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About Me

Found 20 results

  1. 1. Add a auto rocket which you can schedule routes for and it will follow them, maybe you can add a special module that it can land on, and then unload contents, there will be threee tiers: the first one has the cargo size of a small shuttle and needs a 2 pin module to land (the landing module will have a double slot instead of a quad slot seen on things like a smelter) the next one will have the cargo size of a medium shuttle and require a four pin modulle and the last one will have the cargo size of a large shuttle and require a 8 pin connection(a extra large shredder one). these auto rockets will be super expensive and required a f ton of things to make. 2. Add a crane mod that will conver the crane into a auto arm that picks up two resources at once and double slotted things. 3. modifiers for cranes and auto arms, these will make it more quick change the pickp and dropoff area and do other things. 4. Locks, these will prevent auto arms and canes from grabbing something, a lock would be a tool or a function of the space suit that would allow it to press f on for example hydrazine and prevent it from being grabbed. 5. Buses, these busses are like auto rockets but they will go along a certain colour on the ground or a pre planed rout to transport things from base to base. 6. Clone/ctrl+c, ctrl+v , this feature will clone a held item and sumon it when ctrl+v is clicked. This will also copy anything on a storage thing or a rocke or a rover. This is creative only. it would be helpful for creating bigger better and more powerful dynamite missiles(I made a large shuttle with nothing but tnt and a second one with hydrazine, the explosion was huge and visible from orbit / space).
  2. I mentioned this to Marc when Creative first came out to us. The slider controls in the "R" menu are difficult to adjust to a specific number or setting. Please allow control of the sliders to be accomplished using arrow keys, much like the sliders for Audio, etc. Marc told me that was something that had not been mentioned yet at the time. Hugs SES!
  3. Idea/Suggestion: Being able to place non-hazard/organic giving plants in creative. Within the creative inventory/research, there would be another button that would have a plant symbol on it. In that tab, there would be the items and objects for a player to place non-hazardous plants such as: Large Plants ie Large cave plants (found in the mantle) Medium plants ie Trees, Cacti Small Plants ie Grass, Mushrooms Research/Byte Giving Plants ie Spherical Bushes Another possible method to place these plants would be an auto generation tool. This tool would possibly work by having the player select the terrain color(s) they want his or her selected plant to generate on or have him or her "color" in an area to generate selected plant, then clicking a generate button. This idea could also include placing large researchable items (such as the ones found in trees and in caves), other research/byte giving objects (such as the stalagmites in caves), Debris, and other items that cannot be obtained through the creative inventory (such as Large Starship Horn). In conjunction with the terrain tool, players would be able to decorate their own worlds and create their own woods, plains, mushroom forests, or gardens with ease without having to make do with what is already there.
  4. My game now runs at a very slow pace compared to before the creative update, I don't know if anyone else is having the same issue, but if you are, please tell me your computer's stats. As an example here's mine:
  5. With the recent release of the new Creative mode to Astroneer, a creative flight mode was introduced While this is already a great feature which greatly aids creative construction, some minor tweaks to the creative flight mode would render the flight experience all the more smooth and easy to use Some Improvements I would like to suggest: Disable Backpack jetpacks while in flight mode - It doesn't make sense to be using both at once Camera speed - the speed of the camera hardly keeps up with the high speed of flight, often lagging behind the player's character and causing the character to disappear from view, even at flight speeds as low as 3. Ideally, the camera would reliably track the character even at high speeds, keeping the character close to centered on the screen Flight Momentum - When flying directionally then stopping to come to a stationary hover, movement stops as soon as the flight direction key is released (i.e. on keyboard, forward flight stops as soon as W is released). While this enables the player to stop on a dime and position themselves exactly, it makes for a rigid and jarring experience, especially with the aforementioned camera speed issues. Other games which include a flight mode, such as the ever-popular Minecraft make use of flight momentum, in which the player decelerates after flying in a direction, smoothly but reliably coming to a stop. As some players may prefer the exactness of the immediate stop mode, this would best be implemented as an optional addition Flight speed sprint toggle - While walking on the ground, the sprint key can be pressed to make the player run and hence move faster (Shift key by default on keyboard control). However, the only way to change the speed of flight while in creative mode is to use the slider in the options menu. For ease of use when flying, it would be beneficial to include an additional slider in the options menu, which sets the flight speed when the sprint key is pressed. For example, a player might have a default flight speed of 2, which would be useful for player placement precision when terraforming a structure, but the flight speed increases to 8 when the sprint key is pressed, allowing the player to move quickly to another part of their structure or a separate area, without them having to access the options menu to increase and decrease their flight speed. I hope that these suggestions are seen and considered, for the improvement of this great mechanic. As always thanks to System Era for creating such an amazing game Feel free to leave your thoughts or additional improvements - Cinnamunoo
  6. So, I realized that the creation tool looks a lot like the terrain tool, and I thought it would be better to make a change to it so that the slots on the side could hold a medium storage, so you can place more things like augments or stuff you collect. Summary: - 2 connected slots on side of creation tool. - Able to put medium storage on. - Can put augments on that medium storage.
  7. How I can start a creative game?
  8. Decided to finally unlock and farm a bunch of dynamite as it was pretty chill and it let me talk to chat. Few hours later I ended up with a fully stacked rover, which we then unleashed on a mountain lul
  9. i was wondering if astroneer is still getting a creative mode. this is my first time posting a topic, sorry if I have left anything out
  10. I think it would be fantastic if I could re-purpose the space debris littered on the planets for decoration/customization of my base. Things such as the metal scaffolding, exterior paneling, ect would looks so cool if I could collect it like a resource from space wrecks and actually BUILD things with it (even if they are somewhat abstract). Other uses of these debris items could be using the smelter to extract compound, resin, metals from them. Remember, we are responsible for cleaning up these planets and maintaining their natural ecosystem! #InterstellarEnvironmentalism.
  11. Hi all, I have been live-streaming on Twitch for around a year now, mostly doing creative work for game design and RPGs. is my channel. I highly enjoy Astroneer, which I call "my space zen garden." I recently made a Youtube playlist of my archived sessions so far, many of which I share some of my ideas on what sorts of things I would like to build/sculpt, and some ideas for the game in general. I am not a great analyzer of bugs, but when I see something I notice in the play session, I point it out. I would like to put this out there for both the developers and the players/fans alike. I welcome fellow players, those who would like to accomplish some of the goals I spoke about, to join in on sessions of my own, or joining others building fun bases and concepts. But really, I often make a lot of comments about development ideas that I would implement into the game. Loving it so far, SES crew! Also, since this is my first post: Hello! I am Will, xido, or xidoraven ("zee-doh," "zi-duh," or "zhye-doh" are all perfectly fine pronunciations - it's fine, it's not a real word). I enjoy Astroneer enough to purchase it in Pre-Alpha stage to try it out and contribute to its future success. It's very relaxing and enjoyable from the perspective of someone who is not usually into actively playing video games of any sort. Because of this, it has helped me to expand outside my usual hobbies, and enjoy a new downtime activity, as well as adding some video games to my show lineup. So far, this has been exclusively limited to two games: Astroneer (by SES), and Shadowrun: Hong Kong Extended Edition (by Harebrained Schemes). That might change, but probably not for a long time to come. For now, I consider myself a committed Astroneer player and tester. Lastly, thanks to the creators and development team at SES for the great work so far, and best of luck to the future progress. Also, I sent you an email with my resume. Just putting it out there. Best wishes to all! -Will
  12. Hey! First off, I love the game! Undoubtedly the atmosphere in Astroneer is what sets it apart from other games. And, to get to the point, I have just made my first new base on another planet, what an experience! And I was thinking how incredible would it be to be able to, one day, maybe find a mysterious Reaserch Item that would emit strange sounds, and when you research it, it will unlock a short, but distinctive unique theme of music, which could implement itself into the players game sound files from then on, upon its playing you will immediately associate it with that Planet and it's discovery and the adventures that took you there and beyond! Hope I got my idea across! Thanks guys! Dave.
  13. 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!
  14. I have recently been giving thought to creating some artistic sculptures with the terrain tool. This would be a slight undertaking, depending on detail, since I would have to rely on tools base size and features. If I do create some works, I will post them here as soon as I can. ... This also got me to thinking and posed a question in my mind. Though it would be a vast undertaking to actually find out, I had to ask myself.... Does the terrain tool account for the planets natural spherical quality, or, is it theoretically possible to turn a planet into a cube ?.... o.0
  15. Wuddup folks. Sittin here not sleeping imagining a clever ui system for the terrain tool and future modifiers. Basically, the terrain tool becomes accessible via a hotkey, call it e. Press E, and the terrain tool flies into focus much like the backpack. From here, the tool contains a single 1snap mount that can be used to modify its actions. Perhaps also some basic parameters are available with simple mouse clicks here like brush size etc. Want the only "lazor" in the game? Better find that holy grail 1snap tool mod in the deepest alien research module on exotic... brush pattern, energy saver, "spraypaint" mode that builds and destructs in swiss cheese flavor, etc.... What gets interesting here is 2 things. 1. Maybe these snaps are a different size and are kept in a "toolbox" that attaches to your backpack or something so that these mods have only one purpose and other 1snaps are not going to fit on your astrovac (no bonus carrying capacity like a compound in your build slot) 2. OR perhaps other regular 1snaps ALSO act as modifiers.... this can be as simple as color eg; slap in some compound and you build in white. Or even further down the list of possibilities, it could get crazy. A lump of power in your gun creates terrain with luminescence. Hydrazine makes terrain with higher friction for efficient roadways. Organic spawns plants. Aluminum creates smooth terrain with blended voxels for very appealing "walls" and other structures. Maybe resin is clippable, becoming a physicsless "water"... Oh yea unrelated, but also cool would be a terrain tool mod that creates "permanent" structures. Probably does not add or subtract material, but simply floats over existing matter and glues it into uneditableness. Hopefully also with some voxel smoothing for ultimate in appealing structures.... Anyway, Obviously im getting way out into dreamland. The main point of my post is to offer a possible simple solution to what might otherwise be some challenging or time consuming code to further the "creative" agenda with the press e, insert different terrain tool idea... Thanks guys hope your new year is kicking ass
  16. It would be nice, if there was a creative mode added, where you can build everything without losing energy or oxygen, like in Minecraft or Subnautica creative.
  17. DEVS I am currently playing build and I love where you guys are going with exploration on the planet. Furthermore, the planet generation, whether it be caves mountains or hills, it is exciting and entrancing. There are, however, some problems I have with how we, as the player, shape the landscape. The deformation tool has a lot of potential to be not just a powerful tool, but a game altering one. There are a few ways that this tool could be more useful, not just for mining, but for base creation. A few examples: Selection-multiple options (circle, square, poly, element) Grids- Preferably this would be a toggle for both planetary and selected geometry. Extrude-Be able to build an organic platform and raise or inset into the environment. Alternate Sizes- Larger or smaller 'Brush' sizes for the Deformation tool. Alternate Shapes- some standard geometric shapes for the Deformation tool. (square,star, hexagon, etc.) Deformation Speed-Ability to alter the rate that the deformation tool smooths, flattens, or raises geometry. Blueprints-Ability to save a certain amount of geometry to be placed over and over. (reasonable limits expected) It is unfair to expect this much and not offer some thoughts for how this could be controlled or implemented. Already you have "E" bound to the tool by default, so reasonably, you could make it generate a menu by holding "E" for selecting the current mode or deformation you want (free up some of those easy to reach keybinds! \o/) and/or toggling the grids, changing "brush" shape/size, etc. Plunging deeper into that rabbit hole, holding a button and scrolling to increase/decrease the brush size (this will need some balancing for mining resources). For blueprint integration, creating a copy/paste mode that functions with the selection tool might be good. To say that I enjoy your game so far is an understatement and I like where a lot of the game is heading. You can expect to see more posts from me about some more aspects of Astroneer. Until then, I have only to say, keep up the great work, and hopefully continue to enjoy working on it. PLAYERS For others reading this post, please feel free to voice your opinion on whether this interest you or not. If it does, be sure to let the devs know. If not, leave why, I am interested to see what your misgivings about it.
  18. Thinking of a mode where you have infinite power in your backpack, and don't have to worry about dying of suffocation so you can explore the beautiful planets carefree, and experiment with the Terrain Tool, and what you can do with it! Similar to Minecraft's creative mode, except I don't agree with the idea of infinite materials. Part of the joy of this game is getting them so I personally don't see the point! so I call this "Exploration mode"!