Search the Community

Showing results for tags 'environment'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • Astroneer Forum
    • Announcements
    • Patch Notes
    • General Discussion
    • Suggestions and Ideas
    • Support
  • System Era
    • Announcements
    • General Discussion


  • Community Calendar
  • Astroneer Livestream Calendar

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



About Me

Found 7 results

  1. The ability to save custom objects as recipes and produce them later at the Printer. Of course some rules are in order: - objects need to be relatively simple 3D shapes (cuboids and other special case parallelepipeds, L-shapes, T-shapes, I-shapes/beams, flat tiles etc.) - maximum allowed size in all directions from the origin point (ergo the total volume of the finished figure) is limited to the working surface of the Printer - in order to be usable at all after printing, the object must have certain spots on its surface designated as contact points before the recipe is saved. Later, those contact points will be used to combine multiple simpler objects into more complex construct. Similarly, at least four of the object's sides must be denoted as "top", "bottom", "front" and "back" if it is to be rotated automatically to the desired orientation as soon as it is picked up from under the Printer nozzle. In rare cases, where the shape is very specific, a fifth side - "left" or "right" (dev choice) - may need to be labelled as well. The sixth side is inferred by the previous five. - a separate brand new type of platform or some kind of non-destructible surface may be needed during object creation. Without such surface it is hard to tell where the custom object ends and the ground starts - resource requirements for printing custom objects at the printer are determined by object size and complexity - if keeping too many custom objects in memory poses a problem for the game engine, then there must be a limit to the total number of recipes that can be saved In addition, it may be necessary to either allow players to change the size of the deform tool reticle OR tell the game in what scale the new object should be saved (e.g. it is relatively easy to make a cube with the current default reticle size but it is too big for the Printer; on the other hand a 1:4 version of said cube will fit nicely on top of the Printer but it can't be created unless the reticle is reduced in size as well). Spatial rotation will be an even greater addition but this may prove too much of a headache at this stage of development, especially if implemented alongside the idea for labelling object sides. Not to forget the endless list of player requests. What are the benefits of such an implementation? Primarily, a huge time saver in the long run. The forum is filled to the brim with discussions about flattening ground by hand, building walls, ramps, garages for vehicles and what not. Why start from scratch every time when you can have pre-made building blocks? With a couple of bricks, beams and tiles at hand, each consecutive base will be easier to build and organize. Then come aesthetics and of course the feeling of accomplishment after polishing the perfect tile for an hour.
  2. Circumstances: Still working on destroying a small-sized mountain / big hill to see what it's made of. Managed to remove one third of the thing, starting from the top, before going to bed yesterday. Loading the save again this morning, I was able to see the removed part back in place. Only it was not really there. Getting closer to the formation made the resurrected mountaintop disappear proving that only the visual effect is persisting at a very specific distance. The hill is situated 18 tethers away from my home base in a straight line (a tether being the maximum distance one tether pylon can be placed away from the next one without severing the connection). The effect does not appear immediately after loading the save but rather on approach, near the 13th and 14th tether The effect can be reproduced by exiting to the main menu of the game then loading the save again. Platform: PC, Windows 10 64-bit, Mouse & keyboard, Steam, intel i7 CPU and nVidia GPU all with latest drivers/software updates. Playing at 1920x1080 resolution, fullscreen, with VSync off.
  3. Circumstances: Leveling down a mountain to see what's inside. There is a big marble-like chunk of rock near the top which stayed in the air after I removed all terrain around it. Tried using the deform tool all over the boulder itself just in case there's some tiny speck of dust left holding it in place. No success. There seems to be an invisible mesh around some of the edges of the rock which prevents me to use the deform tool on them. Platform: PC, Windows 10 64-bit, Mouse & keyboard, Steam, intel i7 CPU and nVidia GPU all with latest drivers/software updates.
  4. So I built an extension for my base (the ones that cost resin) and during the animation it pushed me underground. Movement didn't do anything but after taking a Steam screenshot (F12) I popped free. I was also playing in Fullscreen game but I have a second monitor running. Screenshot Specs: Windows 7 64bit, Mouse and Keyboard, Nvidia GFX Card GTX 960, Intel Core i7-6700K, 16 GM RAM. Not sure if specs are necessary but just in case~
  5. So, the game so far can be challenging but all of the challenges are circumvented pretty easily. Adding some new environmental factors might spice the game up a bit. Weather Additions The game already contains the dust and rock storm, which is great. I've suffered my fair share of deaths due to flying boulders destroying me. Adding some base and equipment damage to this storm would make it more realistic (this has been brought up on other threads). Another thing we can add is temperature change. During the day, the temperature is mild or hot, and countermeasures must be taken to move past this barrier. Suit/backpack upgrades and the addition of a small air conditioner unit to the build options would allow us to combat the hot climate. During the night, the temperature drops to minus 120F and we must use suit heaters or other sources to stay alive. I do think that the relatively rapid change from day to night should be slowed down to allow for the implementation of climate-combating equipment. Environmental Hostility I have grown used to the ability to wander the planet without too much worry of death. The gaseous plants inside the caves and fall/suffocation death are about the only ways you can die. I don't really fancy the idea of adding hostile enemies and turning this wonderful game into a FPS. My suggestion is adding more to the environment that can bring about our lonely existence's demise. A couple of ways include the weather/temperature changes I mentioned above as well as planet structure changes. Turn a nearby mountain into a new mineral's mining ground. This mineral (we'll call it Xanadium for fun) is extremely rare and packs a punch in terms of upgrades. It's available in small quantities and multiple veins must be found to make it worth it (adding exploration and challenge). The caveat? Volcanoes This mineral rich mountain is now a smoldering volcano. Dig too far for your precious Xanadium, and BOOM. One of the volcano's lava veins is broken through and now your cavern is filling with molten rock. How do you escape?? Ingenuity and quick thinking. Or you're mining around in a mountain and find some Xanadium. You didn't know this was a volcano but you risk it. Without warning, the volcano starts to erupt, leaving you only minutes to find your way out and escape the range of the volcano's spew. You're left with only the Xanadium you mined and the ash from the volcano blocks out the sun, dropping the temperature below freezing. You're left with no solar power for weeks, and you're forced to expand into new energy sources. Volcanoes Aren't Entirely Evil Using the erupting volcano as a power source could increase your options for energy. Geothermal energy as an energy source could require you to venture into the heart of a volcano or mine deep shafts where you place probes to pick up the heat and convert it into energy. Sucking up lava as a volcano erupts would allow you to store it on your pack as a heat source for those blistering cold nights, and, while the ash blocks the sun, blistering cold days.
  6. Anyone else ran into science boxes being stuck in ground you couldn't remove?
  7. Hello ! Congratulations for your fantastic game its awesome . Me and my friend bought the game today and we are having trouble to play it online , the game keeps crashing . We also have some ideas to improve this fantastic game . 1- Health bar 2-Satellites ( like a spacial base ) 3-More kinds of space ships and cars to travel in different ways 4- Animals ( to provide resources ) 5-Custom base (where you can hide from storms , like a home) 6-Map 7-Water 8-More mountains where you can climb and build one of your bases , also caves , fallen space ships , etc 9- NO point of trade because one of the best things on the game is the crafting system and a trade system would end it 10- Space exploration