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Found 15 results

  1. My first mod I can think of is the energy transfusion mod. Collecting soil with the Terra tool will produce energy instead of Soil in canisters. My second one I can think of is a Charged energy bolt mod. Yeah I know there are no guns but the Terra tool is practically already a Canon. So instead let it shoot energy balls from canister soil. It only stuns other players doesn't kill them. A way to get bad players to stop messing with other players. Or hurt it either or. Micro field generation mod. Micro fields are compressed wavelengths created near the edge of a Event Horizon. However micro Fields can evaporate. So basically players can make solid invisible walls that eventually disappear. Using energy or soil. Can help make floating islands. Waves cannot build in suspended space they can only be built off of solid matter. Microtesla receiver. This mod allows you to collect remote energy from Tesla coils from a previous. Suggestion earlier.
  2. Fauna is the existance of life other than our own, life of bystanding creatures that cooperate with the world and it's environment, they could have homes, procreation, age, death, decomposition. Livestock is Fauna being harnessed and claimed for their resources they can produce. Ranches, Farms, proccessing plants would be places considered for Livestock activities. It would be the players job to sustain livestock using _Bio-Tags_. Fauna Types: Beetle-Beast: medium large scaled ground fauna that roams in herds from 3 to 7 individuals. They feed on organic and proccess it into _bio dye_ including _fertilizer_ for waste. Alternate versions of Beetle Beasts can be found on each planet. Marsh-Moth: medium small scaled air fauna that flutters in groups of 3 to 6 individuals in dense forests and rarely in caves. They are attracted to active light sources(not the sun). They feed on _organic_ and _nectar_ and proccess it into _Silk_ and including _ fertilizer_ for waste. Alternate Marsh-Moths can be found on each planet. Hunter-Ant: Medium scaled ground fauna that marches in groups of 3 to 4 individuals in valleys. Omnivorous. Hunter ants are hostile and attack if in range. _Stun Bombs_are advised. Alternate versions can be found on each planet. Worker-Ant: Medium small scaled ground fauna that marches in groups of 4 to 8 individuals. Vegetarian. Worker-ants collect resources and stashes them at the nest to attempt to feed the queen. Queen-Ant: XL Scaled stationary fauna that feeds off resources that the hunter and worker ants bring in. There is 2 queens on every planet, queen ant is hostile and attacks if players are close, defense weaponry is advised. ______________(Tools)__________________ Bio-tags: Cost: 1 Plastic Printed in bundles of 9. In order to place a tag on a fauna, they must first be stunned. The Bio-tags are used to add fauna to a player's livestock collection. The tag allows the player to track and monitor the livestock. Also including behavior conditioning to prevent any attacks. Stun-Bombs: Cost: 1 carbon Printed in bundles of 7. The base of the bundle will include a launcher crosshair, the player can position it on an action slot to launch a bomb forward, stuns a player or a fauna in blast radius for 10 seconds. It is able to stun the player who launched it (practice is advised). Bug bomb: Cost: 1 acid gas
  3. I beleive if you attach the wide mod and make flat terrain is should make the height of the radious bigger instead of having a small gap that you have to expand in order to get through
  4. Small Hovercraft: Require tier1 printer 1 tier1 slot placed at front Requires: 1 Titanium Alloy Includes special driving animation. Collapsible and expandable for storage. 1 seat already available. Slow Oxygenator. Medium Hovercraft: Requires tier2 printer 2 tier2 slots Requires: 1 Titanium Alloy, 1 Ceramic Includes 2 power plugs. Oxygenator. Able to increase and decrease altitude. Large Hovercraft: Requires tier3 printer 3 tier3 slots Requires: 1 Titanium Alloy, 1 Ceramic, 1 Plastic Includes 2 power plugs. Oxygenator. Able to increase and decrease altitude. XL Hovercraft: Requires Tier4 Printer Comes in parts, 2 versions of every part: Orion, Polaris. Parts: Hull: Requires: 2 Titanium, 2 Plastic Bridge: Requires: 2 Titanium, 2 Copper Engine: Requires: 2 Titanium, 2 Nanocarbon Vehicle Bay: Requires: 1 Titanium, 2 Plastic, 1 Resin Hover Generator: Requires: 2 Titanium, 2 Aluminium Alloy Platform: Requires: 2 Titanium, 2 Ceramic
  5. There would be 2 kinds of companion bots; Dog bot(ground roamer), Dragonfly bot(air roamer). Dog Bot: is ground based, it has 1 tier 2 slot and 2 tier 1 slots when it is deployed. The Dog Bot will have 3 compatable mods available: Retriever mod: ocasionally fetches nearby scrap and rarely; resources. Terrier mod: tracks and points out nearby resource nodes. K9 mod: bot is faster, strains less with more cargo, consumes less energy. Dragonfly Bot: is an air based, it has 3 tier 1 slots when it is deployed. Map mod: Dragonfly bot flies high overhead, providing UAV support. Seeker mod: Dragonfly bot automatically researches T1 research within range. Alert mod: Dragonfly bot detects and marks dangerous plants, including name and plant type. Both bots will have their own reserve slot when they are deployed. They will drop the resource tabs but not the mod being currently equipped when you collapse them to put it away in its slot. Both bots requires 1 Steel to print from the back pack. When the bot is printed, it will come with a station. When the bot is deployed, there will be a power line connected to the player's pack.
  6. Gateway mods I've made this post on reddit (idk about this forum). In thos post i briefly describe how the gateways could be used in a different way and to incentivice players to activate surface nodes aswell.
  7. Building mods In this post i've thought about some nods that could be added into the game to increase the variety of gameplay in terms of basebuilding and optimization of production and power efficiency
  8. Hey there Astroneers, I was wondering if it would be a good idea if there would be a Terrain Tool mod addet to make perfect 90 Degree walls to the floor or the roof. I could just stand on a wall trying to get it like that and that really freaks me out. Would be great if it gets addet
  9. New resource and advanced mods Since the groundwork update is coming up,(and since zinc doesn’t have a composite, (and since I want something f***ing useful)) I thought I would elaborate on my idea for new terrain tool mods. New resource: Brass Recipe: 1x Zinc and 1x Copper Use: for making advanced mods. The brass mods consist of upgraded versions of normal zinc mods, and other mods with new abilities Upgraded mods:(2,500 bytes each) Power Mod 2: More Power (2.5x normal) Wide Mod 2: Wider Circle (2.5x normal) Narrow Mod 2: Narrower circle (0.25x normal) Inhibitor Mod 2: attracts resources outside of the circle range Terrain Analyzer 2: can save 3 colors Alignment Mod 2: can save an angle to be used elsewhere Universal abilities/info They’re is a tooltip on each mod that can switch it to the original mode (excluding the terrain analyzer, and alignment Mod. the tooltips switch color and angle) The upgraded abilities consume more power, but in the original mode it is more efficient: 0.2U/s normal, 0.4U/s upgraded (haven’t checked, am assuming each mod uses 0.25U/s) New mods: 0.5U/s (5,000 bytes each) Reach Mod: increases your tool reach (1.5x) Soil Filter: can filter 3 different types of soil into canisters. These soils can increase the amount of resources gained at a soil Centrifuge per canister. *has no drill capabilities* Phase Mod: Has 2 modes: mode 1 doubles the range that the terrain tool can detect resources through soil. Mode 2 allows you to collect resources without having to actually dig the whole piece out, i.e. The circle just has to touch it. (The first mode consumes no power, but the second consumes twice the normal amount.) You can use all the brass mods on pavers and strength drills too! P.S Veronica, please don’t go back on adding new soil storage! Any dev please pass this on!
  10. Is your base getting expansive enough that your not always connected to oxygen? Do you think tethers will make your nice flat terrain look ugly? Worry no more! For I have the quick tutorial that will solve all your problems!(or at least fix the problems stated above...) Part 1: The Setup You will need: 1 Narrow Mod, 1 Wide Mod, 1 Alignment Mod, 1+ Soil Canister, Tethers(number will vary), and a Terrain Analyzer with the color of your choice(optional, but looks cool.) If you have not already flattened out your base, I recommend doing so using the Alignment Mod and your Flatten key. Part 2: The Digging/Placing Next, move to the platform closest to the area you want to oxygenate. Equip the Narrow Mod and the Alignment Mod, and dig a hole right up against the platform, about 1.5 Astroneers deep. Now, move into the are you wish to oxygenate, and dig another hole the same depth, but make sure it is within tether distance of the first hole. Continue digging holes until the area is sufficiently covered. Then, place a tether in each hole, right side up. Make sure that all of the tethers are connected to each other. If not, redig the holes in locations that will allow them to connect. Part 3: The Cover-up Equip the Wide Mod, the Alignment Mod, and the Terrain Analyzer(if applicable), flatten the holes over. If the holes are deep enough, the terrain you add won't mess up the tethers. Ta-da!!! Smooth Oxygenated Base!
  11. Hey, new player here. Managed to get the hang of this, really fun game. I would like to suggest making a toggle option for mods/augmentations so that they can be turned on and off without removing them. At some point, I have been putting and removing certain mods/augs that it became an annoyance. As an extension to this:adding a swapping functionality - so that objects can be swapped with objects in the backpack or generally in sockets. Great game! Really fun! Co-Op is amazing!
  12. Simple request, Give as a "true flat" mod for Terrain Tool so we can easily make mega structures as seen here: https://www.youtube.com/watch?v=FLU0YEDvRKY This tool should be in constrast from the "alighnment mod" which only flatens relative to the core and not relative to a true flat plane
  13. I'm sure someone has brought this up but I'm gonna suggest it anyways sense i haven't heard anything about mod support for Windows and Xbox, I suggest a mod tab in-game for WIn and xbox in the main menu sense xbox and windows store apps cant be modded there's no way for either version to use mods there should official mod support that goes to console and windows players for that very reason, Nothing fancy probably just a button to enable/ disable mods on the left and right sides and something to detect mod compatibility for instabilities issues encase it breaks a save or something, Any confirmation on this would be appreciated ^.^
  14. I think a modding tool should be added, by using a pc program you can program mods, you can post them on a page on a website, and on console, you can find some in the menu, sort of like fallout 4.