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About Me

  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 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, 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. I know there are splits in the opinions of people wether there should be more survival-like elements in the game, but hear me out. What if you begin the game with the tech for a photosynthesis module already unlocked. Building it would grant infinite oxygen to one player for one hour. To refill it, need to supply it with oxygen and power (assuming power could double as hydrogen, or hydrogen to be added as resource in the future somehow) to create water for the plants to thrive in. If more players hook up to the same base network, the photosynthesis module will get drained quicker, so having a number of modules equal to the number of players is recommended. The photosynthesis modules would occasionally produce a piece of organic resource as excess growth, which can also be used by the module instead of power. (I've read that it's possible to process organic matter into hydrogen) The module comes with a light that allows it to produce oxygen at night as well, but drains a little power in the process. A smaller, mobile photosynthesis module can be applied to your rover. Rovers would not supply oxygen unless fitted with one of these. Like the base module, the mobile version also comes with a light that allows it to be of use underground as well. Although it does consume power. A medium battery would last about half an hour. A photosynthesis widget can be applied to your suit and make your oxygen last for a lot longer as long as you're in sunlight. Equipping two would allow you almost infinite oxygen on the surface during daytime, but be wary of the time-of-day if you don't have any oxygen tanks. If the sun goes down when you're out of reach of your base, then you're as good as dead.
  13. Hey there! I´d like to share an idea that I think it´s very important: the option to remove a module station, and changing it for a new one, or only remove it. I love this game, so I always try to create a great space station for my character, but I usually set a wrong work station by mistake, for example, I need an Printer and I accidentally set a Commerce Station, I can´t remove it, the Commerce Station is there, and we are not able to change it for something else. A ¨remove¨ button would solve the problem, and help players to design better space stations, I think (and I´m sure more players do) it´s necessary. I hope being read, greetings and goodbye.
  14. 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?
  15. Ninja edit: Apparently ctrl+enter automatically sends the post. Oops! Sorry, i'm gonna edit this! Gimme a sec, sorry, sorry ^-^; Hello, devs of Astroneer(s). You're creating something awesome! It's been a long time since last I found the logic behind basic game mechanics so instantly intuitive, within the first two minutes I felt comfortable and at home playing the game. Congrats, you've done a great job there! I only hope you guys can keep holding up that excellent standard of quality. The fast launch into creating a new game and the speed at which the player gains full control is absolutely sublime, and I urge you guys to keep this in as it's sure to be a winning formula amongst players. I cannot speak highly enough of the game at this stage, given it's in such an early state of development. Again, my sincere congratulations on a job well done. That now said, I shall move on to the bugs I have found with the current version. Hopefully these will prove useful or confirm other player's issues: System: Windows 7, Steam version, with a 4GHz quadcore Intel processor and AMD R9 270x GPU. Game-breaking Bug with camera controls (Steam in-home streaming only): Whilst playing the game remotely with Steam In-home Streaming from one computer to another, right-click-drag is ultra-sensitive, exponentially/logarithmically so. Move the mouse a tiny bit, slowly, and it barely moves; a little more or faster, and it accelerates into mad maniacal spinning. Fast and small swipes, as if pretending one is swiping to unlock their phone, are more effective, but it's really darn annoying. This bug does not occur when using a mouse connected to the host machine, only when using a remote PC's mouse. This means it may be a difficult issue to fix, but I have great faith in your abilities. Good luck. Large gameplay issue: Newly extended modules may block other buildings' power connections or cover them with terrain, making it impossible to use them and sometimes requiring a new save file, losing all your hard won progress. A few suggestions to fix this behaviour are outlined below. 1. Allow buildings and extended conduits to be retracted or moved or rotated, both in height and direction. 2. Have all extentions and buildings remain on the exact same vertical height as all other modules, regardless of surrounding terrain 3. Check for and restrict building in areas which may block generators/power connectors/other attachments. --> Important control options which should be experimented with or added, in order of personal preference from most to least important: - Mouse acceleration toggle, linear movement OR acceleration (I absolutely detest mouse acceleration, I loathe it with every fibre of my being. I am not alone.) - Horizontal camera invert (If you have an option to invert the Y-axis, you must also include an option for the X-axis.) - Mouse/camera sensitivity slider (For PC gamers, this is vital.) - Camera controls re-binder, allowing binary keyboard control of camera (This is a personal preference. It is of low priority.) - Toggle for camera moving when mouse hits edge of screen (This is a personal preference. It is of low priority.) - Camera height slider (This is distinct from camera zoom, and a personal preference.) Questions: --> Why is there no dedicated 'quit' or 'options' button on the main menu? Players should not have to alt-f4 or load/start a game to quit. --> Why are there no options to change graphical settings beyond view distance, resolution and vsync? For example, antialiasing, filters, and Field of View. These are all vital necessities for a modern PC game, and i'm sure that our friends on console will appreciate some of these too. --> Why is there no option to delete saves on the main menu? If one exists, is it clear enough to players? --> Why can we not name or add a personal identifier to saves when using multiple save files? The current implementation seems to require players to memorise the time they last saved the file they wish to load, and *guess* which of the saves they want to load.
  16. 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.
  17. This IDEA does not need images or pictures to explain. = MODULE MANAGEMENT = I encountered an issue, where my modules once expanded began to pinch one another in, and one even spawned under a full platform where it could barely be reached. My suggestion would be perhaps, OPEN BACK BACK to trigger a MODIFY MODULE reticle, maybe with combined keypress (example left and right trigger, while targeting a module, perhaps highlights RED to warn you, you are modifying your platform). Then an option to MOVE the MODULE out of the way for better placement, or deconstruct It, for a return of materials. I love the game! I have several more suggestions and idea's that could add a massive expansion option, and perhaps lure more people to bring their friends in for the fun! The idea and concept, as well as the delivery is amazing and has kept me going in 12 hour stints! Oh my!
  18. Crudely made Illustration provided (Left: Reactor Module(large); Right: Enriched Astronium(medium)) Of course, it's always a good time to leave a suggestion for the game (even if you're a moderator). And it's always even better to leave something fresh here. Oh! and to leave a good suggestion format for any other user to use Astronium Reactor Reactor Module Recipe: not sure Crafted at: Upgraded Platform Tier: 3 (Large Module) Type: Power Generator This module are made using whatever material suit it, will use a medium sized Enriched Astronium (always seen astronium as a nuclear material considering how rare it is anywhere else, and how common it is on radioactive planet). It would of course following the 4x/8x rule will generate 4 times as much as the coal generator would (2 bars/8 units per seconds), and would last 640 ticks/second (10+ minutes), means it will generate a total of 1280 bars of power. fun fact: The fuel condenser consumes 16 bars of power for every cycle and it takes about 4 cycle to fill one canister of hydrazine, from the power generated by the reactor, exactly 20 canister of hydrazine can be manufactured in one reactor cycle Enriched Astronium Recipe: 2 Astronium Crafted at: Medium Printer Tier: 2 (Medium Module) Type: Special / Fuel Resource This one would be used by the Reactor Module as it's consumables to generate power. The 4 green bars on it's side will indicate how much of the Astronium has been spent, each one of it's green bar will grey out for every 25% of itself used. Like any other nuclear material leave a weak green glow that is visible at night. There is however a surprise left once you spent the Enriched Astronium Nuclear Waste ???: ??? Here's the catch, while the powerful Reactor can be utilized however you want, instead of leaving away the astronium in a puff of smoke, the tube used to hold the Enriched Astronium will instead be left as it is. You would however, need to find a way to dispose of it, either by blasting it away into the space, or throw it into a hole and bury it. Of course there will be an unintended result of an irreversible damage to the soil within 50 to 80 years from now. Good thing you have a protective suit, or otherwise you'll get cancer from the radioactive exposure. Can't have a powerful nuclear reactor without having a valuable lesson about the environment
  19. Summary: 215 - Steam - Sometimes the rover won't connect to the base module Description: When you try to connect the rover to a module, sometimes it will connect only for a moment and will instantly drop for some reason. Attached videoclip: Platform: Steam Version / Build Number: 0.4.10215.0 (Latest) Specifications: OS: Windows 10 64bit CPU: Intel i5-4460 3.2ghz (4 CPUs) GPU: NVIDIA GeForce GT 730 6GB RAM: 8 GB Drive: HDD 1 TB
  20. I posted in another thread that a health feature would be interesting.. so this suggestion will go along with it as if health were already in the game. I think a mid-to-endgame machine called the "Suit Upgrader" (or similar) would be a neat new system. The upgrades would require materials to be applied, and power of course - somewhat like a glorified Printer, but for the space suit. An Astroneer would only be able to apply, say, a maximum of 2 or 3 upgrades at a time - spread out over about 3 or 4 slots (Helmet, Backpack, Boots, etc). This could have a lot of possibilities because it is not limited to just a few things that can be made. Farther down the line, mods could add additional upgrades to the Upgrader. This machine would require a Tier 3 platform, buildable from 2 steel & 1 titanium and able to hold more Materials to build larger modules. Materials to build this module: 6x Steel, 2x Compound, 1x Resin, 1x Titanium, 2x Aluminum. Some of my ideas for upgrades are: Fall Boots - This upgrade would reduce the amount of health you lose/damage you take when falling from a height. Instead, power would be used. If you were falling from a long distance, and normally would lose about 10 points of health (or whatever system), you would only lose about 5 bars of power. This may have to be changed based off of what system health could/world be implemented in, but you get the point. Suggested materials: 2x Resin (to act as a shock absorber), 1x Steel (when it's added), 2x Aluminum, 1x Compound Jet Boots - An upgraded Fall Boots (only unlocked after getting Fall boots, and replaces them) This upgrade would require Hydrazine as fuel, and power would be used. If falling from a long distance, when you get closer to the ground, the jets activate, letting you down safely. If you have a Hydrazine tank in your backpack, and the boots internal tank is less than 50% full, it will draw from that tank. The tank can be refilled by the Suit Upgrader (the boots come fully fueled). The faster you are falling or the farther you have fallen, the more Hydrazine will be used and the earlier the jets will activate. However, there is a chance that when you touch the ground or if you run out of Hydrazine or Power, you will take damage - making these not too overpowered yet good at the same time. These boots can also give you a little boost if you press a certain key (settable in options) Materials: 1x Resin, 2x Steel, 3x Aluminum, 1x Copper, 2x Compound, 2x Canister Jet Pack - What is there more to say? This upgrade goes in the backpack slot, and as such modifies the way your backpack looks (and possibly functions). Like the Jet Boots, this provides thrust and is set to fire up on the same key as the Jet Boots, allowing you to have maximum speed by combining the two. This upgrade has a VERY heavy Hydrazine consumption, and will eat through a normal Hydrazine Canister in less than 30 seconds. This is why a better Hydrazine canister would be nice... Why not use a "Compressor"? It can compress Hydrazine into a Tank that's normally used for storing oxygen - this will allow you to have 3 times the amount of Hydrazine in one container! However, it also requires a Tier 3 Platform. The Jetpack does not have its own internal Hydrazine reservoir, so it must use traditional Canisters - but does draw on power a bit and that can be used for a couple seconds to get you to safety should you be high in the air and close to a place where you can land. This is fairly OP but could be nerfed by making it require 2 slots of Backpack space or use the two top slots. Materials: 1x Lithium, 3x Steel, 3x Aluminum, 2x Titanium, 2x Canister, 2x Compound Hover Pack - There are a couple key differences between this upgrade and the Jet Pack. The Hover Pack is not really meant to travel - so it's slower than the Jet Pack, even with the Jet Boots added. As you can probably tell, it hovers - and while hover takes up 30% less Hydrazine, allowing creative players to continue to build amazing things without having to cheat or use a glitch to fly. It does not reduce storage, and is less expensive to make. However, it doesn't handle all that well because once again, it's not really meant to move. Materials: 2x Lithium, 2x Canister, 1x Titanium, 2x Steel, 1x Aluminum, 1x Compound Advanced Filter - This helmet slot upgrade is quite useful. It provides a steady "oxygen trickle" by refining some of the gases on the planets of Astroneer into Oxygen - prolonging your off-tether adventures by 25%. However, it's only half as effective during a Sandstorm. It uses a bit of power, but not enough to really be noticed. Materials: 2x Filters (yes, filters), 1x Canister, 2x Aluminum, 1x Steel, 1x Power Cells
  21. Since the addition of T.A.R. and the nerfing of Fuel Condensers, I thought about something similar to a Fuel Condenser... Introducing Dust Collectors! Dust Collectors look kind of like your average Fuel Condenser (except that they might have some sort of funnel or tower or something on top), but instead of condensing Hydrazine from the air, they collect dust particles floating around! They are about 1.5 to 2.0 times more effective than Fuel Condensers, and they are twice as effective as normal while a Sandstorm is active near them! (Just like wind generators) Since there won't immediately be a way to semi-automate Sediment collection (other than Trade Platform, and who likes a generic rocket better than a cool semi-new mechanic?), the Dust Collector will provide a way to gather lots of Sediment for those builders who have tons of power and want to get more Sediment without destroying an entire mountain. More accurate description of the module: Just like almost all other modules, the Dust Collector requires a Tier 2 Base Platform and to be researched. The Dust Collector would probably look like a slimmer, smaller fuel condenser, but on top it would have something like a tower that might look like one of those towers with a ton of satellite dishes (or radar dishes or whatever they are) on them.
  22. Upon landing on the tundra we found that we couldn't build our base with resin. We tried multiple landing sites and save games with no avail.
  23. Imagine that you just placed that dammed 3d printer module in the wrong place and now the snaps is overlapping with the research module. You then go into your Hab and you are able to easily move, extend, and pull back the weird black oxy/pwr cords with ease. Imagine a huge octopus just lashing its arms about. It would do into a top down menu where you would be able to move any branches of the Hab and any branches off the main 4 branches. You can even move the direction of the modules and where is facing. You would also be able to change height so any of those really annoying times where for some reason one node of a empty module just felt like going down on your totally flat surface can go screw itself. Maybe there is a better way But i don't know, just seems really annoying how make and destroy modules right now, it feels so stiff and bulky, and later in the games life we might have the hellish number of like 20 modules and how would you use them in the system we have now. Love the game but i always have a terrible time with the main base building.
  24. New here, love the game. Not sure if a bug or it is not a current feature. Trying to reorganize things and couldn't restart the building layout after demolition.
  25. I got a little bored so I drew a rough concept for a fuel tank using paint (too poor for photoshop) It will have the effectiveness ratio as a storage, so It's capacity will be 8 times greater, Which is 16 fuel unit or 8 Hydrazine Tank This will be a very useful module once Hydrazine got nerfed and start requiring containers like the oxygen. Concept Statistic Usage: Store any gas and liquid (Fuel tank is a placeholder name similar to oxygen tank) Tier-2 Capacity: 16 fuel unit Cost: 2 Titanium Crafted at the Printer