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  1. epicdude312

    New cave layer ideas

    Right now the cathedral-arch caves on all planets except Sylva and Atrox are kind of...empty. I get why this is the case for both moons and Calidor but I'd love to see the deeper caves on Glacio and Vesania get a bit more interesting. Here's some ideas: - Vesania could have an underground jungle with the planet's signature pink foliage. Maybe even reuse the old Exotic mushroom tree model? - Glacio could have an area with geothermal vents (or geysers I guess) where the geothermal activity has melted the area, exposing rock similar to the Acid Lake biome from the old Tundra.
  2. KOR_APUcard

    Add water to Sylva

    Sylva is like a Earth. But actually it's not Earth. However Sylva is Earth type planet. So I have an idea. Can you add water in Sylva?
  3. How about a printable elevator that can be placed like a landing pad. Visually something similar to mining elevators, with a cage the player can enter. To operate, the player must first dig a hole straight down to desired depth. Secondly, place the elevator module over the hole and supply it with power. Maybe the elevator could have a Tier-2 slot for storage or an oxygenator.
  4. Description A late-game terrain tool mod that acts as a shredder for larger debris only. Small items would still be fed into a shredder. Justification I hate seeing the planet littered with all of this detritus! I want to be a tidy-up Astroneer and grind away the big stuff. Scrap would be nice but I'm less interested in that; I just want to tidy up!
  5. I am a relatively new player. I just joined Astroneer when it was already past 1.0 a few couple of weeks back. However, I love the game and put many hours into it already. At this point, I unlocked all blueprints and I don't see how Bytes are useful anymore, or research in general, so I simply skip the research building in my base building process entirely. I'd find it wonderful if you could collect all the research samples in a 'research index', a section per planet, which you could call up, or see in the menu, and complete them all. That would give completionists the opportunity to hunt down every sample on each planet, even way beyond the use of Bytes. Furthermore, to make Bytes useful beyond unlocking blueprints, why not include a very expensive upgrade to the trade station, or a new 'digital trade station', that'll accept Bytes in return for resources. Some price balancing necessary, of course, to value each resource accordingly. Or, to keep Bytes at research, maybe after continued research of n times of same sample types, it would unlock the ability to extract resources from organic, mineral and technology samples. We could then use Bytes to buy/improve extraction tools, making it more effective over time, hence resulting in more quantity of the extracted resource. Just an idea that came to my mind while playing.
  6. Hey folks, This is my first post and my first time suggesting an idea on this forum! Happy to be here, and I'd love to hear you folks' feedback on what I have to say. To get to the point: I've been thinking for a long time about a hydrocarbon-based crafting system that I've felt has been sorely needed. My proposal is intuitive, uses existing features currently implemented in the game, and the little it changes would be relatively easy to implement. Hydrocarbons would exist either in the depths of planets in oil-saturated rock, or on the surface of some planets as tar sands. Calidor, for example, could hold tar pits dense in hydrocarbons, whereas Glacio would have them in patches deep underground. They would also be craftable in the Chemistry Lab at the cost of a canister of Hydrogen and a block of Carbon, though the slow speed of generating artificial Hydrocarbons would make harvesting from deposits a more expedient process. Having them be craftable would also make them more accessible in the early game. These Hydrocarbons could then be "cracked" in the Chemistry Lab with some other element as a catalyst to produce Plastic, Rubber, and other oil-based products, like fuels and lubricants. Hydrocarbons and their products could also be used to create artificial Methane, potentially fuel Tier 3 generators, and act as a late-game, high-efficiency rocket propellant. I believe that the addition of Hydrocarbons in the manner I've suggested would increase impetus on exploration, as well as add new and realistic reasons to establish permanent footholds on other planets. I don't really know how to finish this, and it's 3 in the morning, so I hope you enjoyed reading.
  7. Right now the compass widget is extremely difficult to see on a bright white terrain, like on Glacio. What I suggests is to add a black outline to the compass shape, that will makes it visible in all conditions. I understand this can be not an easy, two-click task, 'cause it looks like the texture of the compass is used in a mask mode and therefore can't have two different colors at once. But nothing impossible. And it'll be extremely useful to all.
  8. KOR_APUcard

    Large Wind Turbine

    Can you add Large Wind Turbine? Like this: A helical Darrieus wind turbine Or just like this:
  9. --------BEGIN TRANSMISSION // Fellow Astroneers, I have been exploring this vast ocean of stars with friends for just over a year now, and like many of you, I have grown to love this game and it's beautiful depiction of it's solar system. Being heavily inspired by the feeling of pioneering, the intensity of a storm, the adrenaline of exploring strange worlds where no one has been before, I sought out to compose an album of 10 musical tracks that represent what Astroneer means to me. I realised as I composed, exploring the Universe was never a happy feeling, rather it was loneliness mixed with a sense of grandiosity. There was something comforting about seeing an impressive world with its' mountains and flora, even though I was the only creature to exist is such a vast system of planets, but the sense of being alone never halted. I tried to capture this emotion in my album titled, 'An Ocean of Stars'. My album consists of 10 tracks as listed below in the tracklist as well as a Prologue that features a sentiment to set the mood. I figured it was necessary to utilise electronic sounds that had a melancholy tone, as well as an orchestra which symbolised the imperfect and organic nature of humanity amongst the synthetic. I knew that the start of the album had to be hopeful, that the astronaut leaving Earth had to carry the aspirations of the entire Human species, and that as the album went on, the astronauts hope had to fade into a realisation that he would sacrifice himself for scientific advancement, leaving behind a legacy that would shape the future of our species. Incorporating all these elements into this album was a challenge to me, but it was something I thoroughly enjoyed and I am proud of. With the finished album available now on Spotify (and iTunes/SoundCloud), I feel there is more use to it, and after testing it out as a backing track for the game, I realise that it actually suits the game very well as an ambient soundtrack. I would like to offer my album to Astroneer for free, if you (the community and devs) enjoy it. If you have any feedback, I also welcome that. Why for free? Because, like that astronaut, I am willing to provide my music generously in the hope that it improves players experiences in the game even further with some new and different music. If you would like me to compose more music other than what I have already released just for Astroneer, I would also be honoured to do that! Feel free to contact me at my email if you would like tailor-made music for the game. MAIN TRACK: FULL ALBUM: Tracklist: 1. Prologue - Voice Explanation 2. NASA - Epic 3. Launch (The Blue Danube) - Trailer style Epic Remix 4. The Overview Effect - Calm Ambient 5. An Ocean of Stars - MAIN TRACK AMBIENT 6. Planetary Landing - Calm Ambient 7. Searching for Answers - Upbeat Ambient 8. Solar Storm - Epic/Intense 9. No Way Back - Main Ambient 10. Event Horizon - Epic 11. A Flicker of Hope - Calm Ambient Let me know what you think of the album, it works great even playing it in the background with Spotify. I hope you enjoy the experience as much as I do. Thanks for all the work on the game, Astronaut Sidapede. // END TRANSMISSION--------
  10. Overview: Each habitation has a security camera mode that allows you to "see" from the other habitations. Why? Because I forget what I have at each base and before setting off it would be useful to see what resources and building modules are there. This problem is exacerbated by playing different maps with friends, solo and my family. Limitations for balance You need to have a habitation at a base to view from it. The camera is fixed position but you can pan/tilt. You can't make changes at the other base, it's just read only! Thanks for reading!
  11. I absolutely love Astroneer, overall amazing game, though it would be nice to have a few things added to the game. One thing I would like to see added to the game is a docking station in space, kind of like the real life I.S.S. where you can dock and refuel your space ship as well as being able to be used for other things like a research station that can possibly be used to gather bytes and/or rarer and or composite resources from asteroids but at a slower rate i.e. diamonds, lithium, graphene, hydrazine, titanium. this should be able to be unlocked after gaining 10,000 bytes or so that way it isn't too easy to gain access to. I would also like to see a system where you can send out automated rovers and such that will mine a specified material for you and bring it to a certain location where it can be dropped off, that way you can gain access to materials that are found on different planets. I absolutely love the planet Sylva, but it is practically impossible to find wolframite and hematite on the planet, this will keep me happy as I wouldn't have to go to Desolo or another planet which I do not enjoy as much as Sylva. The automated rovers can drop off the materials to an automated shuttle that will bring it the space docking station. The space station will store up to about 20 minimum of each material with the more common ones having more space to be stored. You could then "order" some materials to be taken from your space stash and then dropped to the planet you are wanting it to be delivered to. This should be separately unlocked with bytes, so the automated rovers are one thing to research the automated space ship is another, the docking station in space should be another. The landing pad should have another variant for this reason only as well or you could have the same type of system used for the starting setup drop where you press a button after selecting what and how much of a certain material you want and then it'll drop as like a supply drop. The rovers and shuttle should only collect around 3 or 4 materials an hour and should have a specified life until another has to be made again in which you will get a warning on a new screen on your shelter of which ones are active and what ones are not as well as what they are collecting. The atmospheric condenser should also be able to be used on different planets and should have optional automation (i.g. an automated arm that will start the machine as well as transporting the resource canisters) as well that allows the gases to be transported up to the station after a certain amount is present on the shuttle. I feel that the player will be more likely to travel to other planets and (if the idea is accepted and put into action) set up a supply station in space that will enhance their Astroneer experience. The station should be expandable so more sections can be added to increase the amount of resources and space for research available. The parts shouldn't be cheap and easy to get though, the space station should be something like 1 silicone, 1 steel, 1 titanium, 1 lithium, and 2 nanocarbon alloy per capsule. Along with that the automated rover should be like 1 steel, 1 rubber, and 1 titanium for just the base and then it would need a drill and storage along with a tank for soil. The automated shuttle that brings the materials to the station should be something like 1 lithium, 1 diamond, and 3 tungsten carbide. the automated arm for the atmospheric condenser should be something like 1 quartz, 1 graphite, and 2 plastic, this one should be a little less difficult rather than the rest to get as this will be more for something like automation but it will only serve 1 purpose and that is to transfer the gasses to either an automated shuttle or automated rover that will then transfer the gasses to the automated shuttle. I believe that these would be of great use to all of those astroneers out there to help aid in their pursuit of a great time instead of having to travel to a planet that is out of their way just to collect a few resources and then return to their home base. Also, the materials will be their ore forms when they are dropped into the planet that the astroneer requested, I am not sure of all of the ore names so if you have any questions I would be glad to answer as soon as I can. I have been thinking of this for a while, I am sorry if this is long or not that great of an idea, I would just love to see this in astroneer, as I am sure many people would. Thank you and keep exploring.👨‍🚀
  12. Morse

    Cave crawler

    While I see that there are some hovercrafts on the suggestions list, I think it doesn't fit to the game. Wheeled vehicles are perfectly capable of traversing over the planet's surface, and hovercrafts would be just "same, but better". Traversing the caves is another story, wheeled vehicles would fail this task on most of the planets, but hovercrafts will do so too. Also, hovercraft doesn't feel like something that should travel underground. We need some vehicle specifically designed for caves. I suggest some spider-looking crawler with long legs that attach themselves to the walls. It will be able to traverse caves, require some skill to pilot, and most importantly, provide a stable platform when the energy runs out. It will also complement wheeled vehicles, and not replace them, since wheeled vehicles would be faster and still better for the planet surface.
  13. For ideas, go to attached file. Untitled document.pdf
  14. This is something I've been hearing basically EVERY player complain about; the lack of viable navigation tools. i propose a few different tiers of navigation tools to help with this,along with some basic tweaks to make these systems make sense. -for once, beacons would not be visible from orbit by default unless the shuttles range is boosted by one of these kind of nav modules. -secondly, beacons should be made line of sight exclusively (to the symbol, not the beacon its self) with a reduced range. -thirdly, fireworks should have a very large render distance so they can be used as flares in multiplayer games. -additionally, landing pads should have their own power input, taking 0.5U/s to display their own beacon (changing the colour of the landing bubble like a beacon) t1- Enhanced compass. made at the small printer with iron and copper. this backpackable module would display your compass at all times when equipped to a backpack and on foot or while equipped to any vehicle and seated. as well as the degrees to which direction you're facing on a small hud in the corner, it would also extend the range of viable beacons visable though line of sight significantly while underground and obstructed beacons would become visible with a reduced range. it does not consume power. t2- Navigation system. made at the medium printer with graphine, steel, and copper. when connected to a rover/shuttle, and a player is seated in the same structure, it would bring up a HUD that shows the direction of any beacons, rovers, shuttles, shelters, past bodies, and other players within a larger range. anything in the game that has a beacon. line of sight distance remains boosted like for advanced compasses. additionally, it would display your elevation, forward facing angle relative to center (tangential, for steering a drill equipped rover underground), and display the advanced compass in the corner of your screen, similar to a flight display. it consumes 1U/s t3- Radar station. made at the large printer with graphine, copper, silicone, and nano-carbon alloy. This larger nav system would display beacons of any vehicle, player, launchpad, settlement, and large wreaks, above ground within a very large range, or directly in line of sight, to any player or vehicle in that range or in line of sight (allowing it to transmit locations to orbiting shuttles.) consumes 5U/s of power
  15. Hello! If you're playing Astroneer and have a suggestion for us, we'd love to hear it! The best way to share that is right here in this sub-forum. You can create the thread however you'd like, but I would suggest: Making your title straight to the point. E.g. "Three ideas for improving weather gameplay." 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. Include whatever images, mock-ups, doodles, videos, and anything else that would help us understand your idea. Tag your post with "idea".
  16. With all the non recyclable items laying around(detritus),(the broken platforms and used research triangles etc...), how about making a shredder or something that can recycle those non recyclable items. We could use the scrap from them. Thanks p.s. I like a nice clean planet free from garbage. I don't want to bury them either. Blowing them up yields no scrap.
  17. I know this might seem almost useless to some degree. I would love the option to pull up to a Platform Module and have it Auto Plug in like a docking station. I do understand I can get out of the vehicle and hook up but.. There are several instances along the linear playing that its just a pain moving and disconnecting things. In some cases where I unify my power source from vehicle would be nice to dock up and go about my business. If at nothing else offers just another module to research. As far as how it connects. Seems like several options.. Can be a single print node like an extender that you place off a platform or even something that snaps onto the platform and once your vehicle gets within the range it hooks up to an available link point. I'm only suggesting this cause I seem to recall in the early versions of Astroneer, Power link tethers used to do this.
  18. 1. Can you add an underground drill attachment for large rover. So we can make tunnels underground that will fit the large rover and any items on it. I made a quick mock up of what it could look like. Of course it would have to be see through or holographic like when in the drivers seat, so we can see where we are going. 2. Any resources would just drop on the ground as we drill through them and need to be picked up by player. Or if you feel so inclined to make an auto pickup. This would be based on the players availability to store said resources. Maybe have the drill bit contain all the resources and make a device to unload them back at base. Of course there would be limit on the amount of storage of said resources. You could add a snagging animation when hitting tougher resources like iron. The drill would slow down to go through it. To give it a more real feel. 3. The soil could be collected directly into canister(s) or a special larger canister that could be attached to a large storage piece on the back of a rover. Also have a special connector on the soil condenser to feed it into to disperse the different types i.e. resin, clay etc.
  19. How about: If I'm running along holding the tether key, as soon as I reach the limit of the nearest tether, drop a new tether...
  20. Currently, if you have enough Scrap attached to the Trade Platform, it shows as white resource icon in the panel (F)., insufficient Scrap shows as pink resource icon. However, the Trade Platform is currently only operated manually and has no automatic pull/stow functionality. My idea would be a 'Touch Display'. Provided there is enough Scrap on storage, there could be a grey icon, which, upon touch, turns white and pulls the Scrap automatically. You could then just click on the desired amount possible, between 1..8, depending on resource, and Scrap gets pulled and stowed based on the quantity desired. Furthermore, retrieved resources should be stowed as well, if spots are available, or, as-is, ejected if there is no room available.
  21. Hi guys. I know, that u already have some-maybe-sometimes--somehow to-do some automation, I just want to give u and idea and direct you to good way. Lot of sci-fi tech games havin' problem with repetetive crafting manually difficult stuff, long & boring mining etc. So, many games like that added some kind of automation. I personally like something, that I can program by myself. What about add something like computer,which will have multiple sizes and possibilities to do with. Inside it will be AI, which u can program on your own, or use some pre-programmed searching techniques, which would look for u resources, crafting difficult or time taking stuff, or plug it into your rover and send him home. Of course, It'll have high resource and byte price. Consider some kind of automation. Thanks I'll try to add some models or paintings.
  22. DId you seen National Geographics: Mars series? In this series, unmanned aerial vehicle(UAV) observe the planet. But, what about this game? In this game we have to look at the planet yourself. Yeah, this is dangerous. So we need a drone. Yes drone!
  23. so me and my friend weant to the very hard planet and we have no oxygen and no power astroneer need a feature to re spawn at the main planet and it could make sense from lore standpoint. if im correct people are making infinite astroneers to go on planets so it would kill of the one you play as and make a new one and you become the new one
  24. aidentheguy

    New materials

    I am going to suggest some materials and possible uses, 1. Uranium, It could be used as a mid-late game source of energy. It would run off of uranium rods which would be made with steel or iron and uranium. Uranium would be found on atrox. 2. Water, you would make it out of two gases which is obliviously made from oxygen and hydrogen. It could be used to create acid, which is water and uranium. The acid could help the alien plants grow faster like fertilizer. 3. Also an asteroid belt would be pretty cool. Well that"s all i got and I love your guy's Game.
  25. It would be nice if headlamps on your character could be toggled. It seems a little weird to have it on all the time especially during the day. Same idea for the small buggy.