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Found 14 results

  1. For gas storage you'd have a "pump" or "pipe" construction that you'd place like an extender with two ends and you'd bury it by building a wall on it with the ends sticking out both sides, one you'd connect to a machine or something and the other would check if it's side was a sealed volume whenever you try to turn it on and if so it'd act as gas storage equal to the area's volume, naturally if by digging it's ever connected to a volume that's too large or not sealed it would all be lost, if it's connected to a volume filled with some other gas(like air) it would instantly mix and be unusable until filtered which could be an attachment to the pipe. there would be other possibilities like having an airlock that'd be like a pipe but would allow passage without gas flow so you can build atmosphere specific things, for example titanium refineries would only work without a purely unreactive atmosphere like IRL or planters would only grow with their home atmosphere and a source of lighting(or transparent terrain to let the sun in). Beyond that you could have simple liquids that would just fill up an indentation up to a flat level depending on volume, once the level reaches an edge it would send out a "stream" that'd follow the steepest slope from whatever point it's at until it either reaches another liquid surface or a point where there's only up slopes at which point it would make a new one into which the overflow from the originating reservoir would flow into the new one, if the new one fills to the point that their levels are both the same then they mix and continue upwards as one, if they drain past that that point then they split again. you could also do something with multiple levels of different density fluids and if you have a reservoir inside a gas room then the gas room would have a reduced volume depending on how much the liquid takes up. In short I feel the dynamically modifiable terrain should be more important to construction.
  2. LeNUTRIE Metanolo

    Impacting ecosystem

    Hi, I'm new! I've played for a while past days, and I would try to inspire you. Have you ever played Spore? I loved that game, and I think the "terraforming" feature of planets could be intresting. I mean the "import fauna and flora to stabilize the planet's ecosystem" thingie. You've set the game like a gold rush, and that's fine. But what if we have concequences on the ecosystem? What if we have tools that allow us to directly affect the ecosystem? What if certain equipment generate pollution or waste? Pretty much actual topic, I would say ;). That's just a thought. P.S.: Good job, even almost without any content the game is fun to play already! Keep it up, cheers!
  3. i like astroneer .. i thought it nedded a research update also .. but until the idea behind the update is good, the implementation is catastrophic research station is an energy hog, and the technologies are way too expensive, the research has the top energy priority to "buy" a good technology you have to be all day just loading items in station because the are so expensive that you need to research many items ... in addition the research station drains the energy of all my base turning it off and useless ... so i cant do anything else while collecting bytes, it is really boring and frustrating .. while researching i leave the game running in background while browsing internet, forums or whatever i like the research system in SYSTEM SHOCK 2 (the best game in history, but poorly marketed) ... i like astroneer would take some ideas from this masterpiece, for example.. - classify items and technologies in categories, e.g.: rock, organic, alien, hardware, augments, etc - loading items in station enables you to research technologies just of its own category (this way you also could put some categories exclusively to some planets) - at some point(s) in the middle of research, it asks for some resource (e.g.: composite, copper, etc) to continue researching or choosing a path between posible results - make advanced technologies requires some "research experience level" (of some specific category?), gainied by researching basic technologies first, buying somewhere or whatever - make the research station NOT TO DRAIN THE WHOLE BASE'S ENERGY (make it drain just the HALF of the stream, or customize some way for example) so until slower you can still continue playing
  4. hi ... i like astroneer but storms are dull, only wind, could be more interesting with lightnings storms are the only weather event in astroneer... i played planetbase time ago and i liked weather system, they have no flora or fauna but had 3 risky weather events that can also be turned into advantages... storms (hurricanes), lightnings and solar storms hurricanes = slows down colonysts walk speed, however eolic generators run at max capacity ... astroneer ones additionally disturbs visibility lightnings (+ rain?) = colonysts hitten lightning while outdoor can be severely damaged, but can be exploited with LIGHTNING RODS as a very good energy source solar storms = outdoor colonysts reached by solar storms are damaged over time, however solar panels run at max capacity i think solar storms in planetbase could be improved with a "pulse" animation (they only change color pallete to a lighty one).. additionally in astroneer there are geothermal energy (at least in some alphas) ... astroneer hurricanes additionally disturbs visibility, in planetbase solar panels cannot operate during huricanes and night, so eolic generators are the only way to get power during hurricanes, they also could be accompained with lightnings, i dont know astroneer could evolve .. imagine a planetbase like game where you control a single colonyst, with indoor structures like biodomes, factories, storages, corridors, etc., .... like when in warcraft 3 you control a group of units and heroes from a birds eye perspective, and then change to world of warcraft to control a single hero unit from a more immersive 3rd person perspective .. that could be astroneer compared to planetbase, they are excelent games but with a lot of unexploited potential.. the games are different but i am addicted to both .. would love if there was a combined game .. play planetbase to get ideas
  5. Imelin Cane

    Cane's List

    Hello All, I've been working on a bunch of different things for Astroneer, so I thought I'd collect them here. I've been writing out suggestions, mechanics ideas, UI improvements, and other things as I go. Here's the link to my doc: I keep adding to it every time I play. I will post something different with my explanation of Progression, and how I've been playing (I've been calling it Hard Mode).
  6. I've been putting together a document detailing some of the features I'd like to see implemented/fleshed out for both near and far-future updates. I turned commenting off in the document so that any discussion happens here. Let me know your thoughts! Cheers!
  7. Astronoob


    Hello guys , I just wanted to know if it's normal that at some point in the game the research objects don't give me any new blueprints. Sometimes they give resources but there are other times where they crack open and the project the hologram like they are going to give me a new blueprint but they just disappear , without giving me anything at all , no blueprints or resources , and this happens with all kinds of research objects just randomly , Is that normal or is it glitched?
  8. What better way to invest in your own settlement then to network with other NPCs from the same or other planets. Plus expanding your own settlement to house traveling merchants or companions would be a nice way to encourage people to actually want to go back home. These implementations would also make room for more achievements such as making a city for 10 or more NPCs or establishing 3 or more trade routes with other settlements. I guess the best way to start towards this path would be to add some interesting NPCs with programmable AI such as telling them to look for resources, make this building, or find more people to trade with. To go more in depth, these NPCs should be capable of learning what buildings you want by showing them things you've previously built or scanned from exploration: so perhaps you could call this some sort of blueprint mechanic. But this would be hard to do without some actual building mechanics which leads in to my next topic... Building mechanics are a must have! If you're looking for a specific style of building, perhaps the Terraria building mechanics with a 3D twist would fit pretty nicely. With the ability to flatten terrain, you can place floors and then walls and finally a ceiling with materials that you have collected or crafted. Before you place an item, it shows a preview. If you really want to get fancy, you could add some sculpting mechanics, not like the terrain tool, but perhaps more precise and smarter so you won't end up making holes in your building. And finally furniture or other kinds of decorations/utilities such as lights, seats, tables, etc. Sounds like a lot but I guess pre-built buildings would sound like a more practical solution and is bare minimum satisfying. I personally would be happy with that. And finally networking. This would be a great incentive to exploration because you can find new settlements with NPCs to trade with your own. With this, you can draw in resources, grow an economy, and bring the planet or maybe even the solar system to life. But how can one go about doing this? Well, I'm glad you asked! Setting up trade routes could be a breeze. First, the player would have to sign some sort of contract with the head NPC of another settlement. Then, you would have to craft signs that point and direct other settlements towards your own within a given time frame and that follows guidelines such as flat-wide roads and a sufficient inventory otherwise the trade is off and your settlement rep would go down thus discouraging other NPCs to trade with you. But what if your rep is too low? Don't worry, you could do tasks for these other settlements such as hunting and gathering certain resources or sending messages to other places. You could also increase your reputation by maintaining your own healthy settlement. The more happy NPCs, the higher your rep. You could also create even more settlements and throw them in to the mix. Just imagine looking down on your planet and watching everything come to life. But these are only end goals. I understand how hard it would be to actually add these features. Plus I'm not really sure if this would fit in to the style/theme of the game. In fact, I'm not entirely sure on what the whole idea is besides resource gathering and going to another planet. I hope this post gave you guys a good idea. Constructive criticism would be much appreciated. Thanks for reading!
  9. Hello There Reader, I, Sidegamer, Have an idea for improving base physics transport. While The "Base" on a planet CAN already transport energy, I think that the base should be able to transport fuel, needed materials, and Minerals (To the smelter). Also, the tethers should give energy to vehicles that are attached to said tether. As a footnote, I believe that players should be able to "unextend" built base areas, to a half refund of the materials used. Thank You for your time, Sidegamer PS: I have included a sketch for the different animations of the material transport
  10. When walking around a node, it'd be really nice if the little extension nodule (is there a name for it?) that follows your camera would "snap" to north, south, east, or west when getting close to being aligned to those directions. In addition, it'd be awesome to have 30° angle snaps between each cardinal direction: Here's a screenshot of the "nodule" I'm talking about:
  11. I am a big proponent of simplicity in design and aesthetic. I would love to see the Save Games just be each of the 4 astronauts in the space station. Instead of the "left-right" arrows, and ghost pods for you save games, I think it would be great to just have each pod with the different astronauts be the save. Select one, and click to launch. The save time being under the pod. Also, the "A to continue" button on loading screens doesn't seem to need to be there. Though, this might be so the devs can test certain things loading and see the output before loading into the space station or game.
  12. Imelin Cane

    Gating Suggestion

    Hello System Era! I've had a really fun week playing Astroneer, and I have a list of bugs and suggestions I'm writing down. I haven't gone through everything on the forums, so I won't post those yet. But I do have one suggestion I thought I would throw in right away. I think you need to gate some research discoveries and items so they are only available on certain planets. In 3 different games, I'be been able to discover everything on Terra twice, and the third time was able to finish up the last two on the Moon (Barren?). In all cases, flying to all the other planets was really just a novelty, and I don't believe I was discovering anything new there besides the wonderfully different environment and maybe the interesting placement of resources I could already produce with a trade platform. It's clear that there will be much more added to the game as this game journeys to Release, but I think it's worth mentioning that forcing players off planet will serve to extend playability. By having certain resources and research only available on certain planets, it will encourage players to figure out how to build and maintain based on difficult planets. If you limit the advanced research of items like Truck, Spaceship, Printer, Fuel Depot and Trade Port, then the importance of the Terra resources becomes paramount. Finding Hydrazine and Lithium to power a shuttle and build more batteries would be a triumph. Limiting Laterite, Malachite and Titanium Veins to offworld planets (still allowing the discovery of Alimunim, Copper and Titanium in crashed ships), would put a priority on building a network of bases between planets. You could even set the difficulty of your game simply by adjusting the number of crashed ships on Terra. Cheers!
  13. LeoCosta

    Graphics Details

    My suggestion is for Systemera to start a work group to enrich the game's graphical details. More than cubes representing rocks. Textures. This group could diversify the amount of plant species and think of animals. Another suggestion, include climatic effects. Rain and snow. Including water in the dynamics of the game would be very interesting. All this work would be interesting to increase the diversity of the planets. I know the game is an Alpha, but it was a bit frustrating to land on another planet and find some plants and beings identical to the first planet.
  14. SireDolph


    So how do batteries and generators work? Like I've played since release but did it change? My batteries dont charge anymore when inside my backpack I need an outside source..