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  1. Hey folks, This is my first post and my first time suggesting an idea on this forum! Happy to be here, and I'd love to hear you folks' feedback on what I have to say. To get to the point: I've been thinking for a long time about a hydrocarbon-based crafting system that I've felt has been sorely needed. My proposal is intuitive, uses existing features currently implemented in the game, and the little it changes would be relatively easy to implement. Hydrocarbons would exist either in the depths of planets in oil-saturated rock, or on the surface of some planets as tar sands. Calidor, for example, could hold tar pits dense in hydrocarbons, whereas Glacio would have them in patches deep underground. They would also be craftable in the Chemistry Lab at the cost of a canister of Hydrogen and a block of Carbon, though the slow speed of generating artificial Hydrocarbons would make harvesting from deposits a more expedient process. Having them be craftable would also make them more accessible in the early game. These Hydrocarbons could then be "cracked" in the Chemistry Lab with some other element as a catalyst to produce Plastic, Rubber, and other oil-based products, like fuels and lubricants. Hydrocarbons and their products could also be used to create artificial Methane, potentially fuel Tier 3 generators, and act as a late-game, high-efficiency rocket propellant. I believe that the addition of Hydrocarbons in the manner I've suggested would increase impetus on exploration, as well as add new and realistic reasons to establish permanent footholds on other planets. I don't really know how to finish this, and it's 3 in the morning, so I hope you enjoyed reading.
  2. This is a pretty big set of ideas and would not require much new engine mechanics, it's mostly just addition of new models and items, but if some items can be changed it would expand on so much more.This is a pretty long and detailed post so read and there will be no potato at the end. I am having a lot of ideas about automating the crafting processes and general QOL improvements. A lot of these are inspired by games such as Factorio. All of these would enable players to focus on building and exploring instead of pushing buttons. Final goal is to ease the process of base building and make this game more fun. So here's a list of items that could be added to existing engine: Fine electronics printer: 3 resources for crafting (e.g. 1 resin, 1 compound, 1 copper), ~5k bytes. Used for making crafting components and mods revolving around printed circuits. Uses 3 items for each component, always silicon and aluminium alloy and something else. These would be required to craft automation items or add mod features to existing items (requires update of existing items). i will refer to these as circuits. Conveyor belts: Produced with 1 compound and 1 resin, a narrow conveyor belt that can hold single-slot items and can be extended up to a point and with directions. they can be extended on one another with extender-like mechanics. Mechanics might be a bit wonky but it might be easy if you make it as start/end notes that you connect unidirectionally. They should have max load (say 4 items between 2 nodes max) and they stop moving if they reach the max load. Robotic arm (un)loaders: Produced with a circuit, iron and aluminium alloy. It can be installed on a 2-slot position and put/take item into/from producing station on the same platform and put them on another platform or conveyor belt. For examle, you have the Platform B with a furnace. You have two arms on each side, one loading in the ore, another unloading the smelted product. This would make it really easy to chain production of multiple items. Arms have to be set up with direction (loading/unloading) and specific product. Mainframe: Built with 2 circuits and aluminium. Requires control circuits (made in Fine electronics printer) to operate. It allows for the platforms connected via power connectors to operate. Has slots for 8 control circuits. Each control circuit allows for 4 automated items to operate. Excavators: Practically automated crane with a drill. Excavates soil in a half-sphere beneath the excavator while storing soil in provided containers These are suggestions to changes to existing items> Modification slot on printers: Medium printer can make small printer items with a mod. Vehicle printer can make medium printer items with a mod. Mods are circuits made in fine electronics printers that enable automated control or efficiency upgrades to some items. E.G. make an atmospheric condenser more energy efficient at the cost of speed (50% power usage at 80% speed), enable trading points to trade finished products instead of scrap, etc. Automation slots on platforms: An alternative to mainframes, it would remove one power connector slot and instead make it into a circuit slot. You would have to insert the circuit inside to be able to use it and it would add a control panel to the platform. This panel would then be used to set up the automation of robotic arms as mentioned above. This took a while, hope someone here likes it.
  3. Summary: Issues regarding planet exploration and building (0.10.2.0) Steam Description: These issues only happen when I leave my starter planet then stop once I return. flattening terrain in near impossible. When trying, my cursor will seem to get stuck soon after I start dragging and then will jump to a near by location. Placing buildings such as platforms share the same properties as the previous issue Travailing by foot is difficult. After every step or two I seem to get stuck on the terrain despite little to no deviations. The only way I can avoid this is to continuously keep jumping. The crafting menu holograms on my backpack keep shacking. I am referring to where you would craft tethers. This seems to only have visual effects. Specifactions: OS: Windows 10 Education Version 1803 Build 17134.345 Intel(R) Core(TM) i5-6500 CPU @ 3.20GHz AMD Radeon (TM) R9 380 Series) 16 DDR4 Raid Ram 1TB Segate HDD Things I have tried: Restarting the game Restarting my computer Creating a new world I will also like to say that I do love this game a lot. I got it a few months after if first came out and loved every update that came to it. I highly appreciate your time looking into this issue! The problems I normally have are similar to everyone else so I never raised mush concern because I know your dev team is working hard to fix the issues. But I wasn't able to find someone else with this issue so I am starting to have some concerns. Any help is highly appreciated! If there is anything you would like for me to try please reply! Thanks again!
  4. After researching Large Storage, it did not appear to be buildable in the Vehicle Bay. The Research Catalog has it in the Vehicle Bay section, so I believe it's supposed to appear there as a construction option after being researched. Screenshot attached, showing that in my Vehicle Bay page of my Research Catalog I have researched three of the craftable items, but in the Vehicle Bay, only two items are craftable.
  5. This idea is to improve end-game gameplay and runs off the assumption that home creation will be implemented, yet is not exclusive to home creation being available. This idea also allows for more choices from the players, has a risk/reward system, and will encourage teamwork with an emphasis on multi-tasking. Instead of needing exact named materials to craft things, allow for different tiered types of materials to craft things. An example is instead of needing copper, certain objects would require a material with a "conductive" tag, a "metal" tag, or both. That way, players have the option to find better conductive metals to increase the quality of the item made, or through enough research, combine and upgrade existing low quality materials to higher tier materials for the same upgraded outcome as finding the rare and enhanced "conductive metals". This provides a multi-use to certain materials through the 'tag' system with element properties, as well as an upgrade system to the quality of the items created. This of course means that creations will be able to break and corrode over time, use, and mishandling - such as continually running your low-quality rover into rocks - but also could incorporate a new mechanic of scavenging/repairing. Every time you use that small printer, it has a chance of something breaking, and the more times you use it, the more that percentage chance of something breaking goes up. Higher tier materials means a less of a percent chance, and less of an increase on chance to break after every use, but eventually it will need to be repaired. Having a small pull-out screen - much like the research schematics screen inside the player's backpack - on objects to be able to display all relevant information would be another task for players to pay attention to or risk an unexpected blowout without preparation. They could see on the pull-out screen the quality of the individual parts represented by stars once selected, as well as the percent chance it will fail on the next use. With this system, not only will it mean certain crafted items like circuit boards will have multiple uses as they can be used as components on multiple objects, but it also means that scrapping and towing giant broken objects from crash sites has taken on an entirely new, optional, and potentially important part to play in the game with more gameplay styles than simply mining. Working, inner-parts will slowly decay over uses on things like printers, while vehicles have a chance for something to break and cause it to run less optimally for every rock they bump into or cave they fall down. Fences and tethers have a chance to break for every storm they are exposed to, and additional chances for every rock they are hit by during the storm, etc. This means that the scrapper can have another mechanic that makes it more valuable. In addiction to being used to produce scrap, it can also have a chance to spit out a tiered base material from the objects scrapped. To iterate: a player has found a busted/abandoned drop-pod with a broken processor, however that broken processor is/was a five star tier processor. When scrapped, that processor has a chance to spit out, in addition to the scrap pieces, a five star base material - say a much higher conductive and harder to find silver instead of copper - that can be used to craft a replacement processor or saved to use on something else. Being able to refine/combine materials to increase their quality so that a player with nothing but copper available can still reach the same conductive quality as a base silver component should also be an option that just requires more of the lower tiered resource and farming. When combining materials, the end result will be slightly higher than the mean of both materials combined - so two copper materials with a two star rank can create one melded copper with a two and a half star rank (2+2 = 4. 4+1 = 5. 5/2 = 2.5). And two melded copper with two and a half stars make a melded three star (2.5+2.5 = 5. 5+1 = 6. 6/2 = 3). Yet, a three star melded copper combined with a two star copper only makes a three star melded copper (2+3 = 5. 5+1 = 6. 6/2 = 3). This would enhance the quality of the lowest material involved, but would require more resources, time, and a fuel source as a cost for the melding process. Eventually, players can reach end-tier quality materials with enough farming if they so choose this route. Higher tier/rarer materials can more easily be found on harsher climate planets, which will be more difficult to gather, but much quicker than gathering and refining a low quality material to the same ranking as the higher tier/rarer material. This makes for the risk/reward system of traversing and overcoming harsher planets all the more rewarding, but not necessary for accomplishing end-game results. Such a system could even take it two steps further. Materials are tagged with multiple properties, such as conductivity, heat resistance, metal, and stability, where some of the tags on specific materials are ranked. So silver would be high in conductivity, would be metal, but would not be very stable, whereas copper would have a lower rank on conductivity, metal, but more stable. Conductivity and stability are ranked to determine the tier of the item, while metal is not ranked, and is simply an additional requirement for limiting what kind of conductive material can be used. From this system, objects being created could simply request for tags. Like a processor would require one element that's quality will be determined solely by its heat resistance tag, one element that must be both conductive and metal and it's quality contribution is determined by the conductivity rating, and one material that is stable. The second step of said system is that there can be unnecessary tags that can help the item - like finding a material that is being used for its stability tag, but also had radiation resistance as a tag will make the product created less likely to go up in failure chance when used on a radiated planet as an object that is missing that tag. These unranked tags that previously were solely used as a possible requirement for a certain type of material, like a conductive material that is also metal, can now stack with other materials sharing the same unranked tags to provide the overall object with a radiation resistance ranking as a whole. This means that melding materials also becomes an end-game mechanic as certain objects with rare tags can be melded with elements holding the necessary tags to craft the item; more so if when melding, it combines the ranks of each tag, meaning that the conductivity would take a hit when combined with a non-conductive material with radiation resistance, and would need to be melded back to it's previous rank with other materials. While this gameplay style makes the game more tedious for players, it gives the game a good negative-feedback loop with plenty of options to overcome it, as well as the surprise success feeling when finding working replacement parts while scavenging or the rare material that spawns from scrapping that high ranked material from the scrapper - which in game designer speak means that more players will be playing the game longer and more often, as well as feel like a boss when playing.
  6. thecarlocarlone

    Crafting ammonium from Nitrogen

    I noticed that hydrazine (and ammonium in general) is extremely important to travel on another planet, and yet it is hard to find, and even worse you can't extract them from a "mineral extractor". So even if you find it, you are going to slowly run out, especially if you use more than one spaceship. So I have some suggestion: make ammonium craftable. Of course for balance reasons, it should be hard to do it. However it should use items that the mineral extractor can extract, the ideal would be: Getting stuff from a mineral extractor (let's say compound) Getting gas from an atmospheric condenser (Nitrogen of course) "cooking" them in the chemistry lab """""mass""""" produced ammonium So that is possible to "never run out" of hydrazine, but it is time and energy consuming. Right now, I'm mass producing large wind turbine using resources from the mineral extractor, and shredding them in exchange for ammonium. I know that I could just explore more, but I find exploration for the sake of resources farming very annoying. What do you think?
  7. StubbornDonkey

    RIP Medium Printer!

    While I'm glad to see that they're narrowing down the crafting tools, I would like to see a re-work (and re-naming) for which prints what. Mostly just dependant on the size or necessity of the items in particular. Like maybe small should specifically be for platforms, not including the XL one. Medium for objects and first two tiers of vehicles, and the Large printer would print modules and XL objects like the XL platform and the XL rover. The Large printer should also still require being attached to a platform or vehicle but be crafted by the medium printer obviously, and be unlocked at the beginning same as research module but research module would need large printer to craft. Cost could be 4 compound, which would be double the cost of medium printer and follows with the current trend of increasing costs for increasing size.
  8. Questions about the crafting system that I think need to answered before they start to add anything to this system before 1.0 What makes a Fabricator, a Fabricator? Why doesn't the Medium Printer have a Interface Tablet? Why is the Vehicle Bay called a Vehicle Bay if it makes Modules, Objects and Vehicles? Why doesn't the Medium Printer print packaged forms of Objects? Why does the fabricator fabricate packaged forms of item? Why can't we choose if we want the object to packaged or not? Why can't I unpack a 1x1 package in a medium storage 1x2 slot? What defines a Small, Medium, and Large thing, module, object, item...?
  9. Skippy The Magnificent

    Ideas for Space

    Right now you are confined to the five planets(and moon) except for the shuttles. Shuttles can be made and fueled easily and have great range. Instead the small shuttle can only go to Barren and back and the large shuttle can go to Arid and Tundra(I believe they are next closest two planets. There should be the ability to build a space station this sould take a lot of resources and a long time. Also the space station would be the next leg in exploration. To build the station you could wear a jetpack (IMU) or a crane. Once the space station is large enough a spaceship and eventually a starship. This is how we would get to the other planets including new ones. This could also be a new use for hemitite and coal, they could be combined to make steel. The space station could also be used for zero gee crafting. Also each of the planets should have a unique resource or resources.
  10. When joining someone (personally it was via Steam for myself) it would not show me the materials needed to craft an item in the backpack. Anytime I needed something I had to ask him because it wouldn't display
  11. I started playing the game after the most recent patch on 3/15/18, so I don't know how anything was done before that. I have unlocked several objects in the catalog that I could not find any way to print. This was very frustrating, as I badly wanted both the crane and the large storage. I assumed that there was some sort of printer/fabricator that I needed to find a pattern for, or something like that. Only by coming to this forum did I find out that you are supposed to print those items directly on top of a rover or platform. That is incredibly unintuitive! Why would I think that the solution to this issue was to place an object in the space that the printer needs to work????? Please allow all large objects to be printed directly to the ground. The ones that print up as a box to be unpacked already restrict the player to placing them on top of a suitable surface before they can be unpacked, so there is no reason for this variance.
  12. Using 64x Win 10 PC. Razer Keyboard and Mouse After building a Smelter (which I believe requires 2 Compound), the original slots in the front still functioned as if the Smelter wasn't built as you can see from the picture. I decided against clicking the "Construct" button to see what would happen. I have not noticed this behavior in other base structures, although some structures still had the two slots on the front that I believe were supposed to disappear after the building was finalized.
  13. Dear System era development team, Found a glitchy glitch, not sure what I did wrong in order to cause this, didn't test further so might be on ALL smelters? Video explains more.
  14. With the newly introduced catalog, a new problem has arisen. To access the inventory, one can press "Q." However, the catalog is also mapped to this. I don't always want to access the catalog when I access my inventory. Therefore, it can sometimes become a nuisance. It would be much appreciated if something is done to improve this. Thank you.
  15. My idea is to introduce different levels of tethers, batteries and other items as applicable to give the players a sense of progression as they build and expand. Level 1 tether - uses 1 compound and printed from backpack with limited reach. The current tethers we know and love. Level 2 tether - uses 1 compound and 1 copper printed on the medium printer. Extended reach and higher light output. Constantly draws a small amount of power from batteries or power sources in the base. If there is no power in the base, the lights go out but the tethers still supply oxygen. Level 3 tether - uses 1 compound and 1 aluminum. Further extended reach and light output. Larger power draw. Level 4 tether - uses 1 compound and 1 lithium. Same as Level 3 tether but with some power storage capability. Level 5 tether - uses 1 compound and 1 titanium. Largest reach and light output, no storage capability. This way the player has to choose between reach and power storage. The same sort of progression could be used for batteries and possibly other items. IE - a copper based battery that stores less than lithium but is easier to use in the early game. A lithium titanium battery could be a smaller footprint than the double lithium perhaps allowing higher density power storage. Just a thought.
  16. As in the attached image, the button to craft in the backpack is missing. It also does not have the option to change what is being crafted. Currently it is selecting the tethers. I have tried restarting the game but that has not helped. I am playing on PC Windows 10 using a mouse and keyboard.
  17. samuel athanas

    IDEA FOR CRAFTING

    okay the idea that i had was going more for the crafting ,you can make 2 medium storage's and when those 2 medium storage's are attached to a platform that has no chosen machine (such as the smelter or the research station) it opens up a larger crafting recipe (instead of using 2 material or 2 slots you are using 16 material or 16 slots to craft something new) like if you where going to start building habitats you can do so by building a large printer..... and due to you using 2 medium storage's both of those medium storage's is used in the crafting recipe, maybe a larger structure is left standing in the place of the platform that once held these materials (such as a large printer for building habitats and bio-domes maybe some odd farming building for mass farming the spikers) .... well that is my idea, i hope you like it. please let me know what you think sincerely: Samuel Athanas
  18. ifadjkifdjvk

    "Crafting" / mining problems

    Well I started a new game and I can only make canister, tethers and small generators even though I have unlocked filters and oxygen tank, can't make terrain tools or other "basic" items. Medium printer works normally. Btw I tried to play this game with my friend, he had the same problem, he couldn't craft anyting else than canister, thethers or small generators. Weird thing is that I could make other items like solar panel / mods for terrain tool. When I have full inventory and "mine" compund / resin it drops the item behind me as usual. When I mine copper and aluminium ores (full inventory) items don't drop behind me, they disappear.
  19. Baghira27

    New Idea: Crafting List

    Hello there My idea is a menu/List/graphic that shows which recepies are already unlocked or still locked. Especially for beginer it's hard to find out what they can craft and where (inventory/printer/vehicle station) Maybe you could bind that menu to the C key ?
  20. Why is this game still a complete fail after months? The team has had literal months to work on things and it feels like the game has regressed. Rover Handling I still cannot drive a rover without having it fly into the atmosphere and the time that I do get with the rover on the troposphere is spent trying to flip the rover over because its handling was implemented by a four year old. Crafting & Research Why can I no longer craft a tank or small battery on my backpack? Why was there no on screen notification saying that the way small batteries and tanks can be crafted has been changed? Does System Era know anything about game design? I can understand a lack of tutorials for pre alpha games but the communication of the games mechanics to the player is nonexistent. There at a minimum should be a visual menu that accompanies the tiers of research and what has and has not been researched in each tier. I have researched countless parts/rocks/plants and still cannot build a small tank or small battery. There was even a time on my current save (7/10/2017) that I could build small batteries and the ability has since been removed. The research system is disgustingly broken. The fact that I can get anything from a single compound to the research behind a habitat from research components is just flat out terrible game design. Spending half an hour excavating and bringing back a research part only for it to yield compound is nothing short of insulting. How come when I scroll through the vehicle bay options sometimes a large rover will show up even though I have not researched it? What can I do to actually get the large rover researched so it will show up in the vehicle bay every time and not just when the game bugs in my favor? Still cannot build a large rover/truck after hours of researching. Co-op How come when I join another host I can only see structures built on Terran? Structures built on literally every other terrestrial object (moons and other planets) can only be seen by the host. The cooperative tag should be removed from this game on the steam store because co-op in this game is disgraceful and simply cannot work if what is being built is invisible to me…how lame Review Maybe this game is a huge mess of physics and making changes is harder than I could ever imagine so not fixing things like the rover handling or seems in the map can be understood but structure visibility is another story. I do not know what could be so complex about making all structures visible for all players across the whole solar system. Is this something as simple as changing a visibility Boolean? What complex unsolvable algorithms could be behind something as simple as making a skin/texture visible to all the players? I know people are working on the game and it looks like System Era is a growing company but this game feels unchanged from its December release? Are the people working on the game too busy to finish it? What a pathetic display for game development industry as a hole. I apologize for my terrible attitude but my friends and I feel like we wasted our money on a half-baked game that will not see completion within any relevant time frame.
  21. KaksiTzeta

    Extension cord

    Hi all, I suggest an extension cord; I don't like the idea of using a rover to do this kind of connections. Thank you
  22. Recently I saw video of Prey where the character used recycling machine to breakdown parts into their base elements. I was thinking this would be perfect for Astroneer, since I tend to find, research and craft things I don't always have a need for. Also I tend to come across broken spaceship parts that are scattered about and your Astroneer character auto targets them but doesn't seem capable of doing anything with them. I know you can tow some of the bigger pieces and use them like the broken big solar panel even though it's kinda wonky. Maybe there is way to get them but I don't know yet. Anyway I hope something like this could be implemented. It would encourage more exploring for these things.
  23. ferenczgaming

    Crafting And Machines problem

    Hi guys. i have a problem with my backpack. i can't craft everything like a tank or a wind vane. can someone help me.
  24. The crafting at the bottom of my backpack is limited to only recepies that use compound. None of the other recipies are showing up. Only started happening recently, been fine until now. Doesn't matter iff full or empty. Tried dying and restarting. Help??
  25. I realized that if you leave all slots full at the smelter while creating more itens, It will render a half finished item. Once you reopen any space on the smelter slots, that half finished item will be placed there. Supposedly it should be completed after smelting more raw materials, but the copper ore will not move no matter what you do. It happened in the either to the slot in the smelter and on the storage unit. It stays there forever and you lose that space.