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  1. I was trying to get a semi-automatic medium storage maker using the soil centrifuge after seeing that resources could automatically fill printer slots. However when I put 4 small printers (1 in each slot) on the same platform as the soil centrifuge, it for some reason decides not to distribute the resin into the slots. I've uploaded a short video to Imgur that shows what I'm talking about. https://imgur.com/a/hYtDAdz
  2. UtopianFlat

    Rover Improvement Thoughts

    My idea on how to further the rovers is simple. The graphics are gorgeous, the design is flawless but the handling and terrain navigation is not what I would expect to see out of such an enormous vehicle, even for the little guy. My "solution" or "improvement" that I would like to see is to make the rovers, especially the large rover, move slower. In addition the controls (forwards, reverse, turn) would be fixed to the vehicle cardinal direction and not the cameras. The same issue I found with Call of Duty WWII campaign, when you assume control of the tank. It does not handle as expected, rather you have to perform witchcraft to maneuver the vehicle to go in the direction you desire. The next one would be with the grip of the vehicles. With the vehicles weight and the fancy sand tires, I fully expected to be able to pull the vehicle along the alien surface with ease and to be able to climb hills easily. It is not so easy. You also don't drive the vehicle. It feels like your'e ice-skating around the map with no sense of control or direction. TL;DR - Make the rovers feel heavier, give them better grip/stability, and make it feel more like a vehicle than ice skating. Sincerely, Smitty Werbenjagermanjensen
  3. Okay, in light of the research tree/development ... presently you can build a spaceship (assuming you have the blueprints/resources) and instead of building/attaching a seat, or triple seat, you can attach a Habitat ... you can fly the spaceship from a Habitat. The "cheat" aspect here that leads me to suggest blocking piloting from a habitat on a spaceship ... presently you can attach two large storage modules to a spaceship main deck, attach the habitat to one node pair on one of the storage modules and then fill up the rest of the nodes with a HUGE number of resources. It is to easy to establish a new base on another planet by being able to pilot a spaceship from a Habitat. Perhaps limiting the spacship piloting to a single seat or triple, that has to be placed on the spaceship main deck directly, would ... well seem more like what one would expect if a spaceship were engineered. The controls for flight are limited to a direct-attach (though it could be removed on arrival) seat. So the "feature" would be; piloting of the habitat is only piloting if the Habitat is not connected to a spaceship i.e. original entry from a spacestation only. If you keep the Piloting of the Spaceship from the Habitat ... habitat un-docking from a spaceship in orbit, leaves the spaceship in orbit (with whatever resources are attached to the spaceship) and the Habitat can then be used to re-enter the current orbited planet. Just a thought.
  4. I build my first spaceship and decide to travel to Tundra. There was no vehicle bay obviously and my spaceship land "somewhere". I start build and expand my base and decided to come back to Terran (left unfinished business). I was surprised my attachment is flying with me, hose became longer and longer and finally thorn apart (first photo). Came back from my orbit, as it was just a test and I landed back. Still haven't build vehicle bay and spaceship has landed in the same place. Fine... After this test, I build vehicle bay, fly to orbit of the current planed and came back. I landed in the same place, despite of existing vehicle bay. (second photo) - but, when I came back to Terran, spaceship has landed on the top of my shuttle. Dear developers, please introduce landing bay or anything similar. My question (third photo) - I planned coming back to Terran and I thought it will be straightforward but I noticed only planet in a range of white circle are accessible, but some planets are not accessible at all, and for some planets I waited quite long time, till they appear in my range. I know, it may be more realistic, but I felt a little be bored.
  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. Jason Van Patten

    Parking Brakes

    It is super frustrating to have your vehicle drift while trying to use the crane/drill. A way to anchor a vehicle while the drill is in use would be awesome.
  7. These are my top 10 features and suggestions. Most of which I did not see on the astroneer website. 1.Fix for the vehicles ending up in clouds or in the ground 2.More liquids than just water (which should be implemented). Ex. Acid rain/puddles that can make holes in the crust and damage your base 3.More weather effects individual to each planet like hail/snow storms for Tundra or acid rain for an acid planet 4.Very little or no power for wind vanes on Barren since it is so small it would probably not have any atmosphere. Also it would create an interesting obstacle for building a base there 5.More diversity for planets in general and new planets with new variations including differences in rotation and orbit. Also new planet biomes including lava, acid and different gas levels causing your oxygen to go down slower or faster 6.More elements including iron (but not iron ore) 7. More precise terraforming for better building + deforming 8. Randomly generated comets + asteroids that are landable, respectively very small, and have different elements 9. A rare but still possible chance of meteor showers 10. Spacesuits that protect from things like acid allowing the player to travel safer on planets where acid is everywhere. There could be other spacesuits that protect against lava or help the player to travel underwater better
  8. Hi, I want to suggest some ideas for improving the game. Making the home marker visible through the environment What I mean: You're not able to see the markers through the ground (for example: I'm very far away from my home and I'm in a hole but I can't see the marker, so I have to get to somewhere where I can see the marker Pausing the game while being in the menu screen What I mean: The game still runs in singleplayer if you are in the menu screen (with the options like quit, controls, etc.). I think it'd be good if the game paused while you're in this menu f
  9. Topher

    Compactor

    I saw this idea when watching a lets play of Astroneer to where you put in Organic like a couple pieces and it will turn into coal being that they are both carbon based and that coal is basically only gotten from research because it is so rare
  10. Just started playing on version 0.2.117.0 and noticed that while driving around in my trucks, they no longer collide with tethers. Is this an intended change that wasn't mentioned in the patch notes? Awesome job on this game so far, System Era! An incredible game you folks are building! Can't wait to see what else you come up with!
  11. humrajgill11

    SplitScreen Co-Op Option

    Many games are drifting away from couch coop (split-screen coop) and it would be really amazing if Astroneer could breath life back into couch coop. Playing with friends on one system while in one room on a TV is really an amazing feeling. Multi-controller support and couch coop would be great additions and would keep the game enjoyable. Thank you.
  12. When I'm trying to unload or load up the storage pods, I usually pop them off of my vehicle and carry them over to where they're being loaded/unloaded and currently the only way to access or see what's on the other side is actually walk around them. It would be a nice little feature if we could press a key while we are holding one in the air and have it flip either 90° increments on 180° increments. It's not a huge feature, but it would make dealing with your materials a lot less clunky.
  13. Understanding that this game is unique and that the core concept is to survive against the environment. I have been thinking about how one could increase the threat level of survivability without adding 'combat' per se. In that let me explain. Concept: You land on a planet, once you have landed a 'Area of effect' meter is established. This meter expands when you expand your base (or area of effect/footprint on the planet). Once your bases AOE hits a certain threshold the local life starts to become more aggressive. This could range from the spawn rate/location of spawn increasing over time and closer to your base to new types of lifeforms spawning over time that do different things. Perhaps a deadly fungus/mold that spreads across the surface, making areas impassible or something. (many non-combat ideas exist) The 'AOE' meter or 'footprint on the planet' would continue to expand as your base did, and the threat would continue to increase accordingly and in turn your response to the threat needs to increase. Input: Looking for a good constructive conversation on this idea. And will edit/credit accordingly.
  14. This game is awesome, thank you so much for putting together such a well thought out and feature rich game! Really excited to see all the features you guys have planned post alpha. Feature Request: We'd love to hear not only your idea, but why you feel its an improvement or the right step for us to take. Basically try and let us in to your thought process behind the idea. As a user I would love to have local co-op, because then I could play with my wife without the need for multiple Xboxes. Also, we don't mind purchasing multiple licenses, so long as we can play on the same console locally.
  15. humrajgill11

    LAN Play (Feature Request)

    Any chance that Astroneer will get a LAN feature to play with friends over the same network in future releases?
  16. 1-First:Improve the graphics settings.Because i'm seeing some lagg and i want this game to run perfectly.So please add more options to the graphics section. 2-Second:Make the planet spawn lakes.So you could create ice or a freeze gun idk.It would be cool to have somthing different from dirt in the game.And it would make it more cooler is if you could fish in the lake,and it gives you a random resource.And even cooler, a poisonous lake that gives you,well...poison effect. 3-Third:Add a new machine that crafts tools like a driller or other tools.And make it so a driller will be good at mining resources, a shovel to dig. and you can put them on your bag.And delete the tool that you have in the bag .It's boring to know that you can have anything from the start of the game.And make a machine that upgrades your driller or other tool so you can mine rarer resources or do better with the selected tool 4-Fourth:Add a health bar so you know how much hp you have.And put it in a corner so you can see it everytime.And move the Oxygen bar and Energy bar from your backpack to the same spot that you put the health bar so you see it as well. !!The game is super awsome and i can't see other features that are that important to the game so please read this!!
  17. Jaily

    WANTED FEATURES!

    First:Improve the graphic setting Second:Make the planet spawn lakes or something so you can use the water to craft some things or use it to drink or fishing.But that's not all, you could add another one that's green and it has some kind of a diseas or something poisonous. Third:Add a new machine that crafts tools like a driller or something.And make it like in minecraft like a driller will be good a mining resources, a shovel or shomething to dig. and you can put them on your bag.And delete the tool that you have.Is too op and makes the game boring because it can do anything from the start.And it's boring to know that you can have Anything form the start of the game.And make some driller upgrades so you could mine rare resources Fourth:Add a health bar so you know how much health you have.And put it in a corner so you see it everytime.And move the Oxygen bar and Energy bar in same spot that you put the health bar so you see it. !!The game is super awsome and i can't see other features that are that important to the game so please read this!!
  18. TL:DR -- Research that you already know should say so... Change name from "Unknown Research" to "loot pod" or "Known Research" or whatever works best {insert name here} So basically, All of the research pods, (or whatever they are called) say unknown research. But we all know that's a lie... Just like the cake I was promised. I would like to be able to identify whether something is going to be loot or really something I will learn. Cuz let's face it after a while we all start to choke on Lithium and Titanium. When what we really want is to learn to make a spaceship or truck or whatever it is that is left to learn. Anyone else want to have (Known Research/Loot) vs. (Unknown Research)?
  19. Infentory

    Stackable resources

    I think common resources should be stackable when mounted on vehicles. Compound is as useful as it is plentiful, and you never know when you might need some tethers or beacons. Even if you could only stack two it'd still be a massive convenience without being too overpowered either.
  20. Hi there, i have some ideas for the game: Printer Change: CHANGE for existing printer usage of 4-6 input rescources make it possible to use the input slots like this: 2 slot items + other 2 slots with the storage addon flat on the table to use 2slot items + 8x 1slot rescources add possibility to use the 2 slots infront as additional input slots or make printer use up to 4 items and show 2slot items in the front 2 slots for building the following items building and placeing of 3slot items Conduit Change: Change to accept Tier 2 Dense Resin/Compund Needed for recipes Dense Resin: ADDON for rescources allows to build Tier 2 Resin Bigger in appearence (bigger molecules on the strucure and/or 6 high instead of 4 ball molecules) Recipe|Printer: 4x Resin OUTPUTSLOTS: 1 Dense Resin: ADDON for rescources allows to build Tier 2 Compund Bigger in appearence (bigger molecules on the strucure and/or 6 high instead of 4 ball molecules) Recipe|Printer: 4x Compund OUTPUTSLOTS: 1 Crane Printerhead: ADDON for the Crande heads giveing it the ability to place conduits,tables,Vehicle bay Abillity to lay a base with planning ahead (if failed construct read demolition charges) Draws rescources from attached storage (Storage from vehicle + the storage from printer) Gui from inside the crane like printer Left|Right|Print if rescources are there 4-6 rescources needed resin+table cost eg. 2resin+2copper=printer Recipe|Printer: 1x Drillhead 1x Resin (needed for Caseing) 1x Titanium (needed for Stonger Extruder) 1x Lithium (needed for Electronics) OUTPUTSLOTS: 2 ADVANCEMENTS: Can Place adv. conduits (3slot) with regards to the distance a giantsolar panel needs for the beams on the sides this would be easier than creeping extremly long or uneffective if used only for storage with large distance between storage cubes Conduit T-Socket 2slot (4+1): ADDON for 2 slot conduits allowing the extension of 1 conduit to hold 4 printer big batterys on the sides and the use of a solarpanel from the printer ontop/another battery/or 2slot item Storage for energy aswell as powergeneration on a small scale Recipe|Printer: 1x Dense Resin 1x Compund 1x Lithium or Graphite ?!? OUTPUTSLOTS: 1 Adv. Conduit (3Slot conduit): ADDON for the regular 2slot conduits + Snapon for giant solarpanel when winched in the vicinity (can be removed with click ) Builds a 3slot conduit that is double the radius of the conduit with 3 slots on top for the use of Giant solar panels/Storage cubes Recipe|Basic Building: 1x Dense Resin 1x Dense Compund ADDITIONAL NOTE: Has movable expansion port without expanding faceing the player only snaps in if cable (see below) is connected and shows new expansion roverport like connects to vehicles, cables, and other adv conduits Giant Solarpanel Change: CHANGE Giant Solarpanel to have 3 Slotpegs added for use of Adv. Conduit Since you can only tie in a solarpanal with a rover as Adaptor Storage Cubes 5 sided 6slot for Adv. Conduit(3Slot): ADDON Storage Tech for Adv. Conduits basicly a 5sided cube with 3slots to fit in Adv. Conduiton the bottom 4 sides with 8x 1slots ports each (sides slot capacity: 32) 1 topside with 2 2slot ports (able to accept 2x storage tables that give 16 slots in total on toplayer) Total storage slots per unit: 48 Single slots | 32 single slots + 2x 2slot Recipe|Printer: 4x Compund OUTPUTSLOTS: 3 Conduit Expansion Change: CHANGE to the conduit expansion currently used: conduits accept 2slot Storage with resin and expands further in the direction with regards of how many resin is available an conduit marked for expanssion in the desired direction can be uotfitted with a 8x resin storage and gains 8 times the distance while expanding after a max 8 times distance build next conduit Adv. conduit Expansion & Connection: ADDON Tier 2 TECH Once build can not be extended in tier 1 or 2 conduits like the tables the line ends there can only be connected into a system if a tier 1 conduit is build in range or with the printhead Adv. conduit o² and PowerCable "SupportCable": ADDON used to connect tier 2 conduits or tie into a vehicle Behaves like the winch with powercable skin, once placed into a conduit it extends untill you can plug it to another conduit or car disconnected cables force the other end to pop off also and lay on the ground infront of the side where the player disconnected Recipe|Printer: 3x Dense Resin 1x Dense Compund 1x Titanium OUTPUTSLOTS: 1 ADDITIONAL NOTE: Must extend up to twice the longest beam length of the giant solarpanal to be able to connect 2 intersecting beams Tether Layer (Backpack 1Slot item | Vehicle Tool 2Slot item| draws tethers from all slots includeing Storage ): ADDON TECH for backpack and vehicle use build in printer (2slot vehicle usage) or backpack printer (1slot usage) once equippet on backpack or vehicle if the "T" tetherbutton is pressed starts laying tethers untill max distance is reached and puts another tether down so it stays connected draws tethers from backpack/vehicle inventory(also from any storage attatched) "T" tetherbutton starts and stops tetherlaying or the layer runs out of tethers and stops reequipping with new tethers need start with "T" tetherbutton again Recipe|Backpack Printer: 1x Tether Consumes 50% of available Backpack Power with regards to batterys attatched to the backpack (50% of total power in backpack) OUTPUTSLOTS: 1 ADDITIONAL NOTE: Can be used on backpack (walking) and Rover backport on last vehicletrain consumes power while laying a tether not constant while on Recipe|Printer: 4x Tether Layer OUTPUTSLOTS: 2 ADDITIONAL NOTE: Can only be attached to Truck consumes power while laying a tether not constant while on Demolition Charges (2 Types| Demolition/flattening of Terrain in aoe & Destruction of conduits and tables ): ADDON TECH like dynamite 1slot item can be set and activated usage in 2 variants: Flattening of a large area after ignition in a big radius to speed up basebuilding destroys rocks, research items, rescources without droping or giveing it to the player bottom halfsphere creates land,top halfsphere creates space in regards to the used radius without destroying playerbuild items or vehicles ADVANCEMENTS: Fast and level possibilitys to create bases inside mountains or caves once you place a habitat ADDITIONAL NOTE: ships and tradestation need sky directly above them to work a wall of rock blocks them to work even if powered Variant 2: ADDON TECH like dynamite 1slot item can be set and activated 1slot item to be used to destroy the directly connected item its used on if you have misplaced conduits tables or vehicle bays ADDITIONAL NOTE: could be used to GRIEF... maybe possible to use on stuff only you build? thats it for tonight i hope i gave the dev team some things to think about or use them to create similar things. the recipes could even use graphite steel or other unused rescources in the future all work done here is just a suggestion.
  21. The idea is that when you pick a landing spot from orbit, your shuttle flies down and hovers over the area, where you can click on the ground to land your shuttle there. This would allow you to land your shutte with more accuracy, and solve multiple problems, such as: Accidently landing vehicles inside each other, such as when in multiplayer, a player lands back at base on top of a rover being constructed in the vehicle bay. Landing so your shuttle dumps you inside a rock or terrain object, making it impossible to move around. Trying to pick which landing site to use at an away base: the original site or a vehicle bay you made, and not being able to tell which one is which. When rescuing your friend by delivering fuel, landing your shuttle inside their shuttle. Another thing that would be nice would be be able to recycle vehicles, perhaps at the vehicle bay. Since the trade platform works on a 2:1 ratio (ie two compound will give a yield of one compound) recycling could return half the resources that were put into it, so, for example, a rover with one seat and a battery would return 3 compound and 1 lithium.
  22. Racerexe

    Larger Storage?

    Is there any chance of increasing the bag space for what we can hold? Its a bit difficult to go exploring in a cave system and find some cool stuff, then have to turn around every 5 minutes to load up t he truck or return to base to unload your bag because it is full. Also, any chance of some larger storage units for the bases?
  23. Suggestions from an embarrassingly experienced hobbyist game tester. One of the best pre-alpha games I've had the pleasure of playing, and I've played a lot of them. Somehow potential still lurks behind every rock and plant, in every cave and on every planet! Let me throw some ideas to see if any of them bounce Sorry about the lack of explanatory pictures, I'm terrible at drawing.. and I want these ideas to help the game evolve into something great, not something specific. Sorry about the long read. Variety in Death Animations This doesn't happen when you die instantly. When I managed to get hit by my first square-boulder-storm and still had to watch the "dying slowly" animation... Very disappointed. But great Early Access Launch Trailer. A way to delete saves I assume that its either coming soon or that I just can't find it because its not very intuitive, but I know I haven't found a way to delete saves any menus yet. New building system, plz? Give each standing structure an inner and outer radius for constructing other structures between, and let the player put out the node structures that can be upgraded with a ground target system like the terrain-tool has. If the inner circle is larger then the largest structure the node can be upgraded to this will help fix the problem with overlapping structures. The ability to remove structures would also be nice you know.. NPC content Lets talk about the natives. The planets have plant-life, but they could surely use some critters to feed off the plants, and perhaps even some local sentient lifeforms? Evolution?(90% of the time I make this suggestion for every game I see it could fit into) Evolving lifeforms would be especially awesome and would result in . I'm thinking about simple creatures with a neural network with a low maximum of neurons that start out with a basic ability to find plants, consume plants(yeah those would also need to be replenished somehow), and reproduce. When reproducing these young creatures would have a small chance to be mutated versions of their parents or parent, with a possibility to have some new neuron, or a change to the current ones. Changes to input and output neurons would also result in small visual changes to creature. (No I'm not a developer and have no idea if this is at all possible to introduce into the game, but there must be some reason to why Systemera can still be the first to introduce evolution as a feature in a game like this.) The Local Factions The astroneers may or may not come in peace, but do the locals want them there anyway, and do they even agree about it? What I am thinking about is something akin to introducing a RTS element driven by AI (Again a situation where concepts of evolution could be taken into the picture, muhaha), where the Astroneers and their bases are dropped into an environment where groups of NPCs work together AND against each other for dominance of their own planet. Each group controlled by different AIs with different "personalities". When the Astroneers encounter a member of a "Faction" NPC could observe the Astroneer's actions, and those actions could determine whether the Faction likes the Astroneer or not. Example: If the NPC is observing the Astroneer collect a resource that its Faction values, the NPC could perceive it as stealing and become hostile. If the Astroneer drops a resource at the NPC's feet for it to pick up it either takes it as a gift(If the Faction values the resource), or as an insult(If the Faction considers the resource useless), or an attack(If the Faction considers the resource poisonous or dangerous). The emotes could also be used for NPC-diplomacy. If a Faction learns the location of the Astroneer's base, and is or becomes hostile they could build an army and attack it like they would any hostile Faction. If The faction on the other hand becomes "Allies" with the astroneer they could send trading parties or give the astroneer and his/her base protection against hostile Factions for a price. One must have the ability to build defenses and weapons to protect against attacks from hostile Factions. Needs More Needs So Astroneers live purely on oxygen right now.. Hunger, thirst and food system would be a nice addition to it as a survival game(urgh, maybe even a sleep need). Hunger and thirst animations instead of hunger and thirst bars. When the Astroneer gets extremely thirsty or hungry moves more slowly to the point where the Astroneer starts collapsing and eventually only gets to crawl for a while before dying of hunger or thirst. Don't know if a sleep need would even fit into the game at all, but one can hope. Structures and Tools • Small(1-slot) and(2-slot) Large sentry-gun upgrade that has some energy capacity that is spent when firing, the sentry-gun has slots where ammunition or energy-related upgrades can be placed. • Small and Large Shield Generators that consume energy and negates damage dealt to whatever it is placed on. • Small and Large Repair Modules that consumes energy to restore hit-points of structures it is placed on. • Tool Printer Structure - Can be used to craft hand-held weapons or tools • Printable gifts for NPCs that must be researched first(yeah I have no idea what that might be, but hey they're aliens so could be anything). • Astroneer-Powered Generators • Food Printer Structure that can use different types of resources to make different types of tube-foods(Yeah that would probably mean splitting the "Organic" resource into different types or resources wouldn't it?) • Living-area Structure that must be researched, just a place for the Astroneers to take their helmets off, decorate and rest their feet. • Terraformer Structure that must be built from several parts that must all be researched and constructed individually. The ultimate tool for slowly exterminating all those hostile Factions and critters (Unless they evolve to breathe whatever can be found inside an astroneer's helmet.. hmmm). • Murder-remote(aka gun), a tool for killing NPCs, critters or hostile astroneers(Wait what? A PVP-mode? Why didn't I think of that?) at a distance. • 4-slot Manned-Machine Gun upgrade.. Like the sentry-gun, but larger and more damage.. Also not functional without manual action from operating Astroneer. • Farm-Structure, for growing different kinds of food in.. duh. • Handheld "Potato-Gun" Tool, perfect for planting pretty much anything(small enough to fit) into terrain efficiently from a distance. Deals minimal damage. • Teleportation structure that can be linked up to other teleportation structures for near-instant travel(Or maybe it just makes a copy of you at a remote location before destroying the original you?). • 1-slot Rocket Upgrades that must be researched. Consumes fuel and can be used to increase speed of vehicles, or to give the Astroneer the joy of temporary flight when mounted on both sides of backpack. PVP-Mode? There is already co-op.. why not allow several players to join a server, form alliances, make friends and shoot at each-other with potato-guns? Player joins a friend's game(or a game one of the player's friends is in), gets to chose an faction or create a new one(up to 4?). Each faction starts at different locations(Not too far from each-other) and can form alliances, make enemies and trade, much like the Factions mentioned earlier. Physics Water.. There are already Squared-Boulder-Storms roaming the planets, lets make it rain! I don't know how much of a strain it would be on the performance of a game, but I've seen it before.. Dynamic water! Anyone?.. No?... Water that flows down-hill, slowly dries up and is created when it rains, who doesn't want that? Un-Movable Rocks One of the big elephants in the room in my opinion. Is it a bug? Why Can't I remove the rocks from my perfectly flat base? (Is Physics even the correct category for this?) So being able to pick up rocks like one picks up a resource(lump?), or the research-ball-thingeys would be nice. Maybe even make a tool for turning the rocks into some kind of resource? Sliding When walking down a steep hill you sometimes start sliding. Awesome, i made myself a roller-coaster.. But it the astroneer keeps sliding forever after reaching flat terrain. If the astroneer has too much speed, why not make him/her tumble and fall on his/her face when hitting a large enough bump or reaching the bottom of the hill (terrible idea if it feels too clumsy, but its an idea.)? Also, a way to slow down a bit would be nice(rocket upgrades anyone?). Mom, i made wall of text.. Thanks for reading! -L
  24. Installs into one of the two backpack slots. Shows the icons for vehicles, home, and beacons either: a. At their specific locations, even if that location through the planet (IE: opposite sides of the planet) b. At the horizon in the direction that is closest to the player based on a measure of the circumference. This could even require a module be install at the base such as a Radar Dish to work.
  25. Installs into both of the backpack slots. Consumes Hydrazine from backpack. Supports 6 directions of movement or just move in the direction of cursor and keep feet aligned with planet gravity. Each fuel canister lasts for...oh like 20 seconds. Supports hovering.