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About Me

Found 9 results

  1. First time i found the Apollo didnt unlock the new stuff (not even after restarting the game as other suggested), made another game atempting to do it all over again and still no clue, i see many people had this problem when lunar update started but all i can see is never been solved and we are a week away till the end of the event, since it is a time limited thingy, can we get any other way to unlock those new colour and visor? or if we dont get it we lose it?
  2. Have you ever been exploring a cave randomly, and then you suddenly find a dead Astroneer? It's a chilling reminder of all the failed missions and the mystery of EXO Dynamics. Picking up the pack, you grab as much as you can before continuing on your journey. But there's a problem with this. Where are the dead Astroneer's bases? Where did they smelt any copper or aluminum you find in their packs? How did they get oxygen to even get down into the cave? It really doesn't make sense. Therefore, I think the inclusion of abandoned Astroneer bases would be awesome and give a sense of scale in the universe of Astroneer. The bases could contain a few materials, but the modules would be unmoveable or broken. If you're really lucky, there could be an abandoned buggy docked in a broken vehicle bay. I think that this would be a great addition and an incentive for exploring and discovering the planets - different planets could maybe have different types of bases. Or maybe these bases could contain story elements like the crashed lifepods in Subnautica . If anyone has any more ideas like this, let me know! I really think that this would be a great addition to Astroneer! -Cheers, Barry
  3. I discovered how the drill works together with the mineral extractor, and it's fantastic! This will save me a lot of work, because it automatically gathers all the drilled ground! Obviously I had to secure my long Rover, while I was working with my drilling head, with a winch! Because otherwise, the Rover moves with the strong inclination of the terrain. I am very happy with this discovery!!
  4. My sister and I bought Astroneer around Christmas of 2016 and absolutely adore it. She still goes back and plays it rather frequently, and I've joined her a couple of times, though I've found myself less engaged by a lack of things to "do". I'm excited by the roadmap, and like what I've seen about player homes and customization. I think being able to make a mark on the world that I'm proud of would be a big boost to the galaxy of Astroneer. I'm sure you'll do wonderfully with that. My suggestion is less related to that and more related to narrative experiences in Astroneer. My three ideas: Settlements, Quests, and Recruiting, are all focused on creating meaningful interactions with in-game NPCs that could give the game more depth. SETTLEMENTS Imagine: your rover is pulling over a mountain range on your planet and, in a valley in between the peaks, you tumble into a strange and unexpected place. It's a village! There are a few constructs, a few simple NPCs with wonderful cartoonish design milling about, and one of them waves to you. Why It Works in ASTRONEER: Astroneer is filled with a gleeful, wonderful optimism and sense of discovery. Discovering a settlement would provide a sense of wonder, create a strong landmark on a planet for players to want to come back to, and could provide opportunities for furthering the player's goals and even creating new ones. Possible Types of Settlements: An alien village - these primitive aliens don't know anything about space travel. They are cheerful and simple, perhaps with a system of caves built into the mountain as their home, or with homes built out of local flora and fauna. They will happily give you a piece of valuable technology or research. On a grassy planet these fellows might be farmers with rice paddies. On a tundra planet they might appear to be eskimo aliens of some sort. An alien astroneer site - these spacefaring aliens are noble, well-equipped, and courteous. Their spaceships and equipment look nothing like yours. They are cordial, friendly, and may ask for your help or offer to help you. A human astroneer site - these astroneers are much like you! They just happen to be working together. They may have a great deal of resources or simply be a few astroneers puttering around on a new planet, lacking fuel. QUESTS In every settlement, it would make sense and be exciting for the player to have some way to engage with the locals. There are all sorts of variety to what these kind of quests, but here are a few possibilities: Alien village: A young child from the village has gone missing. She was last seen at a certain beacon. Will you take the beacon and bring the child back to the village? Alien village: We make all of our jewelry out of Malachite. Could you bring us some? We'd make you a cool new decorate space suit! Alien astroneer site: We found an interesting place you might want to research. Follow our vehicle and we will show you where it is. Alien astroneer site: We want to see how fast our vehicle is. Want to race us around the mountain? Astroneer site: We are stranded on this planet unless we can get more hydrazine. Could you bring us three containers of fuel? We would be very appreciative. Building Challenge (any type): We are trying to make a big shape in our settlement (big sphere, three pillars next to each other, etc.). Would you help us build it? NOTE: With the upcoming changes in modularity, it could become very exciting for aliens and other npcs to make requests that you engineer something to help them. It could then create a good sandbox for players to engineer more complex machines. RECRUITING One last thought: with the inclusion of NPCs and settlements, it would seem reasonable that a player might want to have their base become a settlement too. Perhaps a player would find, in each village, a young person who wants to leave the village and join you. You could then recruit them, point them to your base, and even have them perform simple tasks for you. Anyone else with similar ideas, please post below.
  5. First off I just want to say that the two things I love most about your game is its zen nature and the feeling of discovery from your research feature. My idea is something that builds upon what you have already brilliantly crafted and hopefully will increase the longevity in gameplay while preserving these two aspects. I have noticed that as you play through and explore new planets the threat level to your person increases via environmental hardship. My idea expands upon this threat level increase while utilizing features that already exist in game. The idea is this: diseases and ailments that hinder your health and performance but that can be cured through research. I LOVE the research feature. It is the most satisfying aspect of your game. However, at a certain point you have discovered all the things you can construct through researching and it ceases being utilized. What if you move out to the next satellite in the system and start feeling the effects of the sun or get slowed by a bacteria in the air? You can continue to use the research feature but instead of using it to construct a new ship type you use it on the plant life to find cures to debilitating ailments suffered in a new environments. Here is my idea - Using research to find cures for ailments that you encounter as you venture out past Terran. A standard has already been implemented where the difficulty level increases slightly as you move out among satellite planets. My idea adds flavor to the difficulty while utilizing features that already exist. They can also be impacted by environmental circumstances. Sun sickness: A type of dehydration which weakens the astroneers health level and makes them more susceptible to taking damage. Instead of a "fatigue bar" being added to the UI a simple triggered animation of the astroneer having to put his/her hands on their knees and "catch their breath" for a few seconds would suffice. (A very arid planet would have this ailment.) Moon Sickness: Being exposed to an increased rate of rotation would cause the astroneer to become motion sick which would cause a "dizzy spell" which could be again handled mechanically with a simple animation.(This could happen on a planet with a high rate of rotation). Star Sickness: Spending too much time away from sunlight will cause the astroneer to become lethargic or sleepy. The astroneer would become drowsy and tired which would slow their movement by taking away their ability to sprint.(This would be found on planets with thick atmosphere or periods of prolonged spelunking). Poison Bite/Sting: Poisoning from a plant sting or animal bite will cause the astroneer to suffer a muscular ailment which slows their movement. This would force the astroneer to have to take their time to perform actions ei. "Stop and smell the deadly spike plants" so to speak.(This could be found on any planet). Andromeda Strain: An airborne bacteria would cause increased damage and fatigue, only this time it can be staved off by sprinting. The Astroneer slows down and suffers fatigue and increased damage until he/she finds a cure.(This could be found on any planet) Oxygen Snatchers: The astroneer is exposed to spores that carry a bacteria which causes a type of Bradypnea. This would slow down the astroneers respiratory rate. Mechanically this would double the amount of oxygen the astroneer consumes. (This would be found on a planet with higher than average amount of plantlife). All of these ailments would be remedied by researching plantlife to find their cures. I know tracking plants was re engineered to increase performance but I was thinking that larger plants or clusters of plants could become the nodes that can be researched versus all plant life. Another option would be rare plants that are spawned sparingly. Love the game. Keep up the good work and I hope you like the idea!
  6. Hello all, while exploring my first moon, i found a very very very deep cave (almost 2h exploring) with this ive read about zebra balls being dev tools so i wasnt so shocked to find one of these hanging around, but right next to it in the same room, i found some satellite debris and a sputnik 1 glued to the ceiling it was making a very strange noise almost like a very bad radio transmission and had some red lights to it... ill try to bring it back to base with a crane but its going to be a lot of work and digging to pass a truck through the tunnels >.<
  7. So far, it seems the main objective is survive, research, visit another planet - rinse, repeat. I'd love to see a more in-depth objective that involves exploring the whole planet to find not just wreckage but signs of a past civilization or solving a mystery with items found. I don't think we should be able to leave a planet until a prerequisite of discoveries are made. I think this would improve longevity of play and create a more in-depth objective. Just my 2 cents!
  8. Hi SystemEra, Love the game!! +1 I am having the same exact issue with my Solar Panel. It won't move after it has been unearthed. The first time I experienced this bug, it was with a chair. Xbox 1 from a previously saved game What were you doing leading up to this bug? I just made discovered a crashed solar panel. I unearthed it only to realize that I need a truck with a winch to move it back to my base. Then I spent the next 3 hours making new discoveries to get the option to build winch and truck, as well as collecting enough resources to build them. I never left the game, but saved multiple times. Any steps that we can take to reproduce the bug on our end is appreciated. Unearth a larger discovery crashed solar panel or ship. Save game Reload game This item will not be moveable.
  9. i find myself wanting a small vehicle like a hovercraft og moped to tak into the caves and to explore. gameplay would be somehing like, land on new planet, unload "scout" from spaceship, drive around on planet and drop out beacons that you can pick up with the rover or truck later. OR modify it to have a bigger air tank and small storage area, and take it into caves etc