory: 16324 MB OS Version: Microsoft Windows 10 64-bit (Build 14393) Graphics Card: NVIDIA Corporation - GeForce GTX 980/PCIe/SSE2 Windows Graphics Driver Version: 21.21.0013.7633 OpenGL Version: 4.5.0 NVIDIA 376.33
  14. Hey Guys, Playing via PC. Utilizing a Keyboard, have a game-pad hooked up too, but was not using at the time. Issue: I constructed a new building and became stuck in it. My character looked to be stuck in some kind of falling animation. While stuck, I could pick up objects and move them around and still affect the world. I just could not move the character in any direction or jump. Upon exiting to the main menu and reloading the save, the character was no longer falling and I was able to jump out of the building. Will attempt to recreate as I construct the next building.
  15. Hi, When standing in extension of a node from the main pad and adding the compounds to transform it into a construction block / buildable structure* it's possible get stuck inside it, as you're not pushed aside the new and larger entity. Edit: after a relog I was able to jump out of it.. * for reference "buildable structure" 2:10: