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  1. Summary: 0.10.5.0 – Steam – Picking up items while running Description: I can‘t pick up large packages, medium storage, research items and balls (maybe more) while running. It‘s possible with small packages and resource items. Platform: Steam Version / Build Number: 0.10.5.0 Specifications: OS: Windows 10 Home | 1803 | 17134.345 CPU: Intel i5-4460 3.20GHz GPU: NVIDIA GeForce GTX 1050 Ti RAM: Kingston 2x8GB DDR3 800Hz Drive: Western Digital 1TB (WD10EZRZ-00Z5HB0)
  2. Ok so basically instead of using actual storage in the game my firned and i like to Make a small hole in the ground to store our stuff in until the recent update. After the update was put into effect any items placed in these holes would just disappear, not only that but we also have difficulties with medium rover (I'm not sure about any other type of rover yet) digging themselves into the ground so they are no where to be seen. This was orginally the case when it came to the items, but today when my friend and I got on the items were straight up gone and when we dug down they were no where to be seen.
  3. I do not know exactly how it happened. But when i try and click on an item in my backpack, it instead closes my bag or opens up the research screen. I was out digging for a while, trying to make a tether ring around terran, then i couldnt use my bag anymore, and my ability to pick up items was disabled.
  4. Astroneer's resources are exceptionally cool. From the little unique symbols they each have, to the musical tone- sound effect when they're collected, to the way each little particle stacks into the shape of the resource. I think I can safely speak for most Astroneers when I say that when new resources are added, its incredibly exciting. The first time I played a world enough to have every machine, and everything unlocked, I decided to go on an interplanetary expedition and collect every resource. I also made a point of trying to collect every tier 1 research object, just for fun. (I don't think I accomplished that, there are a lot.) I put all the resources on a storage system and upon doing so, I realized that there were several resources that were just raw elements off The Periodic Table. Of course they were, but at the time it seemed interesting to have a handful of perfect elements. The collector in me decided to line them up by atomic weight for decorative effect. After recent updates, more elements have been added, and I've never been more thrilled. With 0.9.2 came Tungsten and Iron, and then with 0.10.1 came Argon, Helium, Hydrogen, Sulfur, Carbon, Nitrogen, and Zinc. I believe this has been the most elements added out of any update. Looking at all off them now, we have (in order of weight): Hydrogen, helium, lithium, carbon, nitrogen, oxygen, aluminum, sulfur, argon, titanium, iron, copper, zinc, and massive jump to tungsten. I' pretty sure that's all of them. Several of these are in order, or at least very close to it. Lining them all up this time gave me this idea: What if we had a Tier 3 module/machine to put one of every element into? It wouldn't serve any functionality other than decoration/information, but imagine how cool it could be to put a resource on a machine, to have it sucked in and stored on a computer for display? The interface would be just like the rest of Astroneer's (gorgeous) graphical interface, perhaps closest to the research catalog screens. One big screen would display the entire Periodic table, while a smaller information screen would be positioned to the right of it. After you put an element into it, the corresponding panel on the table would light up, or be checked off in some way. On the bottom of the machine would be a directional input pad, letting you navigate the table. Selecting any element would open the information window, describing the stats on the element. Additionally, it could include the recipes the elements are used in, and or where to acquire them. This module wouldn't serve any real gameplay purpose, but I think it would be a great addition. Astroneer is about the excitement of exploration and discovery, and a way of cataloging your discoveries along the way is a perfect way of giving the player a sense of accomplishment. For me personally, the exploration is thrilling enough, but being able to physically track your progress as a scientific explorer would make an excellent addition to this awesome game. When I was young, I wanted to be a scientist. I know, that's what every kid says, but I meant it. I've always been genuinely fascinated by the science around me everyday. I loved The Periodic Table from the moment my father taught me about it in Kindergarten, and it STILL intrigues me now. For as long as I can remember, my family has always brought me and my sisters to all kinds of science museums. As a kid, going to these museums let me discover things like chemistry, astronomy, electricity, magnetism, and world of things too small to see. Cells, then molecules, then atoms, then quarks. Learning about the world around me through chemistry, biology, physics, and everything else has always been the way I'd try to quench my insatiable thirst for knowledge and discovery. I think that's part of the reason why this game speaks to me the way it does. I don't know if anyone reading this can relate, but this game makes me feel something I haven't felt since I was a little kid, running around museums, scared of black holes, in love with Tesla coils*, and perplexed by the several states of matter. playing this game invokes a sense of childlike wonder, for me at least. Having a machine in the game to show that, would be golden. (please add gold) Attached to this, I've included a rough sketch I made, with some important details of the machine itself. I think a logical crafting recipe for this could be one plastic, one aluminum, and one glass. alternatively, adding this to the game alongside silicon would logically make sense since its a computer JUST SAYING. I mean come on, its the eighth most prominent element in the universe, by mass. It also makes up a whopping 90% of Earth's crust, in one form or another. I don't think silicon would be ideal for this, but I think it would be really cool to have a resource only available at the top, or near the top of Terran's mountains, since almost all resources are just found on the ground, or underground. It would make for some nice variety. Also, Astroneer is really lacking in some heavy elements. give us some radioative ones, at least some of the well known ones like plutonium or uranium. Maybe the radiation could kill you if you held them too long? They'd be used for expensive and dangerous , yet powerful and efficient reactors. On the topic of power, cobalt is often used in lithium-ion batteries, and I'd love to see you make a bright blue metal resource for us, since they're all gray and red. Perhaps water or ice coolant would be needed to keep the reactors from exploding or giving off radiation? That would be the risk if they aren't taken care of enough, and the reward would obviously be an enormous source of power. Another good excuse to add water and ice. Ice would obviously be found all over tundra, but also on top of Terran mountains?!? I'm getting distracted sorry. Anyway, I hope you like my ideas. Another small additional idea that could also be massive, researching objects would put them in the computer. This would be a separate tab from The Periodic Table, but on the same machine. every artifact could be given a name and a sentence or two about lore or purpose. maybe the machine would have a tier 1 input, and a tier 2 input as well, so you'd have to sacrifice the bytes for the coolness of the computer. Maybe putting them in could also unlock/check-off some elements you'd never add as resources to the game. you'd only have to say that said element was a part of the composition of said artifact. This could also be a way of explaining some cool or fun lore of the zebra balls, even if it just said "unknown" Just as a disclaimer, I'm by no means saying you need to add every last element to the game to make it cool, I'm just saying that more elements are always cool, no matter if they're particularly useful or not. Thank you for your time everyone. * Tesla coils or lightning rods would be super cool. you could add thunder and lightning to storms sometimes. the lightning could strike you (with a 90% chance of killing you instantly) or your base, destroying machines or perhaps just making explosion craters around the point of impact. lightning rods would serve as protection within a certain radius. lightning striking them would give a huge amount of power instantaneously if they were attached to, or next to batteries.
  5. Damon Bolenbaugh

    New items to build

    The items i find to purchase with Bytes are found in grey build some for the Medium Fabricator arent available on the machines control panel. Please that items so i can proceed.
  6. Xbox One bug. I have had a couple of different but similar bugs when trying to ‘quick add’ an item when there was no space available. Essentially, I grab the item and hit X to auto store, this gives the no room prompt, and the item is either dumped to the ground or remains attached to the inside of the crashed ship wreckage. Even with an empty pack, the items are no longer ‘grab-able’ and aren’t registered when looking at them. If the item is on the ground, the avatar will just run through it like it’s a ghost instead and not kick it around as usual.
  7. I play on Xbox One and had an issue with having items fall to the unknown when removing from my pack to sit on the ground. I had created “craters” to organize my items until I could build storage tables. 2 or 3 times, while removing an item from my pack to place in the crater, it would start falling into the planet until I could no longer see the item label. Think it may have just been that the item wasn’t completely out of the surface plane when I let go of it.
  8. (Steam version 0.7.0.0) The Research Module when filled with any unknown object wet to be researched, when opened its module menu in order to start its function...(one mouse left click uncover button cap, second click activate green button, but when accidentally pressed following a third click it immediately cancel the research eliminating the current object. Consider adding a 1 to 3 second cooldown so this can be avoided. Also, add to research items, a short description for each.
  9. An_on

    Interaction issues

    occasionally, I stop being able to move things, nor selecting to move. I can still do some interactions, like start smelting and look in my backpack, but I can't, say, move that piece of laterite to the smelter from my b-pack
  10. Number of bugs that may or may-not be known Windows 10 PC, Steam download. Game version; (Alpha) 0.6.8.0 Backpack: from time to time if I try to Shift+click an item to put it on my backpack, the game is supposed to just say "Backpack full". However this does not happen and most of the time either throws my items across the map never to be seen again or sometimes my backpack just eats it. Particularly when I try to pick an item off my vehicle, but it happens other times as well... My most recent incident for example; I had 2 free spaces, both on my deform tool. My backpack contained 4 oxygen tanks, 2 in the aux spots and 2 in the top backpack slots, 4 canisters in the next 4 slots down (one partially filled), 1 full set of extenders, 1 piece of copper, and a boost augment active. I attempted to pick up; 2x small batteries and 1 Lithium. My deform tool accepted the 2 batteries, and my backpack showed the animation for picking up the lithium, but just ate it... Rover: from time to time when I want to use my rover to drive around, I cant get in, and I have to fight it to get in the seat. Most of the time my deform tool just equips and unequips itself repeatedly, and I have to jump on top of the vehicle to get in, yet it still sometimes persists even though the "press E" reticle appears. I believe its because of a line of sight conflict between the player and the vehicle itself, since he has to look at the seat to get in and pressing e on the rover doesn't work, you must look at the seat. (also while its not a bug, id like to add the driving mechanic is extremely difficult to use being there is no break, and pressing S just turns you around instead of slowing down and reversing half the time. the A/D keys should also just steer the wheels and not move the vehicle, as it moving the vehicle causes fidgety ultra sensitive strafing. Its also extremely annoying when you plug it in and the items on the front/back eject 20 meters away when you plug it in to charge). Research Chamber: While this only happened once, and I cant really comprehend how this happened or what was abnormal, but once I created a research chamber, placed it underground connected to and above ground power source. At the time I didnt know what the extenders were, being I couldnt research it yet, so I just chained together a line of small wind turbines to above ground and connected it to a solar source. Everything worked fine for a while, then the chamber stopped working altogether. I could start researching an item yet it acted as if it had no power, even though it clearly did. so I threw it away and created a new one that worked. later I used extenders and redid everything. even made a big underground checkpoint. Out of curiosity I pulled the old chamber back to the checkpoint and plugged it in, started researching, and it still acted as if it had no power, even though machines around it were clearly working. at that point I just buried it and forgot about it. Power Cords: Very minor but sometimes when the power input is fluctuating the arrow animation on one way cords will spasm out and flicker on and off. This fixes itself when the input is stable. Avatar: Stop pointing at it and PICK IT UP!!! Oh sorry moderators, not yelling at you. My character keeps pointing at the ground/item and wont pick it up. this is quite annoying when youre attempting to catch an item from falling Excavation: the symbol for resources will remain above the ground even after they have been excavated. Framerate: frequent reloading of the same part of a map when youre walking back and forth between places causes terrible frame stuttering. It would be helpful if there was a mip-mapping option and/or a chunk update distance. (Im using an i5-6200U with integrated 520, 8GB ddr4 ram (laptop). Not the recommended for this game but I can manage) Closing statement: I know this thread is filled with some negativity towards the game, so Id like to finish with positive feedback. This game is absolutely beautiful, extremely graphic even on low settings and unmistakably has an enormous amount of effort and time put into it. Even with these bugs it is greatly approved by me. This project has so much potential and is breath taking so far. Keep up the amazing development!
  11. I am playing with a mouse and keyboard, in Steam, and I have recently encountered a bug that happens when you are playing in multiplayer. When one of your buddies hops into anything, that is, habitats or seats, and you are holding an item in the air, if you place said item at the same time that they get into a vehicle (it's more common then you would think), the item will disappear! If there is a current fix for this that I have missed, I would greatly enjoy it!
  12. When in multiplayer I cannot pick up items or interact with structures. I noticed that it happens only in certain areas of the world whereas in other areas the game works perfectly. The annoying thing is that the affected area is much bigger than the non-affected one. I saw other players reporting this bug however it's not been fixed yet. When my friends disconnect from the server everything works fine. I play the steam version on a windows 10 pc. These are my specs: CPU: intel core i7-6700HQ 2.6GHz RAM: 16 GB GPU: Nvidia Geforce GTX 950M VRAM: 4GB I installed the game on an SSD
  13. nick murphy

    Backpack always create

    I will make a new game and be able to access the items in my backpack but when I have compound and am then able to create an item I’m no longer able to select any item from my backpack. Pressing a will only create. I can use the d-pad to Change the created item and press y to access research but that is it. Sadly makes the game progression very very hard if not possible. I play om xbox
  14. First off well talk about the Recycling center/station. Essentially its a means to get rid of any unwanted platforms vehicles and modules (as well as their permanent attachments) The way it would work would be similar to how the vehicle bay "detects" an empty vehicle slot in front of it. When a large item (such as a platform, vehicle, or module) is in front of the station, it will allow you to do one of two things: Recycle - This will destroy the item and return half of the materials (a minimum of 1 per item recycled) used to create the item(s). This will recycle and return at least one material per item recycled, but cannot recycle materials (so be sure to remove them before recycling). Ex: if you place a single "Large platform D" you will receive two Aluminum for it. But if there are other items attached to it, for example a single medium solar panel, then you will also receive materials from that. Granting you two aluminum and one copper. you also cannot recycle the starter items (to ensure players cant continuously respawn the starter set for easy material farming) Deconstruct - following the same rules as the Recycle system, it will allow you to destroy items placed in front of it including any attachments. The difference is that rather then returning materials it will allow you to receive data (bytes) and will allow you to add a small amount of Bytes to your bank. the higher the tier the more bytes you can receive though the highest amount will only be around 50 bytes Next is Tier 4 power options. Currently the only real use for the XL platform is to be used with the XL storage (which is the only tier 4 module currently). These options will allow for greater power alternatives as well as a use for the XL Platforms. XL Wind Turbine - This windmill shaped turbine will provide up to 3x the amount of energy then a normal wind turbine, Using its articulated propeller it can face the direction of the wind allowing it to be more efficient with energy gathering. XL Solar Panel - Providing more solar energy this station works similarly to the small solar panel in that it will tilt itself towards sunlight to gather energy more efficiently the large solar cells are slightly larger then the XL platform but can deliver up to 4x the amount of power compared to a standard solar panel. XL Generator - Providing 2.5x the energy as a medium sized generator would be worth it enough, but due to innovations in technology XL generators not only will consume coal at one third the rate (essentially making a single stack of coal last up to 3x longer), but can also utilize Organic matter, but they will be consumed at half the rate as a small generator essentially making it last 2x's as long and more efficient then a small generator). They are also designed with a single Tier two slot allowing for two single items for storage or a single two tier item (such as a medium Storage module) All XL Power supplies are crafted with 2 Titanium and require a tier 4 slot making the XL Station or Large Rover the only way to use them (will be permanently affixed).
  15. 1. Mouse/keyboard? Controller? A. Controller 2. Steam? Xbox? A. Xbox one 3. What were you doing leading up to this bug? A. Killed by spike pod (the purple and red mushrooms that spear you with red spikes when your to close to them) after which i died and respawned (second death in game) went back to retrieve my items (after clearing the area of pods). After getting my items back i returned to my vehicle and I was unable to attach items to the storage spaces. Also tried to retrieve items from my back back but could not select them. it will allow me to retrieve items that are on the ground or in a storage but will not highlight them when i use my cursor/free look. 4. Any steps that we can take to reproduce the bug on our end is appreciated. A. I don't know exactly how to reproduce the bug (if i can at all). I have tried dying to spike pods again, as well as died and respawned multiple times and in different ways to see if it would fix the bug but the problem still persists. 5. Include any media you want. Feel free to attach images, videos, and so on to your post. https://gameclipscontent-d2012.xboxlive.com/xuid-2533274805503918-private/5aa53416-fa70-45aa-8432-d05057cd6b4a.MP4?sv=2015-12-11&sr=b&si=DefaultAccess&sig=oN25azWkJRlPHQ0%2BRm2wFBOTmxF95p6fe52wsswO22E%3D&__gda__=1522260065_6f5d08362c441097d5b6ba0b7c8412cc if this link dose not work please let me know (the file itself is 154 MB so i cannot attach it as a file) Summery: Essentially this bug make it where I can no longer select items in my backpack or items that are attached to platform snap points. it also dose not allow me to attach them to any snap points if i have them in hand/moving them. This is only effective in some areas of the map however as it will not allow me to remove or insert items to / from my backpack or vehicle snap points it makes playing the game almost impossible. I have tried recreating the death to see if it would fix the issue as well as restarting the game (not the save file) both did nothing. The problem mainly happens when using the left trigger (aim/cursor mode). Although i would rather not do so i may have to restart the game and delete the file as it seems that nothing has worked to fix the issue at the moment I hope there is enough information here to show the problem and more so to fix it. The game is amazing and with the new updates i cant help but say that the game has only gotten better. I hope that it continues to grow and become an even better game in time (and hopefully with out any bugs)
  16. I've been playing Astroneer (on Xbox One) for about a week now but really got into it a few nights ago, and it's very addicting and fun to play and figure out, but I've noticed that it has it's fair share of bugs and some, I cannot ignore. In every area outside of a small distance or on the zone of my landing pad, I'll pick up items and place them over myself but they won't go into my backpack, even if it's empty. Additionally, it won't let me take things out of my backpack, or even light up when I hover over it. Also, when I'm out exploring with my rover, suddenly it won't even let me place objects anywhere on the rover, and I made the mistake of taking my batteries off of my rover and now they won't go back on it whilst I'm in the middle of nowhere. This has been a major and even game-changing issue because I could be far away exploring in my rover and I find an artifact but I can't take it home unless I bring it back home, holding it, on foot. I've tried restarting the game, and I've seen that some others also have this problem, and I really hope this can be fixed or modified soon. Thank you so much! This game is turning out wonderful and improving with each update. Good luck!
  17. Virztev

    Rover and Item bugs

    Greetings. I have a few bugs I'd like to note that started happening to me in the newest update (0.6.5) When exiting a rover, every single time the vehicle will throw itself upside down, often landing a few feet away from my current position, as well as resulting in my player being clipped into the ground below me for a short time. After this, my position resets itself to above-ground, and the rover is somewhere flipped over a few feet away. This seems to be happening with just "research nuts" (as I like to call them), and work lights. With the research nuts, sometimes when attaching them to rover storage, they will disappear after left clicking to place them; this teleports them to their spawn location from where they were obtained. As for the work lights, sometimes after dying and retrieving a work light from your corpse, it will enter your inventory as being turned off, with no key prompt to turn it back on. Upon trying to unhook it from a backpack slot and re-equip it, it will disappear. I find that once it has disappeared, it will respawn at the player's spawn location (whether that be at home base on the original spawn planet, or near the space ship on the planet you've ventured to) These are just the couple bugs I've encountered after starting a new save in 0.6.5. I would also like to make a few suggestions! Adding in the ability to detach crafting and research stations from their bases, repack them into a box, and have the ability to move them to other platforms would be much appreciated. Same goes for rover-attached storage modules. Thanks, team Era! This is a great game thus far, and I can't wait to see it grow even more. P.S. I do not have videos of these bugs, however, I can make some upon request.
  18. ramalamafizzfaj

    0.6.2.0 - Steam - Vanishing Items

    I picked up a unit of Aluminium using the "E" key while holding it (in case this matters), five minutes later when i needed the Aluminium it was not on my backpack. And i had to harvest more.
  19. Hello world! I have been coming up with ideas constantly since the start of me playing the game, and I have read the roadmap and most suggested features, though I have not taken the time to read through all the forum to make sure these ideas are original yet, and some I know others have suggested, but I say it's okay if multiple people suggest the same thing. So below, I will be listing out things I have thought of as "this should be a thing", and I may update this later as more thoughts come along. The priority is determined by my feelings of how often something recurs that makes me think of the given solution. High Priority Ideas: There needs to be a way to remove trees after they're de-rooted! I find it inconvenient that they do not disappear like rocks do after they are disconnected from the soil, yet physically block you. Perhaps they could be harvested in some way and be turned into Organics? That'd give a whole new purpose for trees. There needs to be a coupler / hub that is placeable to connect two habitat bases together. Since tethers don't serve this purpose, it can be a bit of a hassle sometimes to have to make a rover just to connect the two ends of the hoses between bases - it seems like there should be something to bind them together for shared energy. That'd also be a way to encourage teamwork from separate bases with roles being bound together for energy. There needs to be a way to remove the extensions from a habitat after you've placed Resin in them. Dynamite doesn't destroy them, though dynamite destroys buildings, and there is no button to change either in any way. A simple realign or remove button would be very handy. Medium Priority Ideas: Please allow Unknown samples to be attached to the storages again! I'm not sure why this was removed, though I do love the new appearance of the storages, perhaps there was some difficulty scale reason this was changed or clipping issues. If this is the case, then I could live with just having to put it on new rovers without slots, but I do miss being able to make a little adventure rover to put my samples on in a more tidy space. I'd like to see some Astroneer suit augments or inventory variety! I think there may be something like this coming but I don't recall it being specifically mentioned to include suit changes itself, though I did see there will be more personalization for it some day. My idea was specialized backpacks to be kept on and made with a station, either a double-inventory space one outright (that slows your walking and running speed slightly) or specialized packs like a Miner's and Builder's backpack that could store more items, though only items that fit in that specialty. (i.e. Miner's backpack stores only much more ore / processed metal than the default one, Builder's can carry much more things like tethers, worklights, beacons, small generators, augments, etc.) It'd also be fun if exosuits were a thing, like for example, faster running or ones that can carry the oxygen tanks in themselves, though that may be a tall order and I understand that isn't necessary per se. Being able to use the printer to make Shielded Tethers would be quite fun! Perhaps two compound instead of one, and can handle two or three hits from storm blocks instead of just one. So the most vital ones near a base are safer, then the regular tethers can be used underground where storms don't risk your lifeline. I'd love if we could turn Augments on and off with a switch rather than have to manually take them off each time or use them until we run out of power to start using the default ability. This would be helpful as less inventory-moving-around would be needed to achieve the result we want, as we could swimply turn off the one we don't want to use and turn on the one we do. The shielded switch style on the research consoles would fit this nicely! Or maybe just a UI "On / Off" button displayed above each connected augment. This should also be neat to see in the future once more augmentations are released. A medium / large oxygen tank may be interesting as well if it was able to be carried on the sides or top and bottom of the backpack in a slot specifically designated for it, 4 titanium instead of 2, maybe with or without a movement penalty, though not necessary, it would definitely encourage longer trips away from tethers and be kinda retro (in a cool way) and show which players are avid explorers. I think dangerous plants (such as spiky ones and types that emit poisonous gas) should make a hissing sound or some sort of audible warning before they attack. Yes, the brown and green ones that shoot homing gas do make looped sounds sometimes, it's not enough to know for new players to avoid it, so it would save frustration to know that all plants that hiss for example are ones to stay away from. Also I'm not quite sure if it makes sense that gas would penetrate your suit unless it's some kind of acidic gas. Maybe suit health should be a thing rather than an instant death, so it gives you a danger that will start to quickly lower your physical health when your suit is damaged badly, but one you can decide on how to handle it or give in. Dunno how this health would be healed, maybe a station for it or tethers using energy to mend itself or something to that effect. I find it strange you can't place Medium Solar Panels onto storages when it's placed on a building. I understand that it could clip but the small ones do anyway when placed fully together, so it seems logical to me that you could place them there. Also it should be placeable on land habitats too, as they both are two slots and it seems like it would make sense to be able to do so. I look forward to Large panels and batteries some day, so a whole power grid will be even more appealing and efficient! Misc. Priority Ideas: Though I am aware of more weather being on the roadmap, a tornado would be interesting as it would be most similar to the dust storm and therefore easier to program than something completely different outright (I'd think? Not an experienced programmer so I can't say!), something that has the same feel and destructive power of the dust storm but violently swings the spawned dirt blocks in a circular motion instead of thrown in one direction. I dunno, sounds cool to me! A strut or firm elastic bond (out of Resin probably) able to be placed onto either the tubes between or the corners of rovers connected to each other would be useful as it would be a way to keep further placed rovers that you are connected to from flipping over lazily and forcing you to get out and flip them over, as there are a lot of bumps and rocks that can cause this, and some kind of more firm bond, though making elevated terrain driving more difficult, would make flat terrain driving less tedious. Soil (and in the future, water) samples in canisters should be a viable research method. Though all soil collected is generic when in a canister, one day it might be interesting that if you collected say, green / brown, blue, purple soils (though they would be generic if you used them to terraform), if placed in a research lab, that they would give bytes as they are all differently composed. It would also be fun if other planets and moons' soil samples were worth more as they are other bodies entirely to your spawn planet. Maybe even having some kind of science module to put on rovers or landers to collect atmospheric and gravitational data as you drive or fly around planets, then remove to place into the research chamber would be cool. (This could also lead to autonomous research satellites being a thing in the future! Ones that constantly collect and report data back to the ground for bytes, and also being able to warn for storms as I see that may be on the road map.) Seeds from the pink-spike plant (no idea if it has a name!) and maybe one day, seeds from trees and other flora should be researchable. Perhaps researching items that you don't currently have researched should reduce the cost of researching that item, as you've taken it apart and scanned it, so wouldn't you know how to better make that item? Makes sense to me at least. Not necessary but sounds like it would make sense. Either way, this is about as all I could think of right at the top of my head after some gameplay, might add more later, but not sure! Hope you all like this, feel free to respond. I'd be honored if a dev would read these suggestions as well, though just input from the community is great too. Thanks for reading. <3
  20. René Lison

    A new Item?!

    I found something on the Moon...
  21. chose1337

    Quick research

    Hi, I was thinking about new feature which works on Smelter, Mineral Extractor etc. and it's quicker research. NOW: You have to drag an item, put it into the center of Research Table, click on display and hit the button. After it finishes research, it stops and you have to get back from cave or whatever place to put another object to the center of Research table and again click on display and button. IDEA: You start the process same, but you add 2 more Unknown items to sides of Research table. After the research of first item is done, it simply drags new item from side to the center and starts the process. + Quicker research, more items at once, no need to come back more often. - Always consumes energy until the Research of all 3 items is done. What do you think?
  22. Summary: Items falling into the Ground which i collectet on the Moon, when Backback was full. While walking i was suddenly teleportet in the air an falling down. Description: I collectet some stuff with the terraforming Gun, i think it was compound or resin, and there was some energy on the ground. As my backback was full, the energy falling not on the ground, it falls into the ground and was gone. Same happens e few minutes later with energy. After that i walks back to my base, a little distance to this i was suddenly teleportet to the Air and falling down. It was not very high, so i dont dying. After that the Items which was falling into the ground ara lying now on the ground. Platform: Steam Version / Build Number: ? Specifications: OS: Windows 10 Pro x64 | v. 1607 | Build 14393.1715 CPU: Intel i7 6700K 4GHz GPU: EVGA GTX 1070 FTW 8 GB RAM: Corsair 32 GB - 2x16GB DDR4 3000Hz Drive: Seagate Hybrid 1 TB
  23. Hello, I played with a friend today (Both mouse and keyboard on Steam version), and while we were trying to solve a bug by our own (see this topic : ) we died couple of times. I saw in the last update that if we were to die a second time, our items shouldn't go in space and etc. Well, it kinda happened here. Not on the second death, but randomly, the corpses disappeared, and the items went floating around. I took few screenshots of them, and I could move and take most of them, but my friend told me he couldn't grab some of them. They were floating around, as if there was no gravity. The first picture I posted is where my friend died before, and the second and third pictures are where my corpse was. If you have any questions about this bug, ask away, maybe I'll be able to answer and help a bit more!
  24. Andro

    Floating İtems

    If you press Tab(Shortcut to put items to inventory) while having a full inventory.The item you try to pick stays where it is even air.(if you swing while doing tab it can get stuck in objects,terrain) 1.Computer/Steam
  25. Benana

    Items are slippery

    Hello i just noticed that the items are a kind of slippery. If you take them and drag them to another place, they will sometimes go through the planet an fall down. But they land somewhere in a cave and so i lost some important items. I hope this bug will be removed as far as possible. Thanks for reading. (tip: just let them fall from heaven or dont let the items go through the planet)