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Found 12 results

  1. DiGiaCom Tech

    Master Bug List?

    Is there a master list of bugs and/or new feature requests managed by the developers that players can review and check on the status of correction/development??? Inquiring minds want to know ... instead of us just posting and reposing the same bugs over and over
  2. This is a decently large list of bugs I've found while playing for a couple months. All of these have occurred on PC (mouse and keyboard) while playing multiplayer of 2-3 people. If the bug is italicized that means I found the bug before an update in a past game and haven't gotten the chance to check to see if it's still there. If its strikethrough, then that means its a suggestion and you can ignore it if you would like. The motion of another player while walking seems choppy. (2 player game, may just be a janky connection). The Buggy/Rovers, when first rendering in, produces a large cloud of smoke until you get closer. (They have solar or storage units on them, and have just loaded in but have not gotten close yet). The wind turbine is finicky. (Sometimes doesn't work, but then when you move it slightly it does work). The Terraformer goes into the ground when you put it away. (The terraformer minimizes but instead of going to the side of the pack it goes below the feet of the character). A better way to join friends in multiplayer. (Joining through steam is alright but an integrated joining system would be nice). Terraformer mods sometimes don't work well together. (When a wide mod and a boost mod are on the same terraformer, only on works sometimes) Button to surf? When placing a tether it only shows one possible connection. It would be nice to see all possible connections to the selected tether. Trouble selecting things in general. (Like extenders for example). Teleporters to motivate the exploration of other planets. (So you don't lose your base). The jet on the terraformer stretches. The winch when released and selected right away will display two hooks, one is passive and one is extended. I tried to have a car with 3 trailers. (Not a great idea in the first place, but I wanted to try). Backing up was is a nightmare with any trailers at all. Possibly support for that, or rigid instead of loose connections between the vehicle and the trailer). Maybe overclockers for research or other machines? If I find any more bugs I will try my best to report them as well.
  3. Here is a list of suggestions that me and my friends have created after 3 days of gameplay: Space stations that are expandable and customizable (these would ideally show up as landing zones when orbiting a planet and could serve as bases) Mobs or creatures (both neutral and hostile) that are planet specific Craftable and upgradeable weapons that operate on suit power - these could include a pistol, rifle, rocket launcher, etc. Expandable inventory space via upgradeable backpacks Upgradeable mining tool that harvests resources in greater amounts More vehicle options like airplanes and smaller personal vehicles Jet pack or similar personal flying gadget Dynamic weather effects (i.e. "Arid" requires heat protective suit and buildings and "Radiation" requires radiation protection) Gas masks that reduce damage from gas plants Health bar to display remaining health (with health upgrades to expand it) Energy upgrades to increase personal energy More planets with varying environments (i.e. lava planet, oceanic planet, heavily-forested planet) NPCs - these would be rare and appear in villages or small towns Expanded base customization with craftable structures like walls, doorways, arches, windows, lights, roofing, foundations, furniture, stairs, ladders Craftable roads to provide stable paths for rovers and trucks Landing pads that can be built and used with shuttles and spaceships as custom landing zones More flora for planets such as different types of trees, shrubs, thorns that damage the player, mushrooms, ferns, etc. More weather than just the sandstorms - these events could be planet specific and include acid rain, earthquakes, fire storms, or blizzards Craftable clocks or watches that indicate relative time of day
  4. Guardskill

    My PC Bug List

    General list of found bugs: Solar's sometimes split and look funky when rolling a rover or truck Characters fall through the earth when building on yourself or when spawning from a spaceship The spaceship only deploys its cables and add-ons once then no longer works and will not reconnect to anything (conditions for this glitch unknown) After traveling and making homes on other planets, the star map shows random broken locations around the current planet off in space The small plant life on the surface of Exotic acts like tethers or Tundras ice spikes causing vehicles to not be able to move anywhere halting most paths completely Sometimes see cracks on the planet surface where the caves are close to the top making it seem like the ground is paper thin wench does not work at all for anything it is completely useless putting a habitat on a truck/rover makes it twig out and sometimes float in the air (specifically on the trucks/rover storage add on back left or right side) spaceship/shuttle landing and taking off icon has a small black dot above it only visible when looking at a bright planet sand storms rocks go through walls you build up to protect yourself (just the animation on some rocks) After being killed twice the first deaths players pack disappears making it hard to find and the items float (can still get the items back though) The generators, solar panels, and wind generators don't always give power to all the add-ons (most noticed to the smelter)
  5. Xane Tempest

    Long list of ideas

    I was tempted to post a new idea for every one of these... but you can see that it would be more a nuisance for me to start spam-posting ideas for all of these I apologise for my lack of image-input. If any of these ideas gain traction, I would gladly doodle some mock-up designs, but I am certainly NOT a graphic designer, so prepare for biro doodles in margins haha! Additional equippable tools (possibly remove them from pack and put on vehicle to transport?)Recycler:A 'weapon' that can break down flora and constructed items for small ammounts of resources. A good way to deforest an area without messing up the terrain, or get a little resin back from accidentally building a new node.Snow-blowerSomething that can 'blow' the larger useless chunks of plant and rock away to clear a path for yourself or your vehicle.Space-compressor.A power-intensive device that allows you to pick up a large object and store it for a short time.IE: Pick up several research pods and ruh back to the entrance of a cave with them before you have to put them down.Backpack upgrades.Additional storage, a 2-slot for connecting larger utilities, more utility slotslong-range Terrain Deformer.more an upgrade than a new tool, but just more range.Precision deformerAgain, upgrade. Just lets you change the size of your 'brush' while using it.Emergency jump-starterA device that makes your backpack and connected batteries supply power to whatever it's connected to.IE: You ran out of juice for your buggy in a cave so no solar and no wind (and for some reason, no generator... maybe no organic?). You put this gizmo on and your backpack will discharge to fill the buggy.Light ToolsHard-light bridge, shield, light, storage. A module you use like a tool and can place temporary structures in the world that will dissapate with time (and power)Buddy drone.A small drone you can assign to ferry things back and forth from you to your vehicle or base.Can also transport oxygen and power? kind of like a little battery?It would only have space for two objects or one large module (IE, solar pannel) so that you can have it carry a research pod, or resupply you with power from a wind turbine.To 'program' it, you select it and get a close-up like your backpack. There will be a few holographic buttons (like the 3D printer) and you can chose between 'follow' where it just follows you. 'ferry' where it takes things back and forth to the nearest storage device. 'respply' where it will bring you power and air. any unnused air and power remains in the drone until it runs low on one where it will go for another load.You need to carry a 'controller' on you, or equip it to one of your backpacks utility slots to use.Impact protection deviceFor power, it will deploy 'bubbles' similar to those on drop-pods (the pyramids) whenever you would recieve fatal damage from impact. This can save your life if you fall in a cave, but also offers you a little anti-rock protection in storms (spikey rocks would not be deflected of course) MapWhen equipped to you, it shows a small area around you and points out any structures, wrecks or vehicles you have in the area. Will use power of course, so don't get too attached.If fitted to a base or vehicle, the area will be larger. Possible use the beacons to expand the mapped area? Tethers would be goodPortable research tool?Kind of spit-balling here, but imagine if you could just research anything you found there and then in the field?Redundant if you could build one on a vehicle, but you get the idea...Ore scanner *Manipulation tool.Pick things up that you can't now. IE: Vehicles, trees, plants etc.Long-range-TethersMore an upgrade to the tethers allowing them to connect over a longer distance. Possibly emit more light?Things to build:Storage Tower.Just a tower covered in pairs of connection points so that you can cover it in six to nine storage racks.Teleportation relaySEROIUS power cost, but can teleport you to another relay on the same planet.Wirekind of like tethers, but more like the ones that attach vehicles? a way you can connect bases.PlateA simple flat thing you can build so that you can build flat from a rough terrain (or on the side of a mountain.) Inter-locking and cheap enough to build several to make a makeshift bridge for a vehicle chainSimilar variants could also be: Walls, roof, Personal door and vehicle door. All inter-locking and when 'enclosed' they could offer oxygen resupply and protection from stormsNodes.Just that. Build the little nodes that appear from a habitat (or space-ship) but elsewhere.Lights.maybe a tether upgrade, but something that projects a lot more light around. Perhaps a personal upgrade like a light-bulb?Tall nodeA node with a second floor. Good for solar pannels and wind turbines, and because it has twice the space to connect things, you can put a battery there as well.Ore scanner*.a two-part suggestion here. Both for a small module you can have on your pack (researched and built from titanium or something) and a large base-related one you have to build out of a lot more materials.It would show the surrounding area and mark resources. IE: compound, resin etc. It won't tell you what it is (not too OP then) but since you can carry a small one, no more blind digging and hoping for the best! Also... find that last b*stard bit of something to get rid of the marker Conveyor nodeThink 'small teleporter'Put thos on a storage, or even use it as a storage and it'll transfer needed items to any structure on the same system. IE: Fill this with compound and whenever your 3D printer needs compound and it's connected storage has none, it will take it from the conveyor.You could also use this on a vehicle to resupply bases without the grunt-work. Connect your resin-covered-truck and the conveyor will pull it all from your truck.Vehiclesbig truck you can build modules on (EG, a 3D printer, research etc)Monster Truck!Yeah... I want a big vehicle with huge wheels to tackle the insane terrain I've been parking upside down on all day.hand-brake button... getting in a buggy or truck on a slope means it'll just slide down the hill. Not cool if you fall into the pit of 'pointy things that were in your way'To fix the 'lose connection' issue with the front and rear connection points on vehicles. Things can fall of them whereas they can't of anywhere else (thankfully... Tundra is hard to stay upright on XD)otherRedundant materials.Things you can harvest but can't really do much with. But you can sell them, use them decoratively etc. I have left out all suggestions that I know have similar threads in the road-map. You don't need me regurgitating your ideas haha! I am looking forward to all new features and would relish any chance to have more long-term building goals. More expensive vehicles, upgrades to my gear, new versions of current buildings (EG, researcher with two, three and four slots) for 'end game' goals. I am astonished at the playability of this game in pre-alpha stage! I have been playing games that are not as good to play fully released!
  6. Pocobeastu

    A Massive Bug List (PC)

    Here are all of the bugs that me and my friends have encountered over the past three days of consistent (around 17 hours) play on PC through Steam: The bugs below are "general issues" that apply to both host and non-host players. Occasionally, both host and non-host players re-spawn underneath the terrain after a death and slowly "float" back to the surface When a non-host player joins a session, all players experience sharp drops in frame rate as the player lands Frame rate degrades for all players over time the longer a world exists Landing 2 shuttles or spaceships in the same landing zone causes them to "overlap" with no collision, resulting in several vehicles occupying the same space When operating a vehicle with an attached crane and drill head, tight spaces often cause collision issues that throw the vehicle around if the crane is carelessly operated When using a crane to obtain resources that are automatically placed in an attached vehicle storage, incomplete item stacks remain on the storage indefinitely and cannot be grabbed by any player in the game session When approaching a building platform that has anything attached to the front node with a vehicle, the blue highlight for a potential cable connection causes the item attached to the front node to automatically detach, even though the cable has not yet been connected Oxygen tethers occasionally lose their oxygen supply and lights inexplicably (this can be reset by grabbing and replacing the tether attached to the main oxygen supply) Vehicles occasionally disappear from a given planet if all players leave and return to said planet Wind turbines often spin randomly, independent of other nearby turbines Wind turbines and vanes do not respond to wind storms Creating a building platform while standing in the construction zone causes any player to become stuck in the platform with no means of escape The bugs below are "client issues" that apply to non-host players only. When attempting to land a shuttle (not tested with spaceship as of yet), non-host players have become stuck in space after selecting a landing zone and are unable to select any further options Non-host players often experience an issue when inside of a truck or rover where their player model appears under the vehicle during operation When traveling to a new planet (specifically "Tundra" in our case), non-host players were unable to see newly-placed buildings constructed by the host, nor were they able to construct buildings of their own Non-host players have experienced several issues regarding the winch, specifically instances where multiple winch cables can be utilized and where improperly placed cables do not return to the winch Non-host players can request trade post shipments, but they are unable to see or interact with a ship that returns to the post Non-host players have consistently experienced missing ground textures and collision, resulting in "holes" that non-host players are able to fall into and see resources through Non-host players always initially spawn in on "Terran" (the first planet) regardless of the planet they previously saved on Non-host players' inventories do not save when rejoining a previous game session When a non-host player leaves a game, the contents of their backpack float in midair and are able to be retrieved by other players Non-host players are occasionally unable to interact with a backpack they have returned to after death (the host can interact with these backpacks) If a non-host player's inventory is full and they acquire a stack of a particular item, causing it to "pop off" of the harvesting tool, they are unable to interact with that item stack (the host can interact with the item stack) The state of the terrain is not saved for non-host players that rejoin a game session, causing "invisible resources" that produce no item stacks for non-host players to be present in the game world When using a 3-seated truck occupied by both a host and non-host player, the host exiting the vehicle often causes sporadic, flailing behavior for the truck When using a 3-seated truck, a non-host player may appear to be seated to the host, while they are actually absent from the vehicle Non-host players occasionally encounter an issue with their player model appearing sideways upon exiting a shuttle or dying (they can "emote" to reset their player model) Constructed vehicles in front of a vehicle bay disappear for non-host players if the vehicle in question leaves the render distance of said player (the vehicle will sometimes reappear if physical contact is made by the non-host player)
  7. These were all on terran unless stated. patch 0.2.111.0 When hooking up a train of rovers (in this case 3 with cabins on the ends and 1 big solar panel and 1 big windvane on the outer cars), performance gets .5 second hickups every 3 seconds I felt a clear performance drop from around 60 to 20 when at the same time I saw either the tundra planet very close, or a quarter slice of terran itself maybe (known bug) When you put a thether in the backpack by clicking on the dude, it dissapears Vehicals cannot drive on the moon (barren) bcs low grav.. Maybe intentional. But truck just bounces and saltos. Crane can be built without a vehical present. It then just sits there. You cant pick it up but you can bump it with terrain or a vehical. When smelter doesn't have enough free slots (max 5), it destroys your thing. I managed to 'lock' the trade platform. I had it filled up with 'natural'. I think I logged out while it was in the air. Result is I couldn't click the things in it and launch button was missing. You can see the tooltips for things on other planets flying in the sky of the planet you are on. Planets don't seem to orbit the sun, but sortof float around randomly instead. Maybe intentional. With a lot of changes to a planet and/or a lot of tethers, things just freak out. I made a 'stairway to heaven' of about 50 tethers long with a habitat on top. Saved it. Came back: floating habitat with a long string of tethers but none of the changes I made were visible. Also couldn't exit habitat with TAB rendering this savegame useless. (which is fine, my new base is better) I'm currently in a 'seed' where I seem to have twice as much resources as in the previous one, but hardly any copper and no lithium. I did found a cave the size of a small country filled with compound though. PS : thanks for this awesome game!
  8. ThisGameisCrack

    The Land Monster

    Thanks for the wonderful game so far! Just making a small, grammatically incorrect list of bugs I've run into. Most have probably been brought up by others already. When playing, the ground has eaten my truck and my friends for no reason. Just driving along with a trailer full of delicious research and the earth god gets hungry. The truck will also just bounce into the air and get stuck. Also, after an hour or two of building and expanding, the frame rate becomes unplayable. I start at 60 to 80fps and as we build it slowly drops till it hits 5 to 10 fps. Adding more platforms is where I notice it. We ran it down to the bottom of a cave for power, and we had to (happily) start a new world because 10fps is impossible to ignore. I think tethers and land modifications affect this as well. (This is the most important fix I'm looking forward to). I know many have already passed this on. Sometimes my friends mine a resource and it drops next to their full pack and they are unable to pick it up. Only the host can pick it up. Tethers don't always light up for non host players. Occasionally when you hit the RMB is makes you do a 360 degree spin that is a little disorientating. If you add soil directly underneath you. You fall through the map and die. I would love to be able to delete a misplaced platform or bay. Thanks again for your hard work.
  9. Just an idea for we bug reporters: can someone compile a list of known bugs so when we check before posting our particular issue? I've seen loads of people posting about falling through the terrain, half empty stacks stuck in inventory, flying trucks, etc. Many games in alpha does that and I think it really helps to prevent less repeated posts. Example: bug: item is stuck on backpack, storage cause: after drilling, half finished stacks will get stuck wherever they get in reproductible: yes workaround: none
  10. Can you give me the list of all items and research please.
  11. EVERY WEEK I'LL MAKE AN UPDATED LIST OF NEW ITEMS THAT PEOPLE WANT AND ARE TALKING ON FORUMS WEEK 2 LIST This thread is about new ideas list, make sure to post your ideas of items i'll make a list, which will make it easier for DEV's and other people to take a look. Format to send ideas: a) Title or name of the item b) How does it work c) other infos New items: 1. a) Heat generator b) put on geysers, or heat source to generate power 2. a) Vehicle Dock b) Add on the base to make it easier to manage vehicles and power them back up (2 land vehicle place, and on air vehicle place) (GOON124) 3. a) Landing Pad b) Make a printable landing pad for spaceships and space shuttle (Larkin) 4. a) Map/GPS b) researchable item which can be print and help you navigate throuth your planet and space (RamyW) 5. a) Jetpack b) A jetpack that can be use to navigate easier trough caves/mountains. Use fuel just like space shuttle etc. (KingCormier) 6. a) Space station b) a stationary vehicle in space where you can craft object and park your space shuttle for refuel and stockage. (AstronomersAnatomy) 7. a) Rails and cart b) cart and rails to transport research globes and items around the planet 8. a) Drone system b) A little drone with a camera that you can fly around to find resources and spot different area 9. a) Automator (name by bony_228, idea by iamawesomeuknow99) b) Attachable to platforms, automatically 'uses' it when it is able to (ex. creating fuel in fuel condensator) 10. a) Conveyor/Hopper b) Automatically moves items around. Nuf' said. 11. a) Attacher/detacher b) May be combined with conveyor/hopper, will remove items from 'ports' or places them in 'ports' 12. a) Environment sensor [Backpack attachment] b) Small advanced warning of incoming storms, meteor showers, acid rain. Hostile temperature/radiation/corrosive gas. 13. a) Structure tool b) A tool that allows more exact smoothing and flattening of walls and poly surfaces, allowing the OCD perfectionist to get that perfect base without the stress or frustration c) Requires Aluminum (or something else) to craft, and uses power at about the same rate as the terrain tool currently. New ''Playability'': 1. Make it possible to use Wind turbines on geysers 2. be able to remove platform (like printer, gaz condensator etc...) 3. a sing on the bottom of every items and ressource for rarety (comon, uncommon, rare, ultra rare, classified) (tyroney) 4. Missions and objective (just like the dev’s talked about during the stream) 5. More color/customization of your player model (AstroTrips) 6. Better vehicle controls (press forward, vehicle goes forward, regardless of camera direction). Toggleable. 7. Better vehicle controls (press forward, vehicle goes forward, regardless of camera direction). Toggleable. 8. Character Classes. My favorite Astroneers are #1 and #3 (especially #3). Give them classes with some nice stat boost or one special unit available only to them (never played co-op RPGs? You got the idea!). #1 Could be Wanderer/ Scavenger, #2 Engineer/ Technician, #3 Explorer/ Mercenary (??? he is so fluffy! <3) and #4 Researcher/ Scientist. Of course, more models too! The more difference between characters, the more choice and replay-ability the player will gain. 9. Survival Mode; Food, Water (frozen if liquid is to much coding) and Medical supplies. Non regenerating health bar with a degenerating food and water bar. Use stimpacks/medicine to recover lost health, advanced medical treatment labs to cure diseases or damaged limbs.
  12. Past the last 4 hours reading topic on the forums and this is the list i came with! This thread is about new ideas list, make sure to post your ideas of items i'll make a list, which will make it easier for DEV's and other people to take a look. Format to send ideas: a) Title or name of the item b) How does it work c) other infos i'll add any other ideas you give to the list! New items: 1. a) Heat generator b) put on geysers, or heat source to generate power 2. a) Vehicle Dock b) Add on the base to make it easier to manage vehicles and power them back up (2 land vehicle place, and on air vehicle place) (GOON124) 3. a) Landing Pad b) Make a printable landing pad for spaceships and space shuttle (Larkin) 4. a) Map/GPS b) researchable item which can be print and help you navigate throuth your planet and space (RamyW) 5. a) Jetpack b) A jetpack that can be use to navigate easier trough caves/mountains. Use fuel just like space shuttle etc. (KingCormier) 6. a) Space station b) a stationary vehicle in space where you can craft object and park your space shuttle for refuel and stockage. (AstronomersAnatomy) 7. a) Rails and cart b) cart and rails to transport research globes and items around the planet 8. a) Drone system b) A little drone with a camera that you can fly around to find resources and spot different area New ''Playability'': 1. Make it possible to use Wind turbines on geysers 2. be able to remove platform (like printer, gaz condensator etc...) 3. a sing on the bottom of every items and ressource for rarety (comon, uncommon, rare, utlra rare, classified) (tyroney) 4. Missions and objective (just like the dev’s talked about during the stream) 5. More color/customization of your player model (AstroTrips)