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  1. 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 thi
  2. 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...
  3. 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 q
  4. 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 under
  5. 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
  6. 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!
  7. 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 an
  8. 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.
  9. "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 al
  10. - 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
  11. 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
  12. 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,
  13. 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 b
  14. 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 dri
  15. 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 hav
  16. 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
  17. 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!
  18. 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.
  19. 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!
  20. I remember the first version of the game where the platforms and printers we have today were introduced. In that version there was also the old printer which was removed because it overlapped with the others. You could bring it back and to be able to build all objects from the backpack with repeat button. Players will be able to pick up items manually or through an AutoArm, and pave the way for further automation. Ps: I think a lot of gamers hate having to build lots of small turbines, or small battery manually to put them in a storage silo, and these are examples. Thanks.
  21. It would be cool if you could send items from Exo Outfitters to friends. It would be an improvement for the players as it will give them the ability to gift anybody or friends items from the shop. I personally have a friend that would like to gift me a few items from the shop. If you cant gift items at least give us the ability to gift the paid currency.
  22. Purpose: Incentivize further play after “completing” Astroneer game, with special rewards. Each reward has valuable gameplay advantages. Cannot be crafted. Must be found. Rare to extremely rare. I provide specific ideas below, but my point is more general. Incentivize extended play. The problem that this solves is that there's insufficient motivation to keep playing after "completion" of the game. Smart players can complete the game in a few days. Achievements are fine but not enough. Special events are fine but not enough. Only a fraction of players have enough imagination to ideate their o
  23. The crane is an interesting multiplayer tool to play with friends. However, it is quite uncomfortable to play alone. Give the crane the functionality of a seat and the ability to drive rovers right from there. It makes sense because in any case due to the bulky space of it, it could be worth it. At present, the reason to creating the crane is more for fun than real utility. Thanks
  24. The terrain tool has always been an astroneer's strong point, yet it is also his weak point at the same time. The initiative to add some types of mods to modify the functioning of the instrument itself is interesting, and I wanted to give you several ideas. Cubic mod: Transform the circle of the terrain tool into a point or small square that is used to select a defined point of the terrain, let's imagine as if the surrounding way were formed by imaginary minecraft-style grid, and be able to create or remove a piece of terrain in cubic shape perfectly aligned. Other mods such as the wide mod ca
  25. Sylva - just rain. Solar panels dont work but wind generators work Calidor - drouth (at day). Oxtgen faster ends, Solar panels meke more energy. Vesania - acid rains. Give us small damage Glacio - Big frozen wind (at night). Make us slow move and freeze us, whe we feeze we die. Atrox - radioactive wind (sometimes). And heat sun (at day). Radioactiwe wind will give us big damage. Heat sun will give us damage if we stay long time at sun. And faster oxygen ends.