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Found 14 results

  1. Summary: Just tried the experimental branch today, and it almost feels like a step backwards. Like all the new stuff is great, but all the original stuff feels weird. That wasn't very helpful.. here's what I mean. The good: Flat terrain seemed to stay flat. This was a big deal for me in the older -current- version. I tried to get a flat base, but every node I added seemed to drop down half a polygon. Now if the ground in front of the node is flat, the ground under the node is flat. Canisters and the sediment refiner. Love it all around, the idea of liquids, cashing different terrain types, extracting minor resources from useless dirt, all of it, wonderful. The bad: Walking. Feels. Sooo. Slooow. Maybe that's just me, but sprint cant be toggled ATM, and even then it feels like I'm running in water. Tethers are back to snapping to the cursor position. For me, this breaks the flow of exploration. I really liked the tether just dropping at your feet and you could keep going with out missing a beat. The iffy: Sediment as a resource. I know I said I liked this feature, and I do, but does the flatten tool need to consume sediment? 1/2 of the time I'm lowering land. Couldn't that be free and the land added by it could not count towards filling a canister? I know you guys can do that, you can already tell what color land I'm picking up. Also could the tool hold 1 canister worth of dirt that cant be added to the refinery, or otherwise used unless you had 0 canisters on you, and it would be the first to be filled. Just so you always have some on in in case of emergency. Research still seems completely RNG. My 2nd research was compound, and my 3rd was a canister of hydrazine. The bugs: The small generator sounds like I'm being run over by 3 tractors. Tethers appear upside down in pack until manually adjusted. Ambient and FX audio cuts in and out at random. Tethers show a longer connection range before being places (the ghost line shown a connection, but once placed it doesn't connect), Leaving habitat gets the player stuck inside it, and then dies of fall damage. Conclusion: This being an early access game makes the following statement redundant, buuut, the game needs more work, shocker. I still like it, I'm still gonna play it till I break it, but some of the edges are rough enough to cut diamond. I would like to know what other players think, the iffy list specifically.
  2. I don't remember exactly which vlog or which Q&A it was mentioned but I was under the impression that the next experimental build may let us play with an early version of the new research 2.0 prototype. And it has been a little while since the TAAR experimental build... And a few weeks after that, it was "kinda-announced" that the next update (post-201) would introduce new features as the infrastructure work was finally done and the game was about ready to move from pre-alpha to alpha proper. Anyone in the know would care to comment?
  3. Just started a new game on the and the most important part of the game was missing! THE AMAZING SOUNDEFFECTS!! As you can see in the video below. 11-47-13.mp4?dl=0 Some other things to notice: -My backpack energy is infinite, even when i'm crafting the tethers -When i opened the Settings Menu the FPS dropped to 1 and didn't came back until i closed the game.
  4. Some bugs that I have seen, including some I've seen listed but with more indepth results. RESEARCH At first there was no problem, but I did *something* and then all my research pods permanently floated. I could just move them around, and they would remain exactly where I left them, with no impact from gravity. However, collision impacted them. If I hit one research pod with another research pod they would bounce and then move (slowly, but almost frictionless.) Later, it became mixed. Some float, and some do not. Also, the ones I take from crash sites often make a sound to suggest it's continually trying to land on the ground, even though it remains on the ground. The sound disappears when I pick it up, and returns when I place it again. Researching pods was frustratingly slow to find some important features, such as "medium storage". I had to research well over 100 times before I found this. I still cannot build a habitat, but I have a fully loaded large shuttle. I am hoping research 2.0 removes all of these concerns. ITEMS I placed a hydrazine cannister on the ground, and it slipped into the earth and I could not find it. Many days later, a storm left me a miniature hydrazine cannister. (Thanks storm!) Very hard to repeat this problem, so cannot expand further. When I load my save game I often find a single granule of power in certain locations - backpack, rover, base etc. They supply no power so I drop them. They do not despawn. Today I invited a friend into my game, and he saw these nubs as a full pack of power. (We discovered this when he presented a different problem via screenshot). So if I picked it up, moved it, etc, I saw a single nub of power, he saw a full power pack. He put it into his backpack, and I still saw a single nub of power. However, the instant he used his terraform gun with inhibitor mod, it visually changed to a full pack of power. At this point, it prevented loss of power and he could inhibit indefinitely. We interacted with it a lot (passing it to each other, dropping it, placing it on base, repeat) and at some point it behaved like (and appeared as) normal power. At that point, all other nubs of power on the ground despawned. tethers, work lights, air filters can appear in your backpack upside down. This can be from creation, or from shift-click pickup. click and replace will return it to standard. ROVERS I've only driven small rover at this point. When it works, it's amazing. Wheels stay below me, sky stays above me, I can drive up hills, and even jump over them! But when it doesn't work like that..... Sometimes I press W and the rover drives backwards. I can't turn it around no matter how I press my keys or move my camera. I just have to drive in reverse. Sometimes, and especially when I load a research pod, if I press W, I just wheelstand right onto the back of the rover. Why? I cannot say. There are other quirks, but these are the biggest ones. SEATS When I was in reverse on the rover, I decided to just move the seat into the opposite end. However, when I took the seat off, the only place it would snaplock to is the place it came from. I could not place the seat in the other position. This problem transferred to Large Shuttle. I built an enclosed 1 seat onto it, it placed it where I wanted, but reversed - so that the flat edge was outside the spaceship and the door was facing the middle of the spaceship. I wanted to flip it around, but found it would only snaplock back to that same place. So I grabbed the 1 seat from the rover, and took off the enclosed one seat. I placed the rover seat onto the spaceship (it snaplocked to the same place, would go no other place.) Now I took the enclosed one seat, and placed it on the other side of the large shuttle. It went where I wanted it to go, facing the correct way (curved outside, flat inside). I took the rover seat back, and everything was great. When I reload, it's wrong again. SOUNDS I play with no music. I only hear sound effects. Sometimes when I'm digging out a wall the sound of the terraforming gun disappears. If I let go the mouse button and restart the terraform, sound returns. Sometimes storms give no cue, and you only realise a storm is coming when the rocks hit you. Speaking of rocks, the rock sound effect is about four times louder than anything else in the game. Correct to have it loud and overwhelming, but too much. As said earlier, some research pods "bounce" on the ground, if you listen to the sound. The worst sound glitch has to do with Ammonium. Sometimes when I place Ammonium on the Ammonium refinery (as if I was about to load it into cannisters), if I walk away it creates a location based sound near my habitat. The sound is a roaring pressure-based noise that is constant, loud, and gets louder as I get closer to it. If I remove the ammonium, the sound disappears. FLORA You know those plants that spike you if you get too close? I believe that I killed some, and then accidentally picked up and dropped two spores in the same location. Later on, two more of those plants had grown (working as intended) but I could not kill those plants no matter how much earth I dug out. MULTIPLAYER In all of these, I was host. 1. My friend's game crashed while he was running forward. His character stopped running, but continued walking very slowly. He filled out a crash report, and eventually his dude exploded. 2. My friend died from lack of oxygen while he was not only tethered but also had oxygen in his backpack. 3. My friend crashed approximately four times in the space of an hour. 4. Once when I was sliding down the ramp, when I hit the bottom I slightly entered the ground, and then could not jump out. I could not jump at all. When I used movement keys, I began to spin visually to myself and my friend. I would move very slowly in the direction I was holding, but still rotating as if on a merry go round. Eventually, I accidentally clicked a cannister from my gun, which dropped, I picked it up and that rescued me from my plight. This happened twice more in random situations, and using my backpack seemed to help. 5. My friend was in the cave using his inhibitor to test it, it was draining power from his backpack. This power was being replenished via tether lines and my base was solar powered. I was standing outside looking over my base at the time. I saw the power being sourced from my sediment plant instead of my solar panel. He saw power travelling along the tethers, except not the one he was attached to. This was not repeatable. Lastly, when I quit to desktop, Astro-Win64-Shipping.exe remains running. Also, this. This is how my friend saw my character at one point. You'll see also a pack of power on the ground behind us, he saw that as a pack of power, I saw that as a single nub of power.
  5. I have notices twice now after quitting out of astroneer using the new experimental build 240.99 that the game stays running in the background and that I have to kill off the process before I can start a new game.
  6. Something seems to have happened to the Large Rover, rather than make a curved turn to the left or right, it seems to want to slide in the chosen direction, making it very hard to turn around. Although by this point the game was running at 30 FPS so there may have been other problems.
  7. where do I find the last release note for experimental branch? also a request: smaller "experimental" written,would be welcome
  8. Before a few days ago, I had been playing the experimental branch with no problem - 60fps almost constantly. Now, it doesn't get over 30. I don't know whether or not it has any connection to buying Sniper Elite 4, which also runs at a similar framerate (though I can see no reason why they would be connected). Is this simply a byproduct of using the experimental branch?
  9. Not noticed this issue on the release build, only on experimental, 2.123, pc steam. After taking off from Tundra, the wind sound effects continue, even though you're in orbit. Sound should cut out.
  10. Smelting Aluminium, on Tundra, loaded save game, no flame effect. Flame sound effect was working tho. Pc Steam 2.123.
  11. So I logged into Experimental Astroneer for the first time. When I was taken to where I should be able to launch, it did not show me any of my savegames. I checked the Astro\Saved\SaveGames folder, and sure enough, all my save folders are intact. Is anyone else having this problem or am I just doing something wrong?
  12. HeruWolf

    Experimental Branch

    To the Astroneer Devs, I want to do as much testing for this game CONSISTENTLY. That being said I've put in numerous feedback and numerous mentions of different bugs which I'm happy to see are being listened to. Further I've took it upon myself to indulge in the Experimental Branch of the game, while I know this branch is highly buggy and constantly changing I can't test ANYTHING if I don't know what has been changed for the build I'm on and what I should deep dive into for actual testing purposes. Currently Experimental is on and at this point I have no idea what has been changed in 116 or 117. Please update up promptly. Sincerely, Devoted tester
  13. Issue since 111 i think. Press Tab and click on seat at the same time. Now you can fly.
  14. If the avatar holds a tether as a sort of light torch or places one by itself the oxygen meter will always be replenished by the lone tether.