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Found 18 results

  1. Astrofun

    Anti-Survival thread

    survival has been a big discussion, with many ideas being kicked around about food, water, and enimies, but I for one am opposed to this idea. i just wanted to start a thread to talk with people about the reasons they want no survival mechanics. i think that the fact that there is no survival aspect in the game is the best part of it, because of how open-ended the game is now. The ability to mess around all day (in game) in astroneer has no negative reprecussions because there is no obligations. In fact, you’ll probably get some laughs in. Try this stunt in Minecraft, ARK, or other “realistic” survival games and you’ll end up as fish meat because there are certain things the game forces you to do. This is what I would hope the game would avoid. thanks for letting me steal a minute from you, Astrofun.
  2. I'm seeing a lot of comments in the Crafting Update feedback about how people are really feeling the loss of the power nuggets. I had some thoughts on that and figured I'd write it down. Okay so power nuggets are gone, and the small generator + organic resource should now be the premier resource for early-game, easy-to-find power generation. This seems fine on paper. As long as you have a small generator, an organic resource should just be a power nugget by another name, right? So why does everyone really feel like they miss power nuggets? If people really are missing them, that doesn't mean they should come back. Maybe the small generator + organic solution just needs some improvement to really replace it. For me, I think the issue lies the in the mechanics. Small generators have to be turned on and off manually. Also, if the generator continues to run but nothing needs the power, it just wastes the resources. Those two facts mean you need to keep turning it on and off to be efficient. The constant on/off of the generator is a really tedious task to impose on the player. Power nuggets, in contrast, were really convenient! Power only got drained when something needed it, an efficiency that made them last longer. Also it all worked automatically! Put it in your backpack or rover, and you've got power, nothing else to it. [1] So the question then becomes: how do you make small generator + organic feel as convenient as the power nuggets? Why not make the small generator (and medium, for that matter) only consume their resource when something needs the power? This is something I've wondered since I first played the game. I hate feeling like I'm wasting resources I've worked hard to collect. And it's not an engaging activity, just annoying. I haven't encountered a single situation where I appreciate the manual on/off of the generators. But if anyone can provide a reason why generators shouldn't only consume power when something actually draws on it, I'd be happy to hear it. [1] As an aside, power nuggets were also convenient because they didn't require any crafting to use. But Astroneer is a crafting game, right!? Mechanics that don't engage with crafting aren't mechanics you want IMO.
  3. Disclaimer: Space stations are currently sitting at “CONFIRMED FREQUENT SUGGESTION, BUT NOT WORKED ON AT ALL” in the development itinerary. That means it’s a suggestion that will make into the game, but is in the lowest of all priority. This thread is about the discussion of how stations might work in Astroneer, and isn't intended as a suggestion. ⚫ ⚫ ⚫ Topic What will orbital stations be like? Will they have interiors, or be more like ground based modules as a single plane? How will Astroneers move around them? Why even build one? There are many questions to be answered. Feel free to voice how you think space stations might be implemented in Astroneer. Considerations Construction: building stations, location, and all things regarding presence Purpose: the functionality stations could serve Example: Platform modules are constructed to be support structures, with the purpose of forming a stable base for items and modules. The basic concept of a station is straightforward, but when theorizing about yet non-existent elements it can get little blurry. Something as simple as adding wheels a platform, and you’ve conceptually created a vehicle. Medium and Large rovers are essentially wheeled platforms with independent power supply (an obscure definition of a rover). With that in mind, I'll describe my own thoughts on the subject. Theory How might stations be constructed? I imagine stations would have fixed orbits, but perhaps some relocation from docked shuttles. Each could be constructed using purpose made station modules; not unlike a real world examples, such as the International Space Station (ISS). The ISS can rotate using gyroscopes, but it cannot change altitude under its own power (relocation via boosting with shuttles). The station's component modules, if they have internal volume, would be quite large (larger than anything ground based). Astroneers would conduct EVAs to interact with the exterior and construct/add new modules. Building a station would be large undertaking; with each separate piece needing raw materials shipped into space and constructed, or prefabricated modules made, launched, expanded, and connected. The size of station modules might also exceed the current tiers that ground modules occupy (Tier 4+). This means they would be limited to late game content, and likely gated by research cost and resource demand. What purpose do stations fill? More specifically, what are advantages? Space environments don't have storms (solar wind notwithstanding) Unlimited expansion without need for modifying surroundings (as with ground bases) Depending on orbit, limitless access to solar energy Unparalleled fuel efficiency for travel Already in orbit, immediate access to all landing sites The first three points are very important, but the last one is the real kicker. Consider this scenario: there are two ground bases needing materials transported between them. Astroneers have to move material by land vehicle. Ground travel over large distances is time consuming, and treacherous. The current alternative is to use a shuttle; lifting cargo to orbit, and landing (hopefully) near the destination. A round trip between two ground bases by shuttle costs a whopping 4 fuel charges, or 2 canisters of Hydrazine. For anyone needing a reminder, that’s half a Hydrazine Catalyzer production run, and two production runs for Fuel Catalyzers. This is where having a station comes into play. Move one base to space, and now it only take 2 fuel charges, or a single canister to ferry materials via shuttle. Station save time, and fuel. Only takeoff, landing, and interplanetary travel cost fuel charges. With station docking costing no fuel, there is more reason to build one. Astroneers collecting resources at distant planets, rather than landing on a centrally located planet, could dock at a station, eliminating landing costs. Besides the entire cool factor of making your own space station, one less fuel canister per journey is massive savings, and space travel is all about mass efficiency. Of course, no storms is awesome too. Are there any other purposes that stations could fill? First up is deep space geostationary orbit, whereby a station orbits by maintaining a fixed point matching planet rotation. Because the station orbits above a fixed point on the surface, it could be readily accessible from bases situated below, as the travel time would be fixed for docking/disembarking. Another cool benefit of geostationary orbit is wireless energy transmission. Yeah, it’s a real thing - stations collect power with solar, and then use use lasers/microwaves to beam energy to ground based power grids. Next up are Lagrange points, or areas of space with combined gravitational forces that are in equilibrium. Basically, stations built at Lagrange points act as midpoints between planets. Traveling to a midpoint station would cost less fuel compared to traveling between planets. The cost/benefit of a midpoint base is an equidistant local, allowing dual access from two locations. This partially compensated for the necessity of a building a station around both planets - trading off a smidgen of fuel each trip. Another possibility is that of elliptical orbits. Unlike circular orbits that maintain a fixed distance, elliptical orbits follow a path which periodically changes distance. Large enough elliptical orbits transition between planets. To make a journey, dock with a close station, and simply wait. The station will eventually close distance with the other planet. Elliptical orbits reduce fuel cost, trading it for time. This cuts travel fuel cost in half for short orbits, but consider a station with an orbit the distance of a system! Traveling five planets over would cost two fuel - albeit Astroneers would have to wait a bit, but processing and fabrication would bide the time. Other mechanics: Asteroid mining Larger scale trading Larger spacecraft (interplanetary; between player sessions) Space elevators So, what do you guys think? Is this how you imagine stations, or are your ideas a bit different?
  4. i get my ideas recently from talks and ideas of others. if we will have a discussion (more like chatting with posts) we might get more ideas. so what do you think of the nuclear reactor? go read it and react here. (the very big idea post)
  5. i like astroneer .. i thought it nedded a research update also .. but until the idea behind the update is good, the implementation is catastrophic research station is an energy hog, and the technologies are way too expensive, the research has the top energy priority to "buy" a good technology you have to be all day just loading items in station because the are so expensive that you need to research many items ... in addition the research station drains the energy of all my base turning it off and useless ... so i cant do anything else while collecting bytes, it is really boring and frustrating .. while researching i leave the game running in background while browsing internet, forums or whatever i like the research system in SYSTEM SHOCK 2 (the best game in history, but poorly marketed) ... i like astroneer would take some ideas from this masterpiece, for example.. - classify items and technologies in categories, e.g.: rock, organic, alien, hardware, augments, etc - loading items in station enables you to research technologies just of its own category (this way you also could put some categories exclusively to some planets) - at some point(s) in the middle of research, it asks for some resource (e.g.: composite, copper, etc) to continue researching or choosing a path between posible results - make advanced technologies requires some "research experience level" (of some specific category?), gainied by researching basic technologies first, buying somewhere or whatever - make the research station NOT TO DRAIN THE WHOLE BASE'S ENERGY (make it drain just the HALF of the stream, or customize some way for example) so until slower you can still continue playing
  6. CroweBoy101

    Additions to the Game

    Any ideas that the creators could look at and take into consideration, maybe implementing these into the game for our fun and their star cluster amounts of ideas! I'll start with saying that I would "love" to see splitscreen in astroneer. Would make my many controllers useful again. I want to explore with friends that don't have an Xbox one.
  7. TayTayBerryman

    Planet Themed Suits

    This was recently shared by the devs in their latest blog about the newly updated roadmap. I fell in love with these new suits as soon as I saw them. I was just wondering what everyone else thought. I tried to pick out which one was associated with which planet. I really hope they implement this... so what did y'all think when you saw this picture? These are my guess for which suit is which 1st one - Terran 2. Barren 3. Tundra 4. Radiated 5. Arid 6. Exotic im also thinking about what new features each suit will have but I'll post that later in the Ideas and Suggestions forum.
  8. Just made 3 hour video of new patch. Some things I noticed. Research is actually truely rng, even from pods I'd already researched. On several occasions I received multiple research from the exact same pod. Powercells are now working, researchable, craftable and can be found as rewards. Same as Filters. On leaving Terran I was only missing a few research items. Small Battery, Air Tank, Wide Mode, Inhibitor, Terrain Analyser, Crane and Spaceship. I was fortunate to start near a forest. Video available here:
  9. BshonGaming

    First New World in A Month

    Hey guys, I have created a new world for the first time in a month and a half. My return to the forum did not mark my return to the game, but I finally got back around to playing it. Anyway, I've changed my gameplay style to get as much as I could out of the game between this patch and next. At first, I was all about getting the materials for leaving a planet as fast as possible. Astroneer being the first free roam space game I have ever gotten to play, I was more than excited to planet hop. But that play style didn't leave me a lot to do after I saw every planet! So now, I plan on FULLY exploring every planet, and leaving proof that I have. I am going to make a new game for each planet to avoid frame lag issues. Obviously, I've started on Terran. I have two fully established bases to help with my objective. One underground, next to a forest of research... things. Research Blocks? I don't know. Doesn't matter. My other base is fully established at spawn, a decent walk away from my underground base. So, this should be good! On a side note, does bringing a satellite back to base activate it? I was messing around with winches, and managed to get back to base with one attached. It starting producing energy like a solar panel when it got near the base, and Id like to know if that's just for show. Thanks in advance! I'll be keeping you guys up to date if anything of note happens, so if you care you should look out for that!
  10. BshonGaming

    What's going on?

    Hello all! I've been gone for a super long time. I haven't touched Astroneer in a month or so, and I believe I have been gone from the forums for longer. Anyway, has there been any big news that I may have missed out on? I haven't seen anything in the announcements thread (I just noticed it for the first time as well) and I haven't been able to watch streams or anything. I believe the only thing I've noticed is the Office change for the devs. So, what's going on guys? P.S. Congrats on the office upgrade guys.
  11. A while back I made a thread about bases that taught me some new things, so this one is a simple question/answer thread so I can make sure im not missing anymore information. Is it possible to remove already existing pieces on a base?
  12. BshonGaming

    Lets Talk Bases

    So recently I began a new world on Astroneer. Fantastic start to the world, resin, compound, and a ton of research units nearby WITH a downed space craft with aluminum inside of it. I go wild, build a full base within ten minutes, enjoying myself a ton. I invite some friends to join, they do, and the fun continues. Then I noticed I had made a bad decision. There was no printer. Well, here's where the discussion begins. Without the printer, you cant make anymore bases. Without more bases, you cant build anymore modules. Your stuck with the stuff you've created. Unless I'm wrong, the world is kinda screwed. Do you guys believe that the printer should stay a necessity for world expansion? Or do you believe that habitats should be possible to be found randomly for personal use? In my opinion, I would rather be able to find more in the world, and create them. The printer being needed forces me to lose one usable module that I would prefer to have early. Also, If I'm wrong and habitats can be made in some other way please tell me. Because I haven't found out how yet.
  13. I made a video recently talking about the life forms in Astroneer, specifically the ones that are on the Terran planet. I will include the video, but I would like to also include a written argument. Have you found it odd, like I did, that there are plants on the planets but we can't take off our helmets? And also, if there are plants around, why is there no water? In my video, I discuss my theory that the life forms in Astroneer may have a different molecular make-up. Specifically, that they use ammonia as their universal solvent in place of the water that we use. There are a couple problems with ammonia like it boils at -28 Fahrenheit at normal atmospheric pressure. But, as argued in the video, if the plants increased their internal pressure to around 60 atm, then they could keep ammonia in liquid form in a much wider range of temperatures (-106—206 degrees). The plants have protruding little sacks that expand and compress constantly, which may be them manipulating their internal pressure. And some release gases (ammonia) that are either toxic or corrosive (that's why the green gas kills you through the space suit). Also, if these plants release ammonia into the atmosphere or the atmosphere is rich in ammonia but not concentrated enough to be corrosive, that is why we can explore the planet but not breathe on it. I would love to hear more thoughts on the hypothetical nature of these life forms.
  14. I think there should be a storyline in this game, maybe some briefing in your launch pod when first starting, and maybe a final objective that is really hard to do. IDK what, just something. What do you all think?
  15. Has anyone found any use at all for those annoying orange monsters on the planet Radiated
  16. BIA-Kaboose

    Research Limitations

    So, I've played a single save on Astroneer for roughly 6 hours, and I've already found myself through the entire research tree. Unfortunately the Research station can still roll schematics, but since you have them all you simply get nothing for your efforts. Potentially put something in place where when you have all the schematics on a given save it stops you from getting schematic rolls and instead provides resources 100% of the time. That particular annoyance aside, the research so far is solid and mostly just needs some expansion, and I have a few suggestions for that as well. -Advanced Trading Platform. Larger storage for items (instead of 8 slots to trade with maybe bump it up to like 12 or 16) and the ability to have a loading and retrieval area. If you place a storage pallet on one side it will automatically draw resources onto the trade ship, while storage on the other side will automatically retrieve the goods when the shuttle returns. Alternatively make the Platform have two separate parts, one for outgoing resources and then the other for incoming resources. -Research Condenser. Vehicle storage sized component for vehicles, allows you to store 4-5 research components in the space that normally fits only 2, this would make long journeys with trucks a lot nicer for people like me who grab every single scrap of research they can find. This way I could just make a truck or two linked to the front for a lot of research storage without having to daisy chain a vehicle that becomes a mile long. -Cargo Ship. Very large spaceship capable of hauling huge amounts of raw resources between planets in single trips, potentially restrict it to only having a single seat as well, so you can't just joyride the galaxy with your entire base and crew in tow on a single ship. -Conveyor Belt. This one is pretty self explanatory, you could drop them like tethers to create paths between buildings to automatically move resources. This would be nice for smelters to move the refined resources to component crafting stations or moving things to the trade platform so you don't have to juggle storage units. -Elevators. Another self explanatory one here, would be nice to be able to dig mining caves without having to fight with trying to build ramps everywhere. -Repair Station. Single use building that allows the repair of the various destroyed components around the planets, I've found gigantic solar panels that generate power if you hook vehicles to them, and I think it would be cool if you could fix them up and incorporate them into your base, and the large crashed satellites could be fixed up and relaunched to provide some sort of bonus, maybe pinpointing other locations with crashed ships or highlighting resource locations. Given the scale of what you're doing you could make it have a huge power and/or resource cost to do so, but provide a sizable benefit to compensate for the effort spent. I imagine that it would be placed similar to the Habitat, where if you're close enough to a valid target it would give the option to unpack the station and begin repairs. Well, those are all my current ideas for potential expansion to the research tree and a fix idea for wasted time in terms of research components. Thank you for taking the time to read, and hopefully you liked some of my ideas, have a wonderful day.
  17. AlwaysStoned954

    Console Players

    HELLO EVERYONE, I hope everyone is good. I first wanna start with saying thanks to System Era for creating such and interesting game for us to play! Big ups gentlemen and can't wait to see what coming. I made this topic to serve 1 purpose and that's to have a place where all us console gamers can have a place to discuss our problems, issues, share pictures and videos and jus to communicate openly about astroneer on console. I love this game and everything about it but with new games of course comes problems. I want us to use this forum for us and also the astroneer developers to be able to see our good and bad things that are going on with astroneer. I can see PC and Console are a little different with some of the bugs so injus wanted a place to separate them. Hope you guys enjoy the forum, make new friends and together make this game great!
  18. As the title said, I made a Discord server for Astroneer! If you have discord, you should join. We've got a few channels for game discussion, voice chats, all that jazz. If you don't know what Discord is, well... That's what it is. Here's the invite: If the Developers see this, I'm letting you know I already have a role for you guys set up on the server. I haven't seen anyone make one yet, so I figured I'd jump on it.