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Found 275 results

  1. Researching items and exploring to gain bytes is fun. But what happens when a user buys everything that Astroneer has? Gaining bytes no longer seems fun 😒😞😟 I think to make it worthwhile and to keep the game enjoyable, items should deteriorate or damage (from a storm, from higher drops, and from use). User can repair items or repurchase them. Also, another thing that could be done is to make it so the user has to, perhaps, spend bytes build things with the printer. These are my thoughts. More to come! Made a huge list of (50+) ideas and suggestions as I am playing the game that I will post on this forum soon 👏.
  2. if quests are procedurally generated, there could be more quest variations and longer quests can be more fun because i've played similar games and they gets repetitive very fast, i don't want this game to get repetitive, it looks so good.
  3. Idea My idea would be to implement a Supercapacitor, printed by the medium or large Printer which would be able to store very little Energy but could be charged and discharged very rapidly in order to deliver high currents for short periods of time. Intention and Materials This is intended to be used after low progress in the game. Possible materials would be Aluminum for the capacitor walls, ceramic as dielectricum and copper to transport the Electricity. Use The Capacitor could be used on planets where Energy is rare, such as Atrox and in Early game on Sylva when batteries cannot yet be obtained.
  4. LeonKop


    Hey, what's about modding in Astroneer? It would be very nice. Maybe like in Cities: Skylines. So User can create new planets, ores, machines and other stuff. Sorry for my bad English.
  5. ♫ [Alpha]Sutterkane♫

    Planet Center - Behaviors ?

    Dear Astroneer developers, What about the Centre of the Planet? I mean what will happen when I will reach the centre of the planet? I tried hard to reach it but it seems that I cannot pass through it, and I have to be back from where I come... Have you put some barrier to avoid the possibility to move to the other side? As I attached as pictures, e.g. the Astronaut fall down in the empty space, and he can comes from every side 360°, then what is going on when reached the Centre of the Planet (A)? starts to rolling without ending? (B) I am not a physic of course, but should be nice to make something about like...don't know....funny stuff?... Thank you Tommaso
  6. I suggest adding a tab on the backpack or in the research catalog for the Astroneer to be able to create a "Captain's log" if you will for a daily journal or to create a to-do list for what resources you need to gather or what you need to bring on a mission to another planet.
  7. system era, if you read this please consider these ideas for astroneer and other games space fighting with new space crafts for astroneer animal dlc with monsters and night and day cycles hard mode creative dlc with access o the engine to make custom worlds in the engine space fighting simulator satellite dlc the ability to cross over to other peoples worlds or solar system jumping ancient data dlc with more astroneer lore for example stone tablets containing ancient forgotten tech and stuff something explaining the aliens in the game ultra ultra mode for better graphics in astroneer xbox one x and future xbox and playstation consoles. if anyone sees this and wants to do something with these ideas please tell me and keep me updated with the game at
  8. Spespijn

    Spawn location

    Hey! Cool your reading this idea. My idea: That you can choose where you can spawn (like going to a different planet) This means you can chose what ''bubble'' you want to spawn there! Sometimes it's really annoying to spawn in a mountain area, this way i can't play the game normal and have to restart! Glowing Regards, Spespijn
  9. Airship46n

    Ideas for Drill Heads

    So I want to make some roads by flattening the ground on my save, but doing them at by hand with my friends would take forever. So, what if we could attach a flatten mod to the dill heads, plop those on a rover, and drive off? I know that the drill already flattens the ground, but we can’t add terrain without using the hand tool. Also, it would be awesome if we could collect all the soil we dig up with those drill heads. Thanks for reading!
  10. A giant spaceship should be added to the game which would be able to carry a lot of cargo + should be able to deploy spacestations and if other solar systems ever get added it should be able to go there but to launch it you will need a special launch platform where the rocket stands on a grill where the fire can burst out of the sides (like a real launch platform) everything in the path of the flames coming out the sides should be destroyed/killed
  11. This post has lots of ideas for future technology that will help add content. When I play Astroneer on my best save, I’ve reached a point where there really isn’t a goal anymore. I’ve put bases on every planet, have all kinds of rovers, and there really isn’t a point to expand any of the bases. That’s why I feel that Astroneer just needs a lot more content. So here are my ideas for future technology. First of all, my biggest idea: Satellites Satellites could be made in many ways, maybe printed in orbit, unpacked in orbit (This would be on a large shuttle while it is in orbit around a planet), or launched from the ground. They will orbit a planet and provide some use on the ground. There could be lots of types of satellites: (1) Research satellites: these study the planet’s surface and provide a slow but constant flow of bytes. (2) Observatory satellites can be used to find points of interest on the surface of the planet. These will place down a beacon signal (won’t actually put down the beacon, just the signal) of where a wreck, cave entrance, etc is. (3) GPS Satellites: In order to use these satellites, a player has to put a radio antenna onto an auxiliary slot in the backpack. This will allow the player to use a minimap on the hud or will access the a map on the radio antenna. In order for satellites to work, you have to have a way to control them: Radio towers could be put on large platforms and have a menu to control the satellites that you have. Controlling research would just be an on/off switch. Observatories would be a way to choose the area where they pinpoint the locations. If the signals are too far away, then the player won’t be able to reach it. So we should be able to choose the area where it finds points of interest. GPS would also be a simple on/off. In addition to all of these previous controls, there should be a self destruct button for the satellites and (this isn’t necessary, just if you want to go the extra mile) a way to print upgrades on speed for the research and observatory, and accuracy/detail of the map for the GPS. (To clarify, there should be a way to self destruct, and there could be a way to upgrade) Shuttle upgrades: Just some extra content to the game to make planetary travel easier. This is exactly want it sounds, an upgrade to the shuttle. This will be very expensive to make (maybe using the nanocarbon-alloy). This upgrade will only be for the medium and large shuttle. This upgrade will increase the shuttle’s range so you don’t have to wait so long for planetary travel. Observatories: This is more important compared to the other additions to the game, I always find it very annoying when I launch a shuttle from Terran to Tundra, and Tundra just came out of the shuttle range. Then I have to wait 20 minutes before it comes back in range. This is why I feel that the observatory should come into the game. This module is placed on a large platform, it doesn’t consume power, it just needs any power (like a work light). This will have a menu where it shows the solar system and the range of a shuttle. (There is also a switch so different levels of the shuttle upgrades can be displayed.) It will show the direction of the planets orbit and a green ring will show around planets that are in range. Habitat: This will just be a simple addition, I feel that there should be a way to make the starting habitat on other planets. It will obviously be very expensive to make. This is idea isn’t necessary, because I understand that not having a hab is a fun challenge. Rocket pad Because of the way that rockets use vehicle bays as landing sites, it is very common for a shuttle to land on top of other vehicles. Which is a very annoying problem because rovers can get glitched inside, you have to waste hydrazine to move a rocket, and it’s just a big mess. So I feel that rocket pads should be added to the game. These will look like the launch pad that you get at the start, only that it’s more large so it can fit the large shuttle. The rocket pads are a different color of bubble as seen from orbit, and will prioritize that landing spot if there is another landing spot in the way. If there is already a rocket on the landing pad, it will move it out of the way when you try to land. This concept isn’t perfect, I just feel that there should be a way to fix shuttles landing on other vehicles. Rovers moving Shuttles It is very annoying when you have a shuttle that you can’t move without using hydrazine or a solid fuel thruster. I think that there should be a way for rovers to pull shuttles out of the way. A way for this to work is if you use a cable plug from a rover and insert it into the shuttle. The shuttle will get some small wheels and can be towed by the rover. Large shuttles can’t be towed by medium rovers, only large rovers. Another use for Astronium Once you unlock everything in the research catalog, astronium becomes a useless resource. I feel that astronium could be used for upgrading equipment. Things like combining the terrain tool modifications with astronium to reduce or eliminate the power consumption. Maybe things like upgraded batteries that holds double as the medium battery, or upgraded wind turbines/solar panels. These are just a few ideas, I don't feel that these definitely need to be added, it's just that there should be another use for astronium besides research. Thanks for reading my ideas, I hope you consider them in the development of Astroneer. Can’t wait for 1.0!
  12. Maybe you guys at System Era should think about adding in a proper Main menu where you could create a new game, load one, water, animals and food. maybe even adding in the ability to add in walls and roofs and floors and lights and add more materials and the reason I ask for water and animals, is that on every life sustainable world there are always some form of life and you must have food and water otherwise you would die otherwise. If you guys do end up adding in water could you please add in some different things to go in with it too? E.G. submarines, exo-suits, flippers, biomes, having to colect oxygen to power tethers and habitats, being able to customize what gos on your vehicle. E.G. caterpillar trails, wheels, weapons, roofs, sides, windows, doors, and new looking seats. With the new extra large storage added in the last update, could you please think about making the clips work with medium storages as you cannot fit much on it at the moment, and maybe think a about being able to create MK2 suits and MK2 terrain deformer. If you also had time you could add in jetpacks too, if you see the game planet nomads, they have closed storage and closed printers, maybe you could think about doing something like that. Also you could make a way to have printers and smelters pull things from other platforms, maybe you could make like an armory or something similar, where you could make weapons, suits, jetpacks, terrains deformers. Hope you take this idea and think about it! P.S. Love all the effort you guys have put in to updating this game lately, keep it going! It would be amazing if you could create all this content for all fellow Astroneers.
  13. konsti68


    Bugs 1.When starting the game, the sound of other programs is lagging 2. When the inventory is full and you take an object and press e, it stays frozen in position 3. Objects flying through the earth at the start of the server Ideas 1.Heavier opponents, Mobile opponents at night/day -> sleeping at night/day So you have to fear more than just the ridiculous storm :D 2.Live display / Food display -> production of consumer goods For the game to last longer 3.Other materials from opponents for more challenge / fun 4.find rare research parts I mean they hang on trees so often or are under you 5.Get power heavier or the wind turbines and so on weaken something, the power range also weaken 6.Incorporate more things or go more into the details. For example, fuel for the melt That you have to farm more 7.A terrain tool that you can use to create corners; 100% horizontal/vertical planes, without it sticking out on the other side simply to make building easier 8.Description of some items / make use more accurate, for example, by an extra button that opens the description 9.Build a new base with electricity 10.Remove trading platform or increase the manufacturing of things As a result, nothing will force you to travel to other planets anymore as you will quickly get through the platform to the items =1xSpeedboost 1x Wide extension you need just 35sec to fill 8 canister -> Earth centrifuge = Production of items = shredder =platform other survival / construction games and build things 1: 1 or otherwise 12 Use bytes as making some things It takes you about 2-4 days to research and build everything, hence the points :)
  14. I think that the construction of a space elevator could be the end goal for a base. Once the elevator is Built you would be able to seamlessly move resources from planet to planet. On top of that, the construction of space stations could be the end goal of the game, creating a hub for trade and such.
  15. Version: 0.10.2 The help screens and tutorial planet that are in the game currently get you off to a good start, but there are several things that aren't covered. Resources, specifically, what resources can you expect to find on your starting planet, and which ones you have to go elsewhere to find. I spent several hours looking through the caves on Terran expecting to find hematite (iron) and not finding any before finally looking it up on the wiki and finding out that it isn't found on Terran. As a side note, this is pretty silly considering the two most obvious examples of Terran planets in our own solar system (Earth and Mars) are covered in iron. It would be nice if the game provided the player with an idea of what resources they can expect to find. This might be something in the original help pages, or it could be something that is unlockable in the research panel. There is no help for the player on deciding what should be taken on their first trip off-planet, or which planet might be a good first trip. This feels like a big step that could be lethal quickly unless you make the right choices. The game could either provide this in the help pages once you build the vehicle bay, or it could be unlockable in the research panel.
  16. NateStole


    Idea 1: A backack extension that will double the size of you backpack but will cost a couple of rare materials like titanium and tungstun and maybe lithium so you wont be able to get it when you just start Idea 2: Base builden with actual walls foundations roofs and stuff like that becouse i and many other really hate the building with the building gun thing
  17. So, I play on Xbox, and I find myself struggling with the controls of dragging items around. One thought, but not the point, custom key/button mappings on consoles, would be helpful. I also think using R Trigger to grab everything and confirming things hurt. I know pressing A works for crafting, but "prop" placement, wire pulling, and inventory management should be more thumb friendly for though of us who knew what the world was like before analog sticks. But to the point of my topic, being able to "define" what type of item fits where would help for managing items. You already kind of implement this with the Mineral Extractor and Gas buildings, with the hallow image of the canisters I can use my trigger to manage. But first lets talk locally to the player. I suggest, allow me to highlight a slot in my 2x4 inventory and press a button(maybe the bumpers, maybe B) to change the "border" of that slot. Then those colors are related to different types of items. White/Transparent/No Border = All items, Red = Canisters, Yellow = Power items (if not magnetized to those two aux plugs on the backpack), Green = Solid Resource. So then when I use the R trigger to pick up an item, and use x to store it, it will snap it to the appropriate slots. I think this should be applied to only the backpack slots though, and not the two plugs on the pack. To expand on this, even though we can see the items on our person, Id like a little set of colored invisible tags on the bottom left corner, showing how many spots of that type free. Then, if I'm trying to craft solar panels, I got an idea of how many spots I free for copper and the like. If I have to go further, I also think we should get those free inventory slots on the vacuum tool taken away. Mods only, with the ability to enable and disable at that slot. If you really want to give us more slots, you can put It on the bag somewhere. Limited Oxygen, Energy and Storage should be the "difficulty" in the game. Now, to back to where the hollow points come in. Now that we have some simpler method for character to right trigger stuff into their inventory, lets talk about unloading. I personally do a lot of dragging whole compartments things with 8 items on it from my vehicle to a pad and back with a fresh one. A lot of time, trying to put stuff directly on the comparements get cumbersome. As a organization point, the applying the method above would be just as usefull. When I'm holding the whole stack, I press a button and it changes the colored borders or something on it to note the change. Then when, even without any of those hollow points being shown, or just use a generic one like the trading post that I can R trigger and it will magnetize the first in the list of items in my inventory that qualify for that type. I don't care to get as finite where I can say "this compartment can only hold titatinum", but let me get a little more trigger happy with the compartments. Then Dragging crap like filled canisters and the abundant power supplies I find below can easily be dumped without hassel. Then, those stacks I drag around the area to get a bunch of raw metal refined, or putting down the copper for a group of I could go ON and ON about improvements about this game, but I'm trying to keep it short, sweet, and organized. Expect more suggestions/critisims. Good Game, a lot of potential.
  18. GeneralOutcast

    Ideas for Plants and Fauna

    Just like in the tutorial, a tap feature would be perfect for larger plants. It would allow for easy access to organic without terrain destruction. The smaller fauna throughout the planets, e.g. Terran, could be used as a survival feature. They would be collected into a type of item that would be considered "vegetables" or something of the sort. It could the be put through a blender to be turned into organic. "Vegetables" could then be eaten by the player. This idea could be expanded for more plants; leaves or grass could regenerate creating new resources. This could allow plant beds to be made from medium printers using compound and canisters.
  19. Hey everyone, I'm more someone who sits back in the discord and like to just keep up to date with the changes and the progress of Astroneer. I had a few ideas for the modulation side of the landers and I figured I would put them onto paper while I remembered them. I'm no designer or engineer, so feel free to critique or add to the ideas. I'm on discord as TCphotos#6900 Need an international unexperienced intern?
  20. I love the game the only thing is that it is poor in content so I would like to share my ideas for the game. 1. I think many people would like this game to be a "survival" by adding, for example, hunger, thirst, enemies which could kill you, A SYSTEM OF CONTRUCTION of bases like the one of the game called "subnautica", add more vehicles like ships, add the seasons of the year, other sobrivivientes, biomes with trees and mountains, add landscapes that make you want to play And that's what I'd like to see in future updates If you add that many people will start playing and recommend astroneer
  21. ChrisOfNormandy

    Industrial Landscaping Ideas

    I may be relatively new to this game, but I have noticed some things that would 100% be beneficial to game-play. Here's 3 major ideas: 1.) Larger drill head / bore head attachment. Don't get me wrong, digging out huge bits of land is super satisfying, especially on a late-night chill-out session. The one thing I wish was in the game, as others have suggested, is some sort of tunnel bore. Simply having a larger drill head, or something I can mount to the front of my buggies, would make the tunneling jobs I regularly do a bit more tolerable (especially going through mountains, because sometimes going around is just too much). 2.) Adjustable "crane arm" attachment for vehicles and platforms. This would be similar to the crane already in the game, but with more "hands-off" feelings. Having a mechanical "arm" that I can position and work with would be SUPER helpful, especially for the next and final idea I have. Some sort of extendable arm, similar to a construction mobile-crane, that you can put a drill head, crane or power supply attachment onto. One tricky issue I can see with the implementation of something like this is a gyroscopic stabilizing the arm. That way I can pop one onto the top of a large rover, sit on the planet surface, put the arm out a ways, and start working without the worry of wind storms blowing my position around. Maybe having fasteners or a "brake" feature would help with this? 3.) Finally, a mono-directional, cable fed bore. The best way I can explain what I mean is... imaging a drill rig arm that you can pop onto ^ idea number 2's adjustable crane arm, the front of a buggy, or especially a platform. Instead of going out and searching for caves deep underground, what if you could set up a platform + adjustable crane arm + drill head, and slowly excavate towards the planet core? The reach doesn't have to be all that long, but at least quite a bit longer than the current crane arm reach. I provided really, really... rough sketches of what I envisioned. I'm no artist, especially when it comes to drawing with a mouse. But hopefully this comes across a bit more coherently.
  22. Exoplaneteer

    Retro-Futurism Suit Idea

    Hey SES! Barry here (y'know, the Astrodoggo guy)! I know you're working crazy hard on E3, so I hope that you don't stress over suggestions. I have a pretty good idea for a new suit. So, you know those cheesy 50s sci-fi futurism movies? Well, I really like the style, and I thought that a suit like that would be awesome. It could have a huge bubble helmet, be crimson red with shiny silver decals, and have 2 giant tubes connecting to a red O2 tank, or something like that. I'll include some images in this style for reference (credit to whoever made them, since I just found them on Google). Or this I think that the glass bubble helmet could be more Astroneer-ed, in that there could be some sort of "exo-skeleton helmet" that covers some of the glass. This is so the whole thing isn't opaque glass, making it look like the head is a giant ball (since Astroneers have no faces and the glass wouldn't be clear). I hope that you can take this into consideration, and good luck at E3! o7 - Exoplaneteer, A.K.A Barry the Astrodoggo⚡
  23. Hello, my name is Jeremy. And this is my ideas: A led floodlight to pose on the ground (look the image) to connect with the big cables. And also the possibility to change the intensity (like the splitter interface) Hoping that you like this ideas
  24. guitsss boris


    what I would like to see
  25. Greetings, it is I, Zoura3025. I'm back again with another handful of ideas, since I really would rather not risk bumping my old post up to the top and getting banned for that. Anyways, here's a few ideas I have for the game. Enjoy! Terrain Tool - Burst Nozzle (Not a gun, I promise) The Burst Nozzle is an attachment for the barrel of the terrain tool that alters the way it fires. Instead of the calm, steady stream of lovely sucking action (phrasing), it now lobs a projectile that explodes, capturing all terrain in a roughly spherical area and bringing it back to the person who fired it. If used to flatten, it will try to even out the terrain it hits in terms of both altitude and slope. If used to create land, it will create a large, roughly spherical blob of terrain. The Burst Nozzle must be manually fired (3 second reload, costs 2 power bars per shot), and has a fair amount of accordance to gravity. Modifications work as follows: Boost Mod - Reduces cooldown to 1.5 seconds and increases power use per shot to 2.5 power bars. Also increases the velocity at which the main projectile is fired. Wide/Narrow Mods - Increases/Reduces area of effect, respectively. Wide mod doubles the area, narrow halves it. Both cancel eachother out. Terrain Analyzer - Colors all affected placed terrain to the color of the terrain the projectile hit. Inhibitor Mod - Stops the tool from collecting land, but allows the burst to collect other resources (i.e. compound, resin, ores, etc.). Power cost is cut down to only 1 power bar per shot to commentary. The Burst Nozzle costs 2,000 bytes to research. Infrastructure - Power Relays (For obsessive base builders, like me.) The power relay is a two-part, high-tier system that consists of transmitters and towers. These are special structures that connect via a unique, "+" shaped connector. Each long-range connection has a whopping connection range of 3 tethers. Transmitters are large-platform modules that act as the starting and ending points power relays. Each Transmitter costs 2 titanium to fabricate. Transmitters are square-ish, lattice structure, and each has one socket that can be oriented in one of 4 directions (by hovering and pressing "Z" or "X"). Each transmitter has 4 small slots (one on each side of the tower) for bonus functionality. Towers are intermediate structures, printed in groups of 3 at a medium printer. Initially, the towers have a "tied down", compacted appearance, and all 3 are tied together on a baseplate. The baseplate takes up 2 slots on a normal platform, and can be carried by the player. Interacting with the baseplate will release one tower for deployment. Once a tower is detached from a baseplate, it cannot be returned. When deployed (accomplished by a second interaction), the tower unfolds into a black, tetherlike structure, with 4 connection points for long-range connections. In terms of research, the Transmitter and Tower schematics must be researched separately. The Transmitter costs 3,600 to research, and the Tower costs 3,400 to research (7,000 bytes in total). Infrastructure - Small Platforms (For increased building flexibility.) The Small Platform is exactly what it sounds like: a small platform. Fabricated at a small fabricator, 1 crate holds 2 small platforms, and 1 crate is formed by 1 resin. Each platform is a 1-small-slot having platform with 4 connectors. Not specifically useful, but if you need and early game relay-network, it could be helpful in comparison to something like extenders. Small Platforms cost a mere 150 Bytes to research. Storage - Small Storage (For the organization extraordinaire.) Small Storages are a... well, small storages. It turns 1 small storage slot into 2 small storage slots. Not much else to say. The Small Storage costs 500 Bytes to research. Power - Crystallizers (To help in mid-game.) Crystallizers are mid-game power storages, that come with some large-scale drawbacks. Crystallizers form energy into energized crystals (imagine that) to store power for later use. Each crystal they make contains the equivalent of 2 bars of power, and each Crystallizer can store up to 4 crystals. As a sacrifice for their paltry 2-Aluminum cost, Crystallizers use 1 power bar per crystal (only when producing crystals; there is no inefficiency when discharging). To help remedy this problem, Crystallizers will be the LOWEST priority on any power grid (the hierarchy going: Players > Modules > Vehicles > Batteries > Crystallizers), to prevent waste of power unless there is an absolute surplus. Crystallizers require a hefty 3,000 Bytes to research. Terrain Tool/Research - Scan Tool (Just a little bonus idea.) A small, cheap modification for the terrain tool. Costs 1 Aluminum to print in the backpack's small printer. With the Terrain Tool equipped, picking up any researchable item will display its byte value to the nearest 10 (i.e., if a research node were to contain 648 bytes, the scanner would show "~650 Bytes") for 5 seconds. Costs no power, and is unlocked from the start; no research required.