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About Me

  1. Currently in Astroneer, the character has only one death motion, asphyxiation. (Robot character has 'Head explosion' motion) But sometimes we fall from a high place and die, died from poison gas, thorns, or explosions. Okay, that's brutal. But it's true and more motion is cool, right? (And more reality)
  2. 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".
  3. I had the idea that since over flow power happens from bases and tethers, if you had a qt rtg on your pack, could it transfer power back to the base when your packs battery is charged? Especially at night, I think it would just be a nice feature to not have to take it off and slot it into your base. Same for rovers. Speaking of rovers mainly, a mobile smelter. Would take up a medium slot and smelt 1 item at a time. Especially for mods and buttons, being able to smelt on the go would be really nice. Thanks.
  4. Last night, while I was thinking about astroneer and his old versions of the game (the ones with still tubes instead of cables to internderci), I came up with the idea of conveyor tubes. Operation is simple, hoses must be connected to a power source to function. They can be positioned as extenders, and depending on the length increases the operating cost. The beginning and the end of the tube delineate the entry and exit, and can be lengthening just like extenders, and be unidirectional or bidirectional. They have a T1 slot or a T2 slot in order to put any storage. Operation: When a resource is placed (also via auto-arm), it is slowly transferred to the outlet side (speed like a melting furnace to be clear), and eventually this speed slows down according to the length of the pipe, and in the case of energy deficits. The nuggets of resources will be transported one by one from Point A to Point B Pipes do not replace auto-arms because in order to move resources from a pipe outlet to a platform, you will need an autoarm. Connecting a tube to a platform serves only to supply them with energy and oxygen. The pipes will be a means of transporting resources for the medium distance, (remember that the longer they are, the more time the transfer of resources takes) over long distances future trains will be much more effective ^^. I already imagine pipes of resources starting from the self-extractors up to the base. In this way two fundamental things are obtained: energy and oxygen for self-extractors, and transfer of resources from the latter to the base. This idea could be a great alternative to conveyor belts that may require extensive calculations and efforts on the part of the game to work. Such tubes on the other hand are very suited to astroneers, and feels very unique, and I really think this game made a distinct leap in quality on par with the automation patch. And you gamers and devs, do you like the idea of resource tube design, could gaming and automation benefit from that or am I just dreaming? Thanks System Era
  5. Expand automation, don't leave it halfway. Give the possibility to create all the objects of the backpack from the printers, perhaps with a new basic printer. It is really a pity not to be able to build turbines, solar panels, small batteries, and other objects automatically. The fact that some of the backpack items can be built by a small printer seems like a momentary patch, forgotten and not updated. Also add other types of sensors perhaps as detect the start and finish boot of modules. The cables should also be updated, I have already mentioned this in another post, but we really feel the need for new cables, bidirectional, maybe fixed power regulators etc ... As already mentioned in the past, a self-positioning mode of the tethers / extenders would be very much appreciated. Self-collection of extensor tethers is also something to improve life. Where are the life improvements? Make the game enjoyable and pleasant. Reduce frustrations (ex: hell again! I placed the extender / tether too far, what a drag!) Or the unlock platform button, but have you ever accidentally unlocked it and then found the platform in your hand with all the cables disconnected and the damnation that goes up especially if you had it perfectly aligned? But this is an obvious thing, I knew it would happen even before the patch was released to hook the platforms manually. I don't understand, but i think that 5 minutes of programming are really enough to set the key hold to unlock it! I think that these types of updates require little work compared to the final result and the degree of satisfaction of the players. I may be wrong, however many players find current automation and some features of the game clunky and frustrating. In the past I held firm, advised very much, but I have not seen improvements in the areas mentioned, which is why I have recently become very critical. Sorry for the outburst, but I'm really speaking from the heart, because I really care about this little-big game! Maybe some will say, half automation? better than nothing. But I say that the details that make the difference between a good game and a masterpiece.
  6. I recently made heavy use of extenders, and was particularly disappointed with how they work, and I had to replace most of them with batteries or bi-directional cables. I knew the functionality of the energy priority, which is that it does not send energy until a surplus is created at the source. This feature is fine and has been very useful to me in the past and still today. However I have found that if you create multiple outputs using unidirectional cables (ex: extender) they will send a maximum of energy equal to the ratio between the initial source and the number of outputs. This makes their use very limiting. Let's assume I produce 30 U / s and connect three outputs with extenders to it, each one of them can carry a maximum of 10 U / s. This is sometimes good but other times a real pain in the ass. I am not saying to modify the extender and its functioning, however it creates other types of extenders with different and adjustable functionalities. I'd also like to see an adjustable separator at X and not at%, or a bilateral extenders, I did a similar thing with batteries, really awkward to place, etc ..... You give players the ability to experiment with new configurations by adding new power manipulation items. Furthermore, using the C or V keys to position the extenders is not enough, they are still very uncomfortable to place and remove, find a way to improve the life for us players.The game has to be enjoyable and not frustrating, which doesn't mean easy. And you gamers, did you know this feature of extenders, and unidirectional cables? And what do you think about it? Ps: will there be a printers UI update on for the selection of buildings / items soon?
  7. Adding other types of mods for the terrain tool, I think most players would like it. In the last 100 hours of gameplay I have enjoyed the alignment mod a lot, for its ability to create a flat (curved) and pillars perpendicular to the ground. In particular, I also like this last function because it keeps the direction of the tool locked, giving the possibility to create perfectly vertical columns. It would be nice to have other similar tools to create horizontal or top-down pillars, even a slow mod would be appreciated for working surfaces with greater precision. I am not an artist, however this tools will be valuable both for creative players, but also for those who would like to build something interesting, such as long columns for the transport of electricity through extenders. Let us remember that these orizontal columns can be very useful in the future for Trains and rails. And you gamers, would you like to have more terrain tool mods to play with them? Thanks System Era
  8. I think it ll be nice if some kinds of minerals are surrounded aggressive flowers. It would force players to develop a strategy for some resources. I am talking about the enemies ON or IN minerals. Also it ll be nice if you add new types of enemies, for example a bomb-flower, that ll blow a player and minerals up, a fake-mineral, that ll poison a player, but it ll be like a usuall mineral...
  9. I'm nostalgic for old astroneer dust storms, I think that weather of increasing severity and difficulty should be added to planets in a way that makes sense. for example, OG duststorms on arid, infrequent and small meteors on desolo, fog on the tropical planets, and something like an acid rain that destroyed exposed resources and hurt the player on radiated. I like having to adapt to the different planets I visit, i believe that ramped up and diverse weather hazards would demand more preparation and adaptation to different planets. This may also provide greater incentive to break the status quo of base building, like having to build a base underground due to poor and hazardous conditions on the surface.
  10. Does this process look's familiar ? But Imagine something inspired but this: So... If you will be close enough you would be able to "connect" yours terrain tool with trailer through suction pipe. To transport all resources that you are going to mine right into those trailers. If those trailer are armed with storages those will be filled too (you will fill all empty space). If it would work in both direction so we could also use it to unload trailer!!! But it will be quite slow, so there still be a reason to use auto arms. I think that this could look and behave similarly to Cables, but more like a pipe attached /connected with trailer, through which the resources will be transported. Maybe using this should required energy either from vehicle or backpack. (this function will be very powerful and useful) Maybe this pipe could be made with glass (be transparent) so we could see the animation. *With the last photo... just use your imagination, pls *To activate hold F while aiming on trailer or something like this
  11. Currently extenders are the only fast way to move energy from point A to point B. However i sense that something is missing to keep electrical cables suspended in the air in an orderly fashion, it can be done with extenders but aesthetically it's ugly. As the title suggests, it would be nice to have Poles and pylons to transport energy from short to long distance, so many players will be able to test new base configurations and more. And you players, what do you think of the extenders and any poles and pylons? Thanks System Era!
  12. I mean, RTG is still great nuclear power but, I want a new technology of nuclear power generation. The Nuclear Fission Reactor and Nuclear Fusion Reactor. My idea is this: Fission Reactor is using Nuclear Fuel Rod and Coolant. And release a Nuclear Waste. Fusion Reactor is using Deuterium or Tritium. Or both for more efficiency. And release a Helium. Fission Reactor is generating powers to 100 U/s. Fusion Reactor is generating power to 250-500 U/s. (Why not a thousand? Because that's too much and useless.) Nuclear Fuel Rod can be crafted to use Enriched Uranium and Empty Containment Canister. Deuterium and Tritium is can be crafted to use Hydrogen or Water in Chemistry Lab. Coolant is can be crafted to use Water in Freezer. Nitrogen can be crafted to Liquid Nitrogen in Freezer. Of course it can be used to coolant for Fission Reactor for more cooling efficiency. But it is have some risks because the Liquid Nitrogen is extremely cold! Concrete is can be crafted to use Soil, Water and Compound in Chemistry Lab. Water is can be used to craft Hydrogen and Oxygen when using Electrolyzer for more efficiency. If your base is doesn't attached any Oxygenator, this module can provide a Oxygen to your base when the Electrolyzer is activated and produce a Oxygen. And Water is can be gathered in Sylva with using Liquid Extractor. Ice can be gathered in Glacio with using Drill or Drill Mod attached Terrain Tool to digging. Ice can be used to craft Water in Smelter. Water and other liquid can be transported with using Small Canister, Medium Canister and Fluid Pipe. When transport a fluid with using Fluid Pipe, you must attach the Fluid Pump. (Imagine about Satisfactory's fluid transport and production mechanism.) Fluid Pipe is can be connected to Fission Reactor, Fluid Pump, Liquid Extractor, Freezer, Electrolyzer and Medium Canister. Fluid Pump is similar functions Extender. It can extend pipe's length. Nuclear Waste is contained Depleted Uranium. It is totally useless... But maybe can be used to other things? Depleted Uranium can extracted from Nuclear Waste. It is still extremely radioactive but strength. Maybe can be used to... shield or alloy something? Nuclear Waste is can not be shred in any shredder. (Think about it, you don't wanna use the radioactive scrap, don't you?) Uranium, Lead, Plutonium and Radium* can be extracted from Uraninite in Chemistry Lab. Uraninite can be gathered from the Atrox. (Because Atrox does not have any primary and secondary resources, that's weird. It's impossible.) Radium is can be used to craft Radon in Artificial Radioactive Decay Unit. Or it just decayed to Radon in natural. Radon is can be used to craft Lead in Artificial Radioactive Decay Unit. Or it just decayed to Lead in natural. (Let's farming to Lead for the future...) Radium is can be used to craft Hydrogen and Radium Hydroxide with using Water in Chemistry Lab. Uhhh... So how to we processing about Radium Hydroxide? *: Cancelled, not a important. (Unofficial dummy data) Radium and Radon is too complicated so just ignore this two resource. Nuclear Fuel Rod is two different of variations: U-235 and Pu-239. (RTG is using Pu-238.) If Nuclear Fuel Rod shred or exploded, it causes nuclear explosion. (Yeah, let's some fun!) Fission Reactor is release a high radiation. Fusion Reactor is does not release any radiation. Fission Reactor is can be meltdown when your reactor's cooling system is failure. The Fission Reactor's cooling system can be monitoring in reactor's inspector or just using Remote Maintenance Panel for monitoring all connected reactor in far away. When meltdown is getting started, you are too late. It will increasing radiation release rate, then after few seconds it can be nuclear exploded. After exploded, that area becomes extremely radiated for long time. Of course all structures(exclude Gateway Chamber, Gateway Engine and Gateway Portal) near the reactor is destroyed. And you too! Remote Maintenance Panel is can remote maintenance, control and monitoring all modules include reactors. (For example, it can be used to monitoring battery modules capacity.) (The panel is attached the antenna so how it can remote control the other module.) You can monitoring reactor's status with this. You can protect yourself from the hazardous radiation with using Hazmat Protection Equipment and Hazmat Protection Shield. (Why not hazmat suit? Because I really have no idea how to equip actual 'suit' items in-game.) (If you can make actually equip-able 'suit' items, just rename this Hazmat Protection Equipment to Hazmat Suit.) These can be attached in your Backpack. Hazmat Protection Shield is just same functional with Hazmat Protection Equipment, but it is generate a sphere shape shield like a force-field shield in other Sci-Fi games. And can be toggled on/off. Fission Reactor's research cost is 25,000 Byte. Fusion Reactor's research cost is 50,000 Byte. Nuclear Fuel Rod's research cost is 10,000 Byte. Empty Containment Canister's research cost is 2,500 Byte. Electrolyzer's research cost is 8,000 Byte. Freezer's research cost is 5,000 Byte. Liquid Extractor's research cost is 5,000 Byte. Fluid Pipe's research cost is 1,500 Byte. Fluid Pump's research cost is 2,000 Byte. Remote Maintenance Panel's research cost is 5,000 Byte. Hazmat Protection Equipment's research cost is 7,500 Byte. Hazmat Protection Shield's research cost is 12,500 Byte. Fission Reactor's crafting cost is Nanocarbon Alloy, Lead, Concrete and Nuclear Fuel Rod in Large Printer. Fusion Reactor's crafting cost is Nanocarbon Alloy, Lead, Astronium and Hydrogen in Large Printer. Nuclear Fuel Rod's crafting cost is Enriched Uranium and Empty Containment Canister in Small Printer. Empty Containment Canister's crafting cost is Lead in Backpack Printer. Electrolyzer's crafting cost is Aluminium, Copper and Steel in Medium Printer. Freezers crafting cost is Aluminium, Plastic and Compound in Medium Printer. Liquid Extractor's crafting cost is Aluminium Alloy, Glass and Compound in Medium Printer. Fluid Pipe(Bundle)'s crafting cost is Aluminium Alloy in Backpack Printer. Fluid Pump's crafting cost is Aluminium Alloy in Backpack Printer. Remote Maintenance Panel's crafting cost is Glass, Graphite and Diamond in Medium Printer. Hazmat Protection Equipment's crafting cost is Nanocarbon Alloy in Backpack Printer. Hazmat Protection Shield's crafting cost is Nanocarbon Alloy in Backpack Printer. Well, what you think? it is good idea?
  13. Hi! I realy miss these old days when i was exploring and unexpectedly debris storm flew over me. I wish they'll come back soon.
  14. "Prioritizing items that player do have enough of resources to create" I would like to open a Printer and see *in the first place items that i am able to create right now. Not to be forced to scroll through the list almost each time. Here, I can create tractor but i still need scroll to find it, why? It such a waste of time (Especially if you already know the recipe) It could just pop up first *If you think that this is irrelevant. The more items will be added the bigger "mess" it will be, the harder it will be navigate. So it will not "only" help now but it will be also prevent this problem from becoming worse.
  15. - The most common plants will give you "Common Organic", while smelted will give you 1 Unit of Carbon - Less common plants will give you "Unusual Organic" (Those would be found mostly on the surface of planets other than Sylva , and in the caves of all planets), while smelted will give you 2 Units of Carbon - Rare plants will give you "Occasional Organic" (Deep in the caves of all planets and rarely on the surface of Atrox), while smelted will give you 3 Units of Carbon *This could function as a buff for medium generator and small generator (i think that the "buff" will be very nice considering addition of the new QT-RTG) ❤
  16. The purpose of this board is to make a clear list of suggestions for Astroneer®, you are to only post game ideas and add on to other ideas, no harassing others ideas or posting unrelated content. Doing so will remove you from the discussion.
  17. When I travel with Rover, very often it happens that I have to get out of it to be able to scan research samples that I find around. While it may initially be fun, in the long run it becomes unnerving. Maybe a Device capable of Auto-scanning the research simples around (a few meters away) could be an excellent solution, perhaps requiring constant power to work. This device may be turned on or off to avoid searching for more important Samples, this allows you to stay inside the vehicle, but scan everything you come across with Rover, and making the gameplay smoother and more rewarding. And you players, what do you think of the research champions you meet around with rovers? Do you go down to scan them, collect them, perhaps using an autoarm, or do you completely ignore them? Thanks Era System!
  18. For example, i often find their sounds to be a little uncomfortable/"frightening". When other players may just want to have more control over a sound balance between different sounds in game. Since this game have no enemies and it is aiming for delivering a pleasant and peaceful experience i think that having this options would be great for everyone. Right now the only thing that we can do is to turn the "sound effects volume" dial down, so we end up left with only with ambience/music. You know players who are seriously troubled by those sounds will very likely be "forced" to do it, and this is not good for their Astroneer experience. :( *This post isn't in any way trying to critique the quality of those sounds, actually the fact that some may find them uncomfortable is in a way a sign of their quality! :)
  19. Hi To "allow" players to travel on to planets in a different order than they did in their previous playthrough, some key items could have "alternative recipes". For example Chemistry lab or small battery could have recipes that would allow couple of items, something like this: Small battery -either 1 lithium or 3 Iron or 4 Tungsten or 6 Copper Chemistry lab -1 glass -1 ceramic -either 1 Tungsten or 4 Iron or 4 Titanium So players still have a reason to wait till they reach planets with more "worth it" resource, but it creates a possibility to make those items earlier, waiting becomes a player choice, choice that will be rewarded. If you want to play the game many times, it's horrible that Desolo and Colidor are such a obvious choices as a first planets (wolframite = tungston = chemisty lab), i think that we should be able to choose almost any planet at the start. It would add a lot of repeat value to the game.
  20. It's nice to go around the map to get scrap from the debris you find lying around. This is generally done with a Rover with Shredder on. However, it is really boring to wait for debris that needs to be shredded in order to insert more. A debris container could be the solution! Through this module, players can collect debris and insert it into it, up to a certain amount or produce very fast and low-energy Debris Bundles. A grab on the crane could be useful for taking debris and pouring it onto the Conteiner directly from the rover without the need to get off it. You could also try to drive the rover from the crane itself in order to save space and not require a seat. In this way it would be much more engaging and dynamic to collect debris around, even more profitable, relaxing and satisfying, for players. And you players, what do you think about when you collect debris? Do you have fun, or are you bored? Let us know, your feedback is important! Thanks Era System.
  21. Hi I would like if RTG would work not as a generator but more like a amplifier of energy. So, RTG would require (let's say) 6 units of energy to run with full efficiency, and if you achieved that. It will "produce" 10 units, so you will have 4 more then at the start, kind of like right now. But it will not work on it's own! This will make RTG work as intended, it will enhance building a endgame structures, but because it will constantly require energy all the solar panels, wind turbines and most importantly batteries (combined with battery sensors or power sensors) would still have their application in game, even after unlocking RTG. I did spend a few hours making high platform for solar panels and some simple automation for the auto arms, and generator. RTG makes all of this completely pointless, because instead i could just put 2 RTG and it would achieve the exact same :( *For creating mode you can add another generator that would behave like a standard RTG.
  22. When using drill and paver on rovers, the only options just sign in or turn off both. However there are times when you would like to deactivate paver, and others when you would like to harvest vegetation without digging soil (as an inhibitor). A leveling block mode (which does not go up and down) for the paver could also be interesting for building smooth floors. Adding digging options , perhaps using the selection wheel, as you are doing with compass, would give players more control when using these tools. Great System Era, can't wait for the next update! PS: We also want Large Canister, and an automatic soil extractor / materialization system :)=
  23. When using the gateway system to travel between planets, it is difficult to know which planet is highlighted when you are on the gateway platform. There is already a little label that pops up that says "bright node" or "dim node", could it also have the planet name? They are very hard to tell apart. Thank you! Love this game!
  24. If this already exists in the game, I can't find it. I think it would be really useful to have a button in the menu somewhere that takes you to the bug report subforum.
  25. Currently on pc, holding down the shift key and clicking on a resource, it goes directly to the backpack, allowing you to withdraw resources very quickly, and this is a great work. However, it is not possible to do the opposite, making it a waste of time and frustrating to unload one or more resources from the backpack. Adding the latter functionality, it's up to you, Era System to decide how, could bring about life improvements. It will certainly be something that players enjoy. Ps: when making updates, make sure that each one has at least one actual game content. Good Job System Era!