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Found 8 results

  1. Gus Bronk

    Poor Quality Shadows

    Summary: Shadows look like they are made up of little dots. Description: The quality of shadows is very poor especially on white surfaces, it looks like they are made up of small dots rather than an actual shadow. I have all settings on ultra and the game is set to my monitor's native resolution. Platform: Steam Version / Build Number: Specifications: OS: Windows 10 CPU: Intel 5960x @4.5ghz GPU: Nvidia 1080TI RAM: 32GB DDR4 Drive: 6TB Hybrid Monitor: Dell UP3017 2560x1600 @60Hz
  2. Titico7777

    Lights for crane head

    When using the crane to harvest soil, could be possible to have some kind of light system that would allow us to see where we are harvesting? Specially when you going inside caves or on the side of a mountain, after a while I cant see a thing when I operate the crane.
  3. Gergely Menyhart

    Idea for making mining easier

    Hi there!I am playing with Astroneer for about a month now and it surely has great potential to become one of the best sandbox/exploring games!One thing that I am missing from the game is a craftable light source witch would make mining more easier in deep/dark areas and it would be a great addition for making your base more look more sophisticated. Keep up the good work! Regards Gary
  4. gianstarr

    Common Bugs

    Lights on vehicles remain on when there is no power stored in the vehicle Storm walking effect occurs when character is underground Custom configured settings do not save upon reload when applied Clipping of character and terraforming tool with terrain Multiplayer vehicle issues - player and vehicle went into the void when another player (driver) exited the vehicle General optimisation (Personally, my fps was within 5~15 max 20)
  5. Slaying B A M F

    Electronics and Automation

    From some gameplay of Astroneer I would love to see some automation and simple electronic systems. For instance, a cable system set up to power lights everyday and night, by a stronger generator with an advance solar panel all connected together. These cables can be placed to power different machines and different types of batteries, perhaps a robot-like pet who needs energy to survive and can help carry more items, attack potential enemies, or even spot out rare resources. An automated routine for him to return to the base when he is low could be a command made by the player, or else the robot may lose power and require lithium batteries. Once he returns the player may have an automated dock for the robot to dump storage into crates unorganized and to charge its power back up, once fully powered up he will run to the player to attend his adventures. The storage could also be automated with advance machines that organize items that the player or robot dumps off. Furthermore, the robots can be commanded to not follow the player but to constantly organize or transfer resource from a quarry. These robots can be little spiders, dogs, cats, birds, dragons, really anything beastly. Next, a quarry that is powered by the cables could take lots of energy but can mine an area overtime to provide resources in a certain area. Robots can be commanded to transfer resources. I believe a cool step into Astroneer would be technological advances that can be applied to the player's base and the player themselves to create well developed adventure. Thanks for reading my ideas, please provide more feedback as I can't wait to see this game advance. Thank you, Slay
  6. SolidWaterQB

    3 Bugs I found

    I found some bugs I'd like to share with you guys 1. Had a bug where I joined my friends game and the tethers would not light up after i placed them down. (It was very dark in the caves ) 2. When I joined my friends game the sound cut out. I could still hear the music, Footsteps, and placing items down. but nothing else like collecting materials, research, and when I was crafting an item. 3. Sometimes when you use your space vacuum to cover up and extend terrain, my friends would get caught in the middle of it and get trapped underneath, then they would start falling through the map.
  7. I love exploring with an oxygen tank + filters, however the deep dark is, well, dark. So you might as well just use tethers as they are the easiest source of static lighting. It would be awesome to get something like a construction stand of lights which point in every direction. They would be a 2 socket item, with an additional single socket on them on which you could place a small wind generator, solar panel, or generator. Obviously you would then also be able to put them on the conduits within your base to lighten up the place you call home.
  8. First off, great work on Astroneer so far. I would especially like to salute your netcode. I think in one of your blogposts earlier you were talking about how you limited the scope of MP servers/matchmaking for the alpha to keep it within reach and that decision has REALLY paid off. I connected from Australia to a friend's PC on the East Coast of the US. There was an unavoidable amount of lag and some quintessintial alpha behavior (animation bugs on respawn, a few CTDs) but good lord it worked pretty much fine for a five-hour session. We never hit a showstopper where someone couldn't rejoin after they CTD'd or the game de-synced and we couldn't find each other or anything like that. As a result of that stability: I love the game, my friends who I convinced to buy it love the game, and we are all going to rave about it to other friends and no doubt some of them will buy it too. My only moments of frustration in the game have been while caving. the TL;DR of it: it would be great to have better options for vertical traversal and for marking a trail with breadcrumbs (as opposed to implementing a minimap or more detailed compass). Also, a somewhat unrelated suggestion about lighting and movement. I'm sure lots of other players have had the experience where you spot a resource you need in the distance and you decide to run for it, gather it, and dash back to your tethers before oxygen runs out. Far too late, we find out that there's a hole or chasm on the way that leads to a deep drop. You either die when you hit the ground, or you live but have no way to get back up to where you were before you suffocate. Even if you run around gathering oxygen to keep yourself alive, you're more likely to wind up extremely lost than to get back up to the previous level. Sometimes I've stubbornly lost several lives in a row trying to retrieve my gear or find out where that resource was. Right now the only workable solutions for vertical movement are trying to make a pillar/ramp with the terrain tool, or tunneling into the wall a ways and then trying to switchback/corkscrew an ascending tunnel to reach the previous level. Neither is very intuitive and both risk another fall from height (if when tunneling you break into yet another chasm and fall there). I have four suggestions for this situation: 1 - a jetpack. Up to you whether it's immediately craftable or has to be researched/found from derelicts. Maybe have it take up two slots in order to properly account for its utility/value. Or perhaps it could be attached to the wing slots on the backpack, since the solar panel and windvane aren't much use for generating power underground, and there's already a system for feeding fuel into an item there a la fueling the generator with a stack of organics. It would also be a good 2nd use for hydrazine and give a reason to seek it out in caves even after a fuel condenser has been built at the base. 2 - a grappling hook. It would be great to be able to grapple to the ceiling and pull yourself back up to the previous height, or at least reach a height greater than the range of your terrain tool so that making platforms to get back up isn't such a pain. It would also be an absolute joy to have a grappling hook that enables skilled players to move quickly and vertically like some Quake mods or good old Bionic Commando. 3 - different shapes for the terrain tool. If you could change it from a circle to an open crescent or angle, it would be easier to create lipped ramps and walkways which would reduce the danger of falling as you shape terrain to cross a chasm or return to your original height. 4 - some way to 'breadcrumb' your path. Tethers are tedious to place if you want to move at speed and they create a performance hit if you have placed too many. Beacons are too expensive in terms of materials to dot them all over, and aren't especially useful for pathfinding in caves with the relatively narrow fields of view one has. The most practical solution is to draw an arrow in the floor with the terrain tool at every intersection to pointing the way home, but that really detracts from the natural beauty of the environments you've created. What about a homing dot, similar in size and stackability to a tether, that when queried with a mouse click points to the nearest powered tether? I'm thinking of something with a button-ish look. You walk up to it, press the button in the center, then the rim lights up and blinks in the direction pointing back to your tether network? Alternately, if the pathfinding would be too expensive or be too hard to make work with edge cases (a tether directly above you if the cave has looped back on itself), some ability to set an arrow direction when you first place the breadcrumb. If you wanted to make them true breadcrumb tools rather than just a "show me the way home" object that lost players throw down, query, and just pick back up, you could make them placeable but not retrievable. Or perhaps limit the pathing range so that you have to leave a trail of them in order for them to provide any useful info. You might even make it so that activating one causes the next one in the chain to strobe until the player walks up and interacts with it. It then points the way homeward (or at least tether-ward) and causes the NEXT one in the path home to start strobing. 5. Finally, while it's generic to all caving and not just the 'find your way back from a fall' situation, it would be nice to be able to cast more light than the player's headlamp provides. I often find myself carrying items off-center as I run, since I don't want the carried item to block my view of where I'm going. But because the character's head is slaved to the cursor, I don't have light showing on the place where I'm headed! Perhaps we could have a craftable light that can be placed on the backpack 'wing' slots and either shine narrowly ahead (but ALWAYS straight ahead) or cast a moderately-sized globe in all directions.