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Found 13 results

  1. I have Made a new shelter and I immediately un-packaged it, only to find that it's now permanently placed right next to my original shelter. I would like the ability to repackage only the player made Shelter for moving it's location if not placed in the position the player wants it.
  2. Instead of being able to take modules (ex. the research station) off of platforms to move them, I think it should require you to pack them back up first then unpack. It means yes you spend the extra time and resource, but it stops you from accidentally grabbing them off the platform, and offers a little bit of consequence. If you don't try to plan base building ahead then you have to spend the time and resources to remodel.
  3. I noticed that the shredder can't shred everything craftable, but only some stuff. Sometime you find an abandoned base, and you're looking for extra scrap, sometime you built something on mistake (or you want just to upgrade the platform it is built in). Also, everything you create with the vehicle printer is permanent. Often I have to dig a "shame hole" where everything I don't need gets dumped. Like abandoned platform after I build a base on barrens to feed on a huge broken complex. So a solution can be more shreddable stuff: platform, what is on platform, rover, large storage, etc... of course something to cut stuff in smaller pieces is needed, maybe separating the building from the platform before shredding (this give you the possibility to repack the building and change its platform) Another would be a dissasemble type of building: you destroy stuff by getting resources back, maybe only the rare one (if something needs resin and iron, you get only the iron back), or maybe something even different (you get all for the solid thruster, but just the aluminium from an used one). In this way, it feels like you can disassemble abandoned bases or "fixing" them by re-crafting the items. Or even better a way to repack stuff. Like a repacker. for repacking broken stuff (of course) other materials are needed (to simulate the fixing) What do you think?
  4. (Steam version 0.7.0.0) The Research Module when filled with any unknown object wet to be researched, when opened its module menu in order to start its function...(one mouse left click uncover button cap, second click activate green button, but when accidentally pressed following a third click it immediately cancel the research eliminating the current object. Consider adding a 1 to 3 second cooldown so this can be avoided. Also, add to research items, a short description for each.
  5. I think a module that would allow to combine two or three things(e.g. small solar panels) to one better thing(e.g. medium solar panel) This would be useful for the players that made a bunch of small things, only to research the better things later in the game.
  6. Summary of the problem: I was holding a small wind vane in my hand and I let go of it midair, it then disappeared and I couldn't find it. I went to my habitat to save my game and the camera panned through the habitat, and my wind vane was inside. I tried the same with a small solar panel, it also disappeared. I then entered my habitat a few more times to see if i could see the solar panel inside, and sure enough I caught a glimpse of it. Platform and Version: Steam on Windows, 0.6.8.0 Computer Specs: Windows AMD Ryzen 3 1200 Nvidia GTX 1050Ti 16 GB of RAM 1TB Hard Drive Instructions to replicate the problem: Just let go of a small wind vane or solar panel when it's not on the ground, it will then disappear.
  7. Before going into detail about this idea I want to thank forum user franekdolas_eu for creating the awesome 3D model shown in the pictures below. franekdolas_eu was able to take my 2D concept drawings and turn them into a fully realised 3D model over the last month. If you like the work that they have done here, please drop them a message to let them know. "The best kind of community is one where its members support one another". Now, on to the concept: Overview The Fuel Tank Module (could alternatively be called the Fuel Storage Module) would be a Large Tier object that would be used to store a large amount of Hydrazine Fuel, as well as being able to automatically pump it at the touch of a button directly into any spacecraft docked at the same base. The Module would be placed on a Large Platform or Rover, occupying the same amount of space as any other Module. It would require power in order to operate when pumping it's contents out to the spacecraft, though not when it is being filled with Fuel. The Module would be able to hold up to 40 canister's worth of Hydrazine Fuel inside it's two Fuel Tanks, the amount inside being visible due to the transparent sides to each tank (just like with the Fuel Condenser Module). The amount can also be measured by looking at the display at the front of the Module, which fills up as the main Fuel Tanks fill. The display is marked at certain intervals, indicating when the Module is a quarter full, half full, three quarters full and of course, completely full. At the front of the module is an attachment slot that functions much like the attachment slot on the front of the Mineral Extractor, except that instead of draining soil from any canister that is placed there, it would instead drain Hydrazine Fuel into the module's internal Fuel Tanks. Also; like the Extractor, you would be able to drain multiple canisters quickly by placing down a Medium Storage Unit filled with full canisters onto the Large Platform or Rover that houses the Fuel Tank Module. The canisters would then auto-attach and drain their contents one after the other into the Module. This feature could allow you to fill up an entire 'rack' or 'pallet' of canisters with Hydrazine Fuel, either at a Fuel Condenser or a Hydrazine Catalyser, then simply pickup and transfer the pallet to the Fuel Tank Module, which when then drain them. Question: How does the Fuel get from the Fuel Tank Module to the spacecraft? Answer: In order to refuel your spacecraft, simply land them at a Vehicle Bay (or landing pad if that feature is included in a future update) that is connected to the same base that your Fuel Tank Module is connected to. Next, 'dock' the spacecraft to the Vehicle Bay by attaching the flat connecter cable from the Vehicle Bay to the Spacecraft. Once that is done, head over to your Fuel Tank Module and switch it on (you interact with it the same way that you do with most of the existing Modules, by click and holding over it). This starts the inbuilt pump, which pumps the Fuel out of the Fuel Tanks and out to the Vehicle Bay, via the platforms and cables that link the Fuel Tank Module and the Vehicle Bay Module together. The Fuel being transferred would be represented by a series of purple indicators that alternate with the power indicators on the cables themselves (see last image). Once the Fuel reaches the Vehicle Bay it is then pumped into the spacecraft's own Fuel Tank via the connector cable docking it to the Vehicle Bay. This entire process would be the same if both Fuel Tank Module and Vehicle Bay where on either the same or connected Rovers. In fact, if you have a Rover with either Module, then docking it with a base with the other Module would allow for the transfer of fuel in either direction. For example, if you have multiple bases with Vehicle Bays, you could use a Rover with a Fuel Tank Module to transfer the Fuel from one base to the other. If the receiving base has an empty Fuel Tank Module you could transfer the Fuel from one to the other by switching in the Module that contains the Fuel. If the Rover has a Vehicle Bay attached to it's back, then any spacecraft that then land there could then be refuelled and ready to take off again. As the Fuel Tank Module can hold 40 canisters worth of fuel, this would allow you to store enough fuel to refuel your Shuttle eight times, or refuel your Large Shuttle four times. This is equal to five Medium Storage Units filled with full canisters of Hydrazine Fuel. Once the Fuel Tank Module is empty (or even before it is empty), you can simply fill it back up again with more Fuel. If you go crazy and build multiple Fuel Tank Modules at the same base, then the Module that is closest to the Vehicle Bay would be drained first, before the next closest being drained, and so on. Question: What is the point of this? Surely you can just fill up your spacecraft directly and then set the Fuel Condenser or Hydrazine Catalyser to refill your canisters? Answer: The dev team have been mentioning in recent months that they want to increase the number of players in one game. When the dedicated servers come online later this year that will be another step towards having larger (and hopefully more stable) games. Imagine for a moment you have a game in with lots of players, all wanting to go to different places and planets. Your team of Astroneers could split up into multiple groups and head to different planets via their own Large Shuttles. Each group might be ferrying supplies to and from those planets, which is going to require lots of fuel. Instead of having to wait until a full set of canisters to be filled up, you can just set your Fuel Condenser and/or Hydrazine Catalyser going whilst you go through the first lot of Fuel you created. Once you get back to base the canisters should be all (or mostly all) filled. You can then just place the Medium Storage Unit holding your canisters on to the Fuel Tank Module, refilling it. A single trip is not going to burn through all the Fuel a Large Shuttle is capable of holding, so each time you come back you will have made more Fuel then needed, leading to the need for some where to store it. You don't want to have to keep making more and more canisters to hold it all, so you will need some place to store it. It would also be handy for those players who (like me) like to stockpile their supplies for when they need them. Hence, I give you... The Fuel Tank Module. If you have any questions, go ahead and ask. Once again, my thanks to franekdolas_eu for creating the excellent 3D model shown below. Enjoy the pictures! ?
  8. Recycler (medium module) deconstructs any unwanted items and recover the resource used.
  9. Could we have the button prompts for interacting with modules, fabricators etc made bigger please? In some cases you need to press and hold the Y button (I'm playing on Xbox One, not sure what the controls are on PC), whilst other times you press and hold the X button. The little round button prompts you get when close enough to interact with things are just that: little. I can JUST tell that there is a letter displayed on the prompt, but it's not always easy for me to see which button it wants me to use. In addition to making the prompts bigger, could we also colour/code them? For anyone who doesn't play Xbox, each of the four buttons on the control that have letters on them are also colour-coded. X is blue, Y is yellow, B is red and A is green. Perhaps the button prompts could use the same colour system? It would make it much easier for players with sight problems.
  10. The ability to detect and refine Astronium. Reactor module would have challenges dealing with heat. Ability to create isotopes of Hydrazine and combine with refined Astronium in order to build thermonuclear bomb instead of TNT.
  11. Hello addicted Astroneers Aggressive flora and other threats are being prepared, are there any diseases? If so, it would be worth adding a healing module to the habitat. If the astroneer attacks the plant he will fall ill. When he is sick he walks slowly and does not run. You must heal him. Collect organic or maybe new herb material. You can also leave the herbs in the confectioneries. Graphic proposal: Astroneer light.avi
  12. Let's say you want to go to a Tundra. You have to enter orbit to see where it is. So you load up some hydrazine, go up, and, surprise, Tundra is literally on the other side of the solar system. With a planetarium module, you have an always-active model of your solar system that, in real-time, shows you where every planet is, which in turn lets you know when the best time to explore is. It basically looks something like this, but instead of 2D icons its the actual model. Perhaps you can upgrade it in the future and have it give you more information, or maybe actually visiting the planet then coming back and updating the planetarium module (maybe in-sync with the ones on every other planet?) provides you with information on things like how much resources are left, time to fly there, etc. At the end of the day, it could turn out to be a really nice looking thing and I think the game could use some pretty furniture to style things up. What do you think?
  13. I am attaching an image, with the concept laid out in a type of crude blueprint. I apologize for the multiple images, i over estimated the amount of space I could write on, and still get a viable scan. lol Ok so a basic explanation of the IDEA. I saw the suggestion on a Personal Home, this is a different take on that, and more of a communal living and light work area protected from storms and the like. As the present Modules exist, once you gain the platform creation option in the 8 node module, where you choose RESEARCH etc, Add Dome. - This Dome would have a door, and ability to spread more halls to other Dome expansions, so you could have Bedding to pass the night or day (depending when you sleep) - The Dome would have Building Nodes with in it that can be morphed into BUNKS, Grow Stations (where one could say grow organics or even rares, perhaps planting marbles? ) in the center, a table zone that can be material storage, or built into an area or space / planet map table, or even a control module for satellites. Just throwing this out there, I know there is a ton of suggestions and I like them all, minus the lowering or nerfing the difficulty, changing of the oxygen rules. (I feel these risks are the main challenge to the game and should remain unchanged). Creatures? Hmm it opens a whole different experience. - I read through and did searches on this and did not see any expansion modules such as this Dome idea.