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Found 58 results

  1. DarkPhosphorus

    Endless exploration

    Its kind of a bummer that once you unlock all nodes, that's it. Like, play the game, and done. How about some endless, openworld, exploration expansion. It would be really fun for some open-world multiplayer galaxies, trading system and economy, and special augments. New planets appear as more and more people join the world, and asteroid field events can resupply people with soil and resources to build their planet with. In this galaxy, you can own, buy, sell, create, and reset planets, once you have the resources. Asteroid fields that appear have a chance to contain rare backpack mods for increased stats like power storage, resource booster, terrain tool boosted augments, etc. A new currency that can be traded for materials and between players would be necessary. The galaxy would be the map of the open world that contains all of the planets and players in it. This is the kind of game that I dreamed astroneer would be, this would open up so many possibilities.
  2. Chromie

    Exploration is weak.

    This may be an opinionated post, but it’s a common opinion on this aspect of the game. You guys have got to do something to make us want to explore more of the planet other than just to look for the surface nodes. So far, every time I land on a new planet, after spending about an hour on it, I’ve already seen it all. I could go all the way around the planet and just be seeing the same formations and terrain the whole time, and this allows for so many opportunities to improve this. People have suggested map making (I think it’s somewhere on the roadmap too), which would give incentive to explore and fill up a map. I recently suggested you add more structures such as ancient alien ruins, which would be amazing in my opinion. Please consider these ideas and opinions on the current state of exploration in the game. I and many other people would like to have a better reason to explore these beautiful planets. Thanks for reading
  3. Contrary to what the title might lead you to believe, no, I'm not suggesting more insane resource distribution, I'm suggesting that it be fixed. This is currently what is happening: I find one deposit of laterite or quartz or whatever, giving me 20-30 nuggets. Welp, that's enough for the entire rest of the game. I guess I can ignore every single subsequent aluminium deposit I find, and they're far from rare. Same for hematite. Same for titanium. Same for wolframite, etc. etc. Do you get the picture? You're spawning TOO MANY RESOURCES. It is TOO EASY to get amounts that allow players to build every single damn thing on the tech tree without running out, and all from ONE deposit. About the only difficulty is the tedium of having to make two or three trips with a fully loaded tractor train to haul back all the crap I've gotten from a single deposit. Don't even get me started on storing it all. That is completely insane; it's like you want to sabotage your own game. What's happening is people are blowing through the tech tree, partly thanks to you essentialy giving them a cheat plinth baked into the world gen, and leaving bad reviews because the game is boring. Well, duh, no wonder it's boring when you use cheats to give yourself infinite resources. That's essentially what you've done, baked infinite resource cheats into the standard game, and it is a painfully unsatisfying and tedious experience for those of us who want to play it properly. Let's also talk about distribution. Currently all planets feel samey because, well, that's what you've done. You've made resource distributions on planets samey. Compound/resin/clay on the surface, the rarer stuff below ground. Plug in whatever that planet's uncommon minerals are, spawn those on the surface rarely, and more often below ground. Nope, that's boring and flavourless, just as boring and flavourless as you've managed to make wrecks. They're all, large or small, identical and instantly forgettable, spawning the same 4-5 identical pieces of wrecked equipment. Well, you've done the same with planets. About the only positive change in 1.0 as regards terrain generation has been how pretty some of the planets and biomes are, the painfully saturated neon hues excepted, even if their fixed colour palettes get stale fairly quickly. Revert the resource deposit sizes and planetary disitribution to what it was in SEA and you'll be doing a-okay in my book. Which is something a good few weeks of honest playtesting would've told you - the new easymode, infinite resource world gen doesn't work and doesn't make for interesting gameplay. It is worse than what it replaced. I'm sorry if this comes across as scathing or abusive, but it is beyond frustrating to see game developers do the ol' three steps forward, four steps back dance when they had it right before trying to fix what wasn't broken. Make something good and stick to it vs. changing everything around for the worse simply to keep busy.
  4. Mario Tabanera

    Where the iron did go??

    Hi all!! I playing on XB1 and have 2 savegames. One on co-op and the other solo. Well. I can't find iron. I descend coves to the hell and nothing.... only zinc and aluminium. Where can I find this??? Thanks ^^ Answers in spanish too are welcome Have a nice planet!!!!
  5. Rebelord

    Temples

    Okay so in the e3 video we see some crazy lookin structure but i was recently inspired by it. Okay so what if there were temples you could find with traps and weird plants (that try to kill you of course) and at the end you can find valuable resources or a pod perfect for researching. Also noise machines could be added that you can throw to trigger traps or distract the plants
  6. GoldenOuroboros

    Planet Shapes

    Watched the EVGA stream today and that just made something click, will it possible to discover randomly shaped planets, one of the reasons I like Astroneer is the quirky randomness you can discover, though currently if you travel out in to the galaxy it's fairly normal. Would be interesting if you can stumble across square shaped worlds, torus or even a flat ring where you walk around the inside.
  7. Not much else to it. I found a small golden satellite that looks like the one that went to take pictures of pluto, and It had a research pod on it. nothing else sadly. also my thruster despawned off of my truck. weird.
  8. DarkPhosphorus

    I Had a Dream About this Game

    OK first of all, I had been playing a completely different game day in and day out, away from Astroneer, waiting for some nice update. One morning I had a dream before I woke up where I was walking along some astroneer-like landscape. Here are the differences, and why those differences would make this a better game. Atmosphere, Resources, Landscape Texture. The atmosphere of the planet in my dream was a more natural one, which brings me to the suggestion that the atmosphere on some planets is made a bit denser. The texture of the landscape and the first person view really gave me a sense of scale and made it feel more realistic, like I really was on an alien planet. On this planet in my dream, I looked around, seeing resources/ores that looked more natural, like the ore of some rare earth metal, not in its crystal form. The ores or soil bound resources were smaller, more random patches and uneven natural shapes. What I am saying is that there should be more visible colors and detail that make every patch of land unique and have its own mysteries. This would eliminate the repetitive "Everywhere all the same" feel to the planets. In a future update, I suggest adding to the natural formations and scale for resources. A patch of resin or compound would be smaller, and have a yield that compares the size of the resource obtained. In minecraft, you could explore the landscape for hours, and since the natural formation varies a lot with the variety of biomes, exploring can be more visually rewarding. Certain types of biomes are more abundant with certain resources. In a way, this game already accomplishes that, where a "biome" is defined by the planet, but they lack key visual details that add the exploration feel of varying lands. What really makes this game fun is the feel that everywhere I go, I find something new, something different and unique. Where I could play for hours and hours and never get bored until I have seen everything.
  9. theastonmartin

    Object building system

    This is a bit of a strange concept, but what if there was a building system involving placing objects to be static, as well as a system or a tool that let you research natural objects (such as those big yellow pillars) and print them as a base material?
  10. DrGo0fy

    Drones

    It could be interesting if there was a floating or flying drone the player could remotely control from a limited distance that would fly and let them see over obstacles like mountains or down in caves. It could use basic fuel like hydrazine or power. I think this would also make exploring tough terrain more efficient and give people a nice birds-eye view of an area.
  11. pionaiki

    HOVERCRAFTS

    Hovercraft - new vehicle They could fly at about 1 astroneer hight. They could be very fast but slide on turns. (drift) They should rather be for exploration or fast journeys between the bases. They should slow down, if too much cargo is onboard They shurely should to be resistant to small and medium holes I think that there could be two versions: -small - two fans (or some sci-fi things) and 4 dots (for example 1 seat and 1 unknown) -medium - four fans and 6 to 8 dots Maybe seats should be builded in for more aerodynamic look (the oryginal seats are massive) If you like the idea, share comments and give more ideas!!!
  12. What if, tethers had some kind of flow inside from the source. I mean some kind of darken areas could travel inside from the source of the oxygen (from base, through branchings to the player), preventing getting lost.
  13. It is an idea for future versions. You could make some kind of small air vehicle so that once you reach a certain level of development in the game it will be easier to move without having to use the cars / trucks. I attached an image of an idea that would look good
  14. Ok, I really, really, love Astroneer. This game scratches nearly every itch I have in gaming. It's diverse, open, easy to play in short spurts or in long sessions. The art is charmingly simple yet also breathtakingly beautiful. The game mechanics are great and maturing rapidly. I enjoy watching it develop and the dev group is great - transparent and approachable. However, there's one thing that I'm starving for in this game. I know you've heard this a hundred times, and I'm sure you are already working on it, but please keep reading and let me make my case for what I need and what I think others want, in hopes that it will guide your development. The game needs a past - a sense of the undiscovered, or rediscovered. It's in the game already, but it's starving for more. I can't forget the first time I discovered a deep green cave - a foggy, mysterious place, inhabited by a zebra ball, two dead astroneers, and three satellite objects that were inexplicably underground. I was stunned. The game immediately ratcheted up in excitement and intensity. What wonders or horrors lurked in this cyclopean underworld? The first time I found one of those long, spiraling, green, dead end tunnels, there was a sense of excitement - "How deep does this go... do I have enough oxygen?" I found a resource chest at the bottom, and I was sure it was going to yield some great reward. It gave me one compound... but there was still that spark. The wrecks, at least the first few, did this for me as well. However, the game has precious few of these little mysteries. I recently re-read "At the Mountains of Madness" and I was thrilled again at the thought of discovering some ancient ruin of a far advanced civilization. Robert Howard's Kull the Conqueror and Solomon Kane also feature encounters with long-forgotten ruins, both advanced and primitive, and not all unoccupied. Part of the reason I love the Lord of the Rings is because it's steeped in fallen ruins and hints of past eons. Blade Runner 2049 revels in the ruins of our modern cities. I remember playing the original Far Cry back in 2004. I explored every nook and cranny of that game, and I clearly remember the excitement of finding a downed WWII era Japanese warplane rusting in the jungle. There wasn't anything to it, it was just there, off the beaten path where players really weren't expected to go. In the hype for the anniversary update, I saw a dev post a picture of the sphinx. The game is begging for this. It needs the roots of a forgotten past. They don't even need explanation - we can make that up for ourselves. I like crafting and building, but most of all I like exploring and being rewarded for it, and I'll put up with a lot of bugs and broken mechanics if I just have this. I hope you are all nodding your heads and thinking, "Yes, we have already begun planning this." Thanks for everything! -Tom (Janos on Discord)
  15. Summary: 0.5.0.0 - Steam - Other End of Rover has been Eaten by the Terrain Description: I just parked the rover for awhile coz I'm scavenging the wreckage nearby. And later on the terrain just eat the other end of the rover, when i tried to flip it (Press TAB) the Rover Train just went up high and then disappear and I can't find it nowhere, and I died due to the suffocation because the Rover is gone. Platform: Steam Windows 10 PC Version / Build Number: 0.5.0.0 Specifications: OS: Windows 10 Pro x64 | v. 1703 | Build 15063.786 CPU: Intel i3 4160 3.60GHz GPU: Radeon R7 260X 2GB DDR5 RAM: 2x Micron 4GB DDR4 1600Hz | 1x Transcend 4GB DDR4 1600Hz Drive: Seagate Barracuda ST1000DM010-2EP102 1TB
  16. I would really like to see road building as a thing. Maybe have a researched attachment in front of the vehicle, that flattens terrain. Being able to create a network of smooth roads would open up exploration hugely, as well being a lot of fun in itself.
  17. Jonathan Rogers

    Drones

    In the game, drones would be very useful as of exploration of planets, we want to be able just to fly are self into unlimited place on all planets.
  18. austinhayducky

    A "small" list of ideas

    This is a shortened list of ideas I've had for Astroneer (the original list was twice as large). If anyone wants to hear an explanation or my thought process, ask about a specific idea in the list. [Gameplay concepts] Craftable thrusters Solar array repair/crafting Organic pyrolysis for coal Rockets use oxygen/nitrous Tanks used for all liquids and gases "Oxygen" item replaced with ice Limited base oxygen Repair/repurposing of satellites [Base modules] Item retriever (pulls items from around base, arrow-based selection) Module upgrades (speed, secondary product, etc.) Storage/warehouse module (high/expandable capacity) Water condenser Growbed (slowly grows organic) High capacity trade platform (paired slots, counts items in storages) Greenhouse (slowly produces oxygen) Large vehicle bay (can print and connect to 2 vehicles) [Resources] (placed on separate planets to promote exploration) Emerald (terran + tundra) (refine for vanadium) Nickel ore (radiated + barren) Bismuth ore (tundra + arid) Tellurium (radiated + tundra) Ruthenium (exotic + barren) Rhenium (exotic + arid) Fluorite (terran + radiated) [Vehicles] Throttle valves for thruster Vehicle upgrades -efficiency -suspension (nickel) -transmission (iron) -gyro -regenerative braking (copper) -boost -connected vehicle drive -glider (aluminum) [Items/objects] Camera drones -1 slot Rebreather (reduces oxygen consumption) RTG module from New Horizons satellite Semiconductors (used for geothermal, water condenser, etc.) Nickel-Ruthenium/rhenium alloy (used for thrusters) -2 slot Retractable winch Spire siphons (for all 4 current resource spires) Stackable batteries (if not stackable, then at least make batteries have 2 slots on top that accept anything other than batteries) Capacitor bank (a large battery with 1/2 storage and 2x charge/discharge rate) -1,2, and 4 slot Stirling engine (1.25x fuel efficiency, accepts all fuels) 1 slot: 1.5 bar/sec 2 slot: 3 bar/sec 4 slot: 5 bar/sec -Tank fluids Water (I know it's already been suggested and assets are partially implemented in the game) Methanol and methylhydrazine (more stable than hydrazine, unless nitrous explodes nearby too) Nitrous oxide (oxidizer) CO2 Acetylene (also reactive to explosions) Chlorine trifluoride (yes, the infamous "nope" chemical that burns glass) -Secondary products Slag (from refining metals) Water (from hydrazine production) (the Raschig process produces water as a byproduct)
  19. GeneralClayman

    Blueprint drop locations

    Are some research items only unlockable if you go to another planet and research ''rare'' blocks? I spent alot of time hunting the Dynamite blueprint and after 10h i finally unlocked it on the icey planet [I forgot its name]. I also went to other planets and started farming research blocks to research them in a huge amount at once. I got the idea that you can only unlock all blueprints if you go to every single planet and farm about 100 research blocks with the chance of atleast 1 new blueprint. I am now spending my time farming aluminum and hydrazine to ''nuke'' the moon while waiting for the new update. So my question to the players here: Have you been doing the same thing / having the same problem? I'd like to have some confirmation before I start a new save and needing to waste 15+h of farming research items. I only had to go to the caves once to get the materials for the truck and the machines. The research items literally dropped me enough to stay on the surface the entire 15h of playtime. -Not a native english speaker n' thank you for reading.
  20. So as I was wandering around in Astroneer, y'know as you do, I thought to myself, "Hey, what if I had to deal with problems on each planet?" The idea sprung on me while I was booting up a new game and rushing instantly to a Radiated planet. Environmental Hazards I know that we have sandstorms, or whatever it is you'd like to call them, but what if there were more hazards or detrimental weather? Perhaps they vary from planet to planet, for instance on the moon you'd have meteorites, on an exotic planet you'd have maybe a swarm of carnivorous space wasps or something of the sort. I'm starting off light because I'm unsure of the limitations of the engine. This could really be taken in any direction, maybe even player triggered hazards or preventable disasters like volcanoes or earthquakes, But I think the idea of biome specific hazards is good food for thought. Events When I think of events I mean like these satellites (Or space stations if you've read my other post over Here) crashing on a planet from outer space. Maybe large asteroids with rarer materials or such? Or a even rarer alien clump of debris from 'something' that has a unique research module. The idea of this would give each planet a lot more of an organic feeling with things that can just 'happen' from nothing. Maybe, and this ties in with Environmental Hazards, what about a world destruction event? Massive earthquakes or volcanoes destroying a planet, over time forming an asteroid belt? Of course this is just an idea, we could always just have a few small moon sized asteroids floating about in this belt we could visit. I just really like the idea of asteroid mining. Derelict Alien Structures I've been dwelling on this idea for some time if I'm honest, but I've thought about ancient alien ruins or destroyed technology from a long lost age. From something simple and small like an independent functional refinery or solar array or if you want real big stuck, destroyed planetary structures, I'm talking broken pieces of a Ringworld floating in orbit of a planet, or a half constructed Dyson sphere or something of the like. Interstellar Travel/Wormhole Travel Now this is just a wild idea that I spitballed with a little bit but what if you found one of these structures that provided co-ordinates to a 'Wormhole gate' or something of the like to provide travel to a fresh system, a 1 way trip to a fresh system. This could easily be tied-in with some ideas from Derelict alien structures. Think of it almost like a NG+ mode, you keep research, and whatever small supplies you take with you along with your ship. I can't think of any kind of incentive of going into this 'NG+' mode or somesuch, but feel free to throw together ideas for incentive to travel to another system aside from if you blew up one of the planets from drilling into the core or something, or the sun exploding. Who knows. As always fellow Astrodudes, feedback is appreciated! Edit: Spelling<
  21. Dear developers, dear moderators. @SES_Adam, @SES_Zabir In the login screen of Astroneer you say, that this is a Pre-alpha of the game and that you would appreciate some feedback in the forum. Well, I like the game so here is my feedback for you. Before I tell you how I felt during my 10 hours (11 if you count the demo) in the beautiful world of Astroneer, let me introduce myself. Table of Feedback: Description of the game Publicity Forum The Demo The Game Story & Immersion Exploration Controls Multiplayer Saving game files Conclusion 1: Description of the game. 2: Info’s & Publicity 3: Forum 4: The Demo 5: The Game 5.1: Story & Immersion 5.2: Exploration 5.3: Controls 5.4: Multiplayer 6: Saving game files 7: Conclusion PLEASE NOTE: As I stated above, I only spent a few hours in this game and I love the exploration aspect. So if I got something wrong here or did not realize some mechanics yet, please do NOT teach me better. I want to find out by myself. I will open other threads in this forum. Expect there is a way to save game files on console. If so, please let me know. I might have done a few typos. If you find any, keep it. Feedback after 10 hours (give or take) of playing on my XBOX One. Date: 24th May 2017 Pre-alpha build: 0.3.10158.0
  22. So by the title you've probably got a good idea of what I'm thinking of. I know the game is still in progress and there are many things in the works, but I have a few ideas that might seem a bit appealing or somesuch? Maybe people will like the ideas I have in mind? First up, Disassembly What I mean by this is, ever found something that's kinda cool, but you have no use for it? Maybe a seat or filters in crashed ships that you have no use for? Or maybe something (Like outdated solar panels or such.) Have worn out their usefulness? I'm thinking of a station much like the Printer but it breaks items down into perhaps 50% worth of their construction cost? Maybe full cost if an item required 1 unit of material (Since in retrospect it should be an easy to salvage item, so basic in construction.) You would simply put it in a large central containment position, like a Research station, and it would break down items to their base components. Booster(s) You might look at this and be like "What" but I'm talking about like, combustion based boosters or ion boosters, that can connect to either a ground vehicle to improve its speed at an increased cost of power (or fuel if vehicle conversion is possible!) or to strap onto a space ship to increase its orbit speed or movement speed in space between planets and moons, while also increasing fuel consumption, and room on the ship itself. Feel free to tinker with the idea, I just like the idea of boosting along the desert planes of a dead planet. DERELICT SPACE STATIONS Ok, now this is my Magnum Oppus, but what if at some point in research you gained the ability possibly to find Space Station signals? Just toying with the idea of how you would find them, but imagine exploring a derelict, broken, abandoned space station as either debris on a planet OR you could land on it in orbit of a planet of some kind, this could of course lead to far more intricate and advanced ideas, like repairing or taking the station as your own? Who knows, but I always thought the idea of something of that kind would only make sense, since we see many crashed, ruined and destroyed satellites, ships and solar arrays from space, yet the only station we see is the start screen. Of course this is just food for thought and a pure suggestion. Your ideas? Feedback is appreciated.
  23. I've read many ideas for 'curing' research as it is currently. I've also read the recent post by the devs that this iteration of RNG based discovery is just the beginning and admittedly not a very pleasant beginning at that. As of yet, through my searching and reading on the Suggestion & Ideas forum, I haven't seen a more comprehensive post that ties exploration of the planets in with research/discovery progression, though I've seen elements of some of these ideas in a number of posts. Looks like the community is really hoping for a change in this general direction! Ok, here's my shot (subject to your brilliant elucidation and modification :-) Dive in and modify, hack, critique, add, twist and debase to your heart's content! ------------------------------------ All games start with blueprints for Research platform, Medium Printer platform, Small Solar, Tethers, Beacon. Fundamentals: 1 Blueprint hard-coded per Chest design (colors notwithstanding.) A specific chest design will always contain a specific blueprint in every new game, with the exception of a 'library' of common chests that always contain common resources or may be empty (but will never contain a blueprint). Assign specific blueprints and their assigned chests to specific planets. In this way, each planet should have a few chests & blueprints that are completely unique to that planet. This is the basis for the exploration/discovery progression. The key here is the consistency of hard-coding a blueprint to a specific chest type and that chest to a specific planet. By doing this, players will always know that they need to continuing exploring to find the right chest type to yield a given blueprint, even if it's less common on a given planet, in order to find all the blueprints that are available on that planet. After a given chest gives up its blueprint for the first time, each time that that specific chest design is 'cracked' on the Research Platform, it should RNG for a common resource (Compound, Resin, Organic etc.) PLANET SPECIFIC PROGRESSION Terran Specific Chests in order of frequency of appearance: Small Generator (besides common chests, this chest type appears most often) Small Storage Smelter platform Vehicle Bay ('Medium' frequency of appearance. More common than #8, less common than number #1) Rover 1 Seat Small Windvane Shuttle (this chest design/type should be a rare discovery on Terran), perhaps one of the square 'lego' type chests found near a rare piece of space wreckage? Barren Specific Chests in order of frequency of appearance: Fuel Cell (relatively common chest type on Barren) Medium Windvane Inhibitor Augment Spaceship Habitat (rare on barren) Tundra Specific Chests in order of frequency of appearance: Small Battery (relatively common on Tundra) Oxygen tank Medium Solar Panel Fuel Condenser platform 2 Seat for Spaceship Truck (rare find on Tundra) Arid Specific Chests in order of frequency of appearance: Crane (relatively common on Arid, perhaps rarer than the first items in order on preceding planets?) Drill Head Large Generator Large Storage (Rare on Arid) Exotic Specific Chests in order of frequency of appearance: Terrain Analyzer Augment (uncommon on Exotic) Dynamite Large Battery (rare on exotic) Radiated Specific Chests in order of frequency of appearance: Narrow augment (uncommon on Radiated) Trade Platform Wide augment (Rare on Radiated) Bonus Changes: Make blueprints for manmade things appear only in chests discovered next to chunks of space wreckage or pre-crafted abandoned and wrecked bases. For the more common chests, they would appear next to small chunks of debris For the more rare chests, they would appear next to large chunks of space stations which should naturally be a rare discovery. Once a specific chest design yields it's blueprint, future cracking of this chest type may yield copper or aluminum ingots or may be empty. (Reward is both eye candy + discovery of large wreckages/ruins.) Chests growing on trees or under plants on the surface should yield only natural resources (compound, resin, organic.) Chests found underground should yield Ore resources that need to be melted into ingots in the smelter (aluminum, copper, lithium, titanium, -- perhaps coal into charcoal?-- etc) Extra Bonus Progression Change: Unlock the accessibility of planet through progression. Once unlocked the planet becomes accessible from all others. Barren and Tundra first accessible only from Terran Arid first accessible only from Tundra Exotic first accessible only from Arrid Irradiated first accessible only from Exotic (Note: I recognize this does not follow the natural 'order' of exploration modeled in our own Sol system from Earth... and consideration may need to be given to provide a more logical unlocking of the planets.) Again--- just a straw-man idea to start the conversation rolling.
  24. The last update fixed a few issues I had, and that's great! I have had 1 issue from the start. The point of the game is to explore, go to new areas, and new planets. The push for this is research, and also materials. I have noticed in the past that after you've gotten all the research from a type, you get materials instead. This negates the reason for going to other places as you would have TONS of extra stuff by the time you've gotten all your research done. With this last update, and there being so many types of research now, you have to explore more to get new research and unlock more recipes, but the downfall is, those old types of research are now giving you building supplies, which in turn, you don't have to go out and get, which means no other reasons to go explore your world and other worlds other than new research. If the already used types of research gave us disposable things though, we wouldn't have a surplus of materials, and thus would help in the need for the player to go out to other places or other planets to get those materials. I think it would be better if we got things that got used up, like power cells or filters, from the used up types of research. Things that can help in our exploration, but get used up so we still have the drive to go out and get materials and new research. If balance is still an issue with too much disposable stuff, you could always balance how long that stuff lasts. Just an idea for ya.
  25. I feel as though the research is a bit too easy. I personally think when researching instead of just unlocking a full item you should get parts of the item at a time and you would need say 2-8 pieces of that researched item depending on what it is to unlock the recipe to craft it. Also I think you should start with pretty much no recipes maybe like solar, wind, printer, forge and that's it. This way it would slow progression and make it take longer to reach another planet and force more exploration and add a bit more difficulty.