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  1. 0) Use "C"/"V" to change color of signal wire for future complex logic system 0.1) increase (double?) distance for wire if possible... 1) How about And/Or gate? a) it's looks like a sensore with pin and the same interface except "F". "F" opens config panel (see image) b) we can connect up to 4 (6/8?) input signals from other sensors or gates. c) each input has 2 states: "Active" (green?) and "No Active" (red?) d) gate switches input's states when receive signal from this input and remember that state. e) Logic: AND: When some input state become "Active" we will check all inp
  2. Limitations (like finite health, or oxygen) - are super cool in Survival (Basic Mode), but in Creative Mode - it's pitiful when players couldn't properly focus on their creativity, being constantly distracted by new Survival mechanics, which always comes along with big updates (like Automation ones). For example, the current need to constantly seek for resource deposits, to place (or replace) dozens of Auto Extractors - definitely must have it's own checkbox in Creative Mode options, to make all resource deposits infinite for Auto Extractors. In general, for any future update - I wis
  3. As you all know, there are only two reasons to go to Atrox: getting Helium to make Nanocarbon Alloy (and from there RTGs and other endgame items) and of course There's literally no reason to explore it, as it doesn't even have specific resources like all the other planets do. It feels like a missed opportunity for the hardest planet in the game to be the least rewarding to traverse and explore & encourages players to just set up a base and never move from there. I think Atrox really needs some work put into it, so it's not just a case of "go there, set up an atmospheric condenser wi
  4. I would like to see keyboard and mouse implemented into Astroneer it is very important to me on Xbox. The game feels almost unplayable on Xbox due to the lack of maneuverability and the precision needed to play the game fluently. I am sure the game devs could work something out and implement keyboard+mouse support, because there is not much work to do left, half the work is already done, keyboard support is in the game, they just need to add the other half. I have already tested the keyboard and it works just like it does on PC, I know this because I have played PC version. I would love to see
  5. Why cannot you guys add a "Zerg" invasion system to attack players' bases? Or add some hostile or neutral creatures? Or add some Boss and plot to this game as a Charged or free DLC?
  6. On Glacio in the 6th or 7th cave layer (one cave layer before the cave layer with the big purple towers) I found some "Mortar Plants", the ones that throw red bulbs filled with toxic gas that explode after a set amount of time at you, that didn't seem to work correctly due to the lower gravity that's present in the deeper caves. Watch this: https://streamable.com/doybw Due to the lower gravity the red bulbs that are supposed to land near the player's position at the time the red bulb was thrown midair are flying through the air for way too long and don't even hit the ground once, hence th
  7. I've always enjoyed playing Astroneer but I feel like it would be much better with splitscreen. I play video games with my brother and it sucks that we have to take turns playing. It would be much more enjoyable and make exploring/building much easier and much more fun it this feature was added! I would love to see this happen and I know the community would as well. Keep up the great work!
  8. I was able to get a couple of hours in before work this morning and am pleased to say to 1.03 update is looking good, shame we couldn’t get it day one but patients paid off in the end. Can’t wait to get stuck in and find the lag big purple on sylva before going to the center, fingers crossed it will remain stable as I go down deeper good stuff guys
  9. Hello there! I've been playing Astroneer for quite a while, had my share of experiences, both frustrating and exciting ones, and multiple times (like most of us do while playing an early access game) I've wondered how the game could be improved for some situations, applications, etc. Astroneer is mostly about exploring. Sure, there is base building, ressources collecting, but in order to do these activities, you first need to EXPLORE! And, unfortunately, in my opinion, the game doesn't (yet) give you the proper tools to efficiently explore, at least not like a bloody future spacetro
  10. 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 expe
  11. I sure hope that the Crane would have a separate socket for a work light. See the video, where I fail to drill because I can only have either light or drill installed. https://clips.twitch.tv/HelplessPiercingLeopardStoneLightning
  12. Let me start off by saying I've been playing this game since July of this year. This game has come such a long way, and I am happy to have been part of watching this game crawl up from something that was nearly unplayable on the console to something just amazing. 10/10 improvement arc thus far. To help with that, a list of things I've noticed, want to suggest, or otherwise want improved. 1. Vehicles. Not as bugged as before, doing great there. However still noticing an old bug in a much less drastic way: vehicles are floating randomly. Or sinking in the ground. Kinda odd. Furt
  13. Hi, I have a great idea! And if we change the main menu, think, when you start the game, is already going directly to the screen where you choose who to play or which file you will play! Could create a better main menu with options, new game, loading saved games and others, could also put in options to decrease the volume of music and game. Sorry if something is wrong, I'm Brazilian and I'm using the google translator.
  14. I don't seem to be alone in feeling that the trade platform ruins the exploration in this game. Once you have most of the research covered, there's little incentive in continuing to pick up compound and resin, or even find a new planet if you're short on these (Of course the game is in a very early stage, but mechanically I don't except it to change massively. Rarity of research and materials is the name of the game). I have a feeling that (if it'll stay in the game) it'll eventually be a very late-game item to, exactly, replace having to scout for early resources. However, this is not th
  15. Hello guys, first of all forgive me about my bad spelling but my main language is not english... Going back to the topic i would like to suggest to the team to create a system where you can Level Up your player ( For example: if i take a few minerals i can improve my extraction skills so i can extract more efficient or w/e ), resistance, endure more time without oxygen, basically a menu where you can upgrade your abilities while performing them... for example if i run for a long time i will be improving my running speed so after a few hours of running around i will be able to run faster... Tha
  16. Let me start by saying your game is amazing, I love it! You're doing a great job, and I'm a fan for life. That being said, I have an idea for an improved storage system. Correct me if it's already in the works or if it can be done already, or if someone else had this idea. My idea was to be able to put two storage pads in the 4 nodes that you can see underneath the hologram when you expand your base. For a while I had too many resources and I was creating base expansions only to put two storage pads on either side of the hologram, and then not building anything where the hologram wa
  17. While building vehicles, the ability to make vehicle "trains" where multiple vehicles are linked in series became a very great idea, however their performance individually and collectively became impractical due to terrain maneuverability, speed, and mechanics. Often even driving solo, small rocks, boulders, and even tether lines will snag and stop the vehicle from progressing forward. These very frustrating, small, yet very common obstacles decrease the desire to build and utilize the great functionality anticipated with the "link up" feature as well. When hooking multiple trucks o vehicles t
  18. The hovering icons for the home base and vehicles are very helpful in locating your base and such. However, if you travel too far away and the icon disappears over the horizon you don't have a clear indication of the general direction you need to head to make it home. I suppose you could make a mental note of the terrain and outlying mountains and such but they can be hard to distinguish from one another at times, especially at a considerable distance. A simple fix or rather addition would be to have a small icon on the compass that appears when hovering the cursor over your astroneer. At leas
  19. So first of all the engine of the truck isn't bad but if i play alone and i got a problem with having enough space on my truck, when doing a trip on the planet. Prepared for a longer trip i decided to do like in the first picture, a pretty long vehicle. Which is not fun to play anymore because it is absolutely slow and with that there are also some crashes like in the second picture. Improvements: To improve this issue i would suggest to 1. Check the overall length of the vehicle and then allow the vehicle to drive faster 2. To drive faster but more power is drained,
  20. While operating the crane on Xbox I realised that the only controls I used was RT and the R Thumbstick and by habit was holding down LT(zoom button for you pc users), LT doesn't do anything while operating the crane or driving. So my idea was if holding down LT while driving it would disable the driving controls and switch to an attached controllable module ie the crane. The benefits of this is it feels natural and you can easily move to a closer spot without having to jump out of the drivers seat into the cranes seat. Which if you've used the crane a fair bit you know the truck moves and chan
  21. Hey, i think you should be able to give Beacons a Name or at least some Kind of Color, so you know what that beacon was if you see it from the distance.. I have like 4 beacons currently around, and im already getting lost on which one was for what. So something to help remember the purpose of the beacon would be great! ps: awesome game
  22. Some ideas for upgrades, eg, perhaps create a module that allows us to upgrade items like the small battery to hold even more power or the oxygen tank to hold even more oxygen !
  23. Make more base modules, like a bigger storage, larger habitat like buildings, and things like a garage.
  24. 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?
  25. First I want to say that there are so many things incredibly right with this game. The terrain tool Art and lighting Procedural uniqueness to every new game world loot handling, backpack, interface on the world. Audio effects Outstanding polish put into subtle things, like how a storage unit fits on a truck. I am sure that some of my suggestions aren't in line with your plans, but keep reading. Wide variety of points. My list of suggestions and bugs: Habitat earlier in research. Maybe after truck. Shuttle should be re