Search the Community

Showing results for tags 'modding'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Astroneer Forum
    • Announcements
    • Patch Notes
    • General Discussion
    • Suggestions and Ideas
    • Support + Suggestions
  • System Era
    • Announcements
    • General Discussion

Calendars

  • Community Calendar
  • Astroneer Livestream Calendar

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Found 6 results

  1. LeonKop

    Modding-Feature!

    Hey, what's about modding in Astroneer? It would be very nice. Maybe like in Cities: Skylines. So User can create new planets, ores, machines and other stuff. Sorry for my bad English.
  2. This is an updated concept to my old one. The reason I really want to suggest this is because when me and my friend play we like exploring. Although we find it hard to set up connecting bases of operations around a planet. We like going into caves, mining everything we can find. As well as gathering as much research as we can. The problem comes when we get full we either have to run all the way back to the base or if we have our rovers with us we try and get them out of the cave. (I don’t know about y'all but getting the rovers out can be a pain depending on how deep you are, and if you have a smooth path, and if you have connecting rovers it can be much harder.) My solution is having the ability to have a train system. This way it can make it easier to get from one place to the next fast and easy. (as long as you place the tracks effectively.) This system can work for exploring underground or connecting different bases on a planet together. Pros: -Fast and easy travel -Can hold as much as a large rover -Can have multiple carts (maybe max of 3-4?) -Hovers over rails so its smoother then a rover and harder to lose -Has rails so you can set out the exact path to take (with a rover you could accidentally crash into a small ravine or fall in a cave. Thus, having to dig yourself out) Cons: -Expensive (could cost 4 titanium per cart and 2 titanium per set of rails? Making this more of a late game item. Also adding to the grind having to mine more and trading things more so you can get the materials you need) -Only goes from one point to another, no free exploring. (still have to use rovers early game or to scout out areas) -More power hungry so your base will have to have sustainable energy. Possibilities: -Could probably have a system of rails connecting multiple points. (instead of point to point it could take multiple routs.) -Rails could carry power to train so as long as the base has power your train has power. (unlike rovers where you have to use up a slot for a solar panel, or something to keep it powered.) -Could have different levels of trains. (like the rover/ truck and the small/big shuttle) -Could have a specific platform like a docking station instead of using the vehicle bay (this way the rails don’t get in the way of the ships and the rovers.) -could hold a drill so you or someone can dig out a path while a friend sets up the rails. I personally think this would be an amazing addition to the game. Let me know what you think? Would this help you out in gameplay? How would you make it better? All feedback is appreciated The 3D model is a rough concept I quickly came up with, trying to follow the look of the rovers a bit. (concept model can always be changed.) This is the updated version of the train based off of the new rovers that came to the game. They can still use some work with the design but this is what i have so far. (all 3D models and textures where created by me Killershadow115) Sorry for the late update been busy. Here is a refined version based on the new rover model they have. I hope they add something like this to the game or if they allow modding I’ll be happy to provide all the models and textures necessary to whoever wants to mod it in, if that time ever comes.
  3. here is how the modding can work: A c# win. form app with ability to make mods and then export them to ex. "*.am" (AstroneerMod) witch will have xml data about the mod (name, description, author...) that Astroneer can read to a mod that can be enabled and disabled. if you want i can make something like that app (in visual studio)
  4. vizthex

    Modding Support

    I know this is on Trello already, but I really hope we cna see Steam Workshop support for mods! Or even if it had to go Minecraft-y and you'd need to put files in a certain area or something. I've always loved mods, it gives games even more replayability and is super cool to see the community help out in small ways. (Plus I want to make a mod for my transport suggestion) [Also wanted to see how people respond]
  5. There is a bit of a content vacuum occurring, once you have built up the required items for your base the game stagnates very quickly which will cause an issue for a continued playerbase. To prevent this I suggest allowing players to develop their own features and then having the dev team select features to add into the game. The advantage of this is that it lets players develop ideas they want and get a shot at having them implemented , it also reduces the work load of the dev team allowing them to focus on stability rather than features.
  6. There is a bit of a content vacuum occurring, once you have built up the required items for your base the game stagnates very quickly which will cause an issue for a continued playerbase. To prevent this I suggest allowing players to develop their own features and then having the dev team select features to add into the game. The advantage of this is that it lets players develop ideas they want and get a shot at having them implemented , it also reduces the work load of the dev team allowing them to focus on stability rather than features.