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Found 34 results

  1. Hi... started the game, opened my home base, the starting platform and the medium printer. The medium printer can make a Research Chamber and a Large Platform. What do I do to make the Smelting Furnace? Jwyl
  2. Please make a feature / button for packing back modules and builds from vehicles and platforms! <3 Its needed for people who are bad in pre-planning, like me :D thank you!
  3. Max Level Adventures

    Currency Balance and MEGA-Modules

    Hello, System Era! First, I would like to say that I genuinely enjoyed the 22 hours I've played so far. The lack of a permanent UI is probably the most underrated part of the game. Well done. I began with the tutorial--which was completely necessary. Thanks for that. After starting a full game, I researched, built, and used, at least one of everything. I drilled to the core by transporting a Rover for Oxygen, which is a gentle way to say "dropped repeatedly for nearly 30 minutes," mined Astronium, then dug back out with tethers. The storms on Terra were interesting and cool, but I do wish we had something to do while we're sitting inside the Hab--even if that just means access to Tier 1 crafting. I loaded up a large shuttle when I felt like I was done on Terra and took off to the moon--mostly because that felt like an obvious progression choice. The new terrain was littered with "rare" resources and research objects that I should have been excited to see, but I no longer needed. However, the new flora and day/night cycle provided a welcome challenge. I look forward to exploring the other planets for the same reasons, but I don't have the avid lust to play like I did during the first 15 or so hours. All-in-all, I'm excited to see where the game is in a year from now! I read the roadmap AND the list of requested/planned features. Please forgive me if anything I say is redundant or not in line with your vision. I also searched the forums, but didn't find anything specifically related to my suggestion, so here I am Bytes: Bytes are the most abundant resource in the game, but you have no use for them after the first few hours. Research objects were SUPER exciting until I purchased every schematic, then I felt disappointed every time I saw one--which is extremely often. I know you're planning to add customization for the player. Maybe that could be a use for it beyond the necessary? Trade Platform/Mineral Extractor The Trade Platform and Mineral Extractor completely remove an expected desire to mine other planets. I found enough Titanium just by exploring salvages to make a winch and several oxygen tanks. I found some Lithium in wrecks as well, then used the Trade Platform to acquire a few more to make a couple backup batteries. These modules completely remove any necessity for visits to other planets--or even deeper drilling into the current one. Maybe you don't want forced visits to other planets. That's fine, but it seems weird that you can easily have an unlimited supply of "Rare" Resources without even going to other planets. Rares Resources Like Bytes, they aren't very rare and have no use after you've made a few Batteries and Oxygen Tanks. For a resource found only on other planets that's suppose to require a drill, Lithium and Titanium are much too easy to acquire. I didn't have to leave the planet, build a drill, use the Mineral Extractor or Trade Platform; I found plenty just by exploring nearby wrecks. When I finally flew to the Barren celestial body, I discovered Lithium and Titanium veins! I was excited until I remembered that I didn't have a use for them by that point. They became just like the once-exciting research objects. Travel Implement user-control for Shuttles. This would massively improve and encourage exploration. It would also add tons of value to Hydrazine since you would need more of it. Not only that, but imagine searching for a large asteroid in space to mine its unique resource! Come on..that's pretty cool, right? Though, honestly, travel is currently pretty fun. Stringing up a bunch of Rovers to go exploring is hilarious and a total blast. Future Resource Uses: MEGA-MODULES! Each one of these structures would require a MASSIVE amount of resources and many modules to construct. Modules currently cost 1-4 resources and require 0-1 base modules. This is cost seemed pretty low throughout the entire game. Adding Mega-Modules would offer a reason to visit other planets for unique resources. These Mega-Modules would require massive amounts of energy. You could even require a constant funneling of Bytes to fund the projects. Wireless Energy Site: Nikola Tesla was working on this back in the 1800's. It's not a stretch for a game like this and could give us a reason to explore and expand. This project would provide the massive amounts of power required for other Mega-Modules, giving value to every past, present, and future base the player creates. Celestial Drill: This behemoth is capable of drilling a wide hole to the core of any planet. Currently, the process is slow and boring, but this would give us a reason to continue exploring and gathering those "rare" resources to supply additional shafts, support columns, and drill bits. Elevator to Hell: This could be built onto the Celestial Drill by swapping out some modules since the Celestial Drill would be immobile. Once the drill is done, you could swap out some modules to lower yourself and a large rover to branch mine for Coal, Astronium, Hematite, and whatever else you add. Interplanetary Teleporter: This would allow instant travel between other teleporters anywhere in the solar system. You wouldn't even need a 3-D view of the solar system, just a list of functional teleporters. The high resource cost wouldn't make sense for bases within a close driving distance, but it would save time and be a cool option for fast intra- and interplanetary travel. TL;DR I love the game so far and look forward to future updates, even if they don't include any of my ideas. Who knows? Maybe something I said will spark an entirely different idea that's super rad! Cheers, Max P.S. I did read the thread suggesting that separate ideas be split into multiple posts. I didn't do that because I had no idea my post would turn into this beast...
  4. One thing that I would like to see in the game is the ability to separate modules from platforms and vehicles...it doesn't have to be free, maybe you need a special tool or new module to do it, but just having it in the game would be helpful. Even if you can only do it to platforms with broken modules on them that you find next to wrecks, it would still be great.
  5. So I found a broken medium platform and am wondering if there is a way to fix it. This would apply to other broken things but I haven't found them yet.
  6. When you build any module like mineral extractor, printer, vehicle bay etc there should be a little tutorial, like the old one a few images with arrows explaining how to use them, how you select the item you want to print etc, many are self explanatory but who knows someone may need a hand.
  7. Hi, first time posting here but have played for over a year. Enjoying 8.0. These are not new ideas; rather ideas rehashed with some twists. COMPONENTS - I like the idea that there should components, but for T3 (tier 3) and even some T2 items. They could have names or for Alpha/simplicity-sake, Component A-F, etc. Moreover, have them need to be crafted at a craft-able workbench... My idea for the workbench is that it resembles half of the medium rover storage plus a habitat-type enclosure. The storage half would allow medium (8-slot) storages to be attached whereby allowing the astroneer to make Components based on what is currently attached. **see below for automation-linking thoughts** It would need to be attached to a platform or a medium/large rover to function (craftable at medium fabricator?). Also, an astroneer could "enter" the workbench during a storm and craft components then. Perhaps its own ui? I think having "structures" that require multiple components made up of smaller crafted pieces rather than 2 or 4 pieces of copper, etc. will make some more end game parts of the game more strategic to get to. ELEVATOR - that is made from stackable (T3) evelator modules. They would piece together (only) vertically and only be used for astroneer transport (as opposed materials transport). It would require power and would be oxygenated. Perhaps it would only deploy on a true flat surface and one could dig down from inside? Perhaps a special platform for the first/surface module? Elevator becomes a permanent structure and can't be disassembled once placed. WEATHER DISHES - having a weather dish that tracks weather patterns, but has slots for 1 weather augments per dish. I.e., it will only track the weather system/hazard that you program it to track. The output is a timer for how long before pattern "touches down". A 2nd augment slot could recieve the Alignment Mod to tell if weather system/ hazard will pass directly overhead. HAZARD PLANET - could be a hard to reach planet with a heavy fog/mist (to reduce visibility) with only "end-game" resources, like what Linkman81 mentioned in a previous post about piece-ing together objects for rare modules/etc. This planet would not be overly hazardous, but an astroneer could not build on this planet. Only tethers could attached to the surface (but no compound is available anywhere on the planet, so supplies would have to be brought with). SMALL ROVER attached to LARGE SHUTTLE - for initial exploration of new planets.
  8. yoavmal

    Logic Modules

    I haven't been online on the forums for very long. I strongly believe it is crucial to add logic modules in order to make special systems in the game not following a simple pattern (or doing creative but disappointing stuff that take loads of time). What do i mean by 'Logic Modules'? All kinds of tier modules that can operate a single basic input-output proccessing, for example: Input: titanium Proccess: Does the input match the material set on the settings? (Yes/No) Output: a signal (set to send a signal if yes or set to send a signal if no) Together with such logic modules there should be some communication system, a cable or any other idea that would be offered. Logic Modules will be interesting in case of different proccesing, if it was up to me, there were things like auto-loading machine to rovers and other ideas. Please write +1 or -1 grouped with an idea or fix you would want.
  9. Richard Darrington

    New Interplanetary Rocket

    I'd like to have the ability to build a larger Rocket where you can store store multiple items. Make it so you have to build the rocket in 3 stages. Each module requiring at least 4 resources each but of various resources coat. ENGINE module, STORAGE Module( 5 DOUBLE SLOTS/10 SINGLES AND COMMAND module. The engine module would have its own internal tank and hydrazine cataylser which woukd require ammonium to be processed prior to take off. Would require the equivalent of 12 ammonium to be full of hydrazine. The storage has double doors that open while landed to allow access and the engine module produces processed oxygen and power much like the hab. Ship design based of of Vintage rocket design. Streamlines with 3 fins that act has landing legs with a ladder up the side for command moduke access or leave it for the astroneers to build a ramp up to the command module
  10. Chris Augustin

    Update 0.6.5.0 quirks

    I wanted to share some feedback based on a few hours of playing the latest update, namely to see if I'm the only one seeing these or not and to make sure they're reported. 1. Entering rovers, especially the large, is very difficult. I press and hold the e key and typically the terrain tool will open instead of entering the vehicle. It's tough finding the correct spot to enter. 2. I created the research module, placed it on to a large rover and then tried to research items, nothing would slot into the research module so it appears to not be working. 3. Research objects are being found floating randomly in caves, typically in groups. 4. The large rover disappears or flashes when turning your head away from the rover. The starting platform, where the small fabricator gets dropped does the same thing.
  11. NJProffitt15

    About habitats...

    Hello. I recently just picked up Astroneer for the first time in a long time; I love the new base-building system, and I was amazed when I saw how cool the new habitat looked. However, when attempting to settle on other planets with the habitat built using the printer, I seem to be stuck with the standard drop-pod sort of habitat. Is it supposed to be like this? Is there any way I can make it bigger? I'm not gonna let it bother me too much, but the bigger one is much more aesthetically pleasing and it's also nice having four connections. Any info would be appreciated.
  12. While I do prefer the look and abilities of the new base building system, it also feels like it's more of a hassle to build your base, which kinda puts me off. Before building new platforms and printing base modules was really simple. Dragging out a conduit, dumping some resin, choosing the module and you're done. Now you have several more steps to go through. First you have to physically go to the new module printer, hold q to choose what to print, take what you print to the desired spot, fiddle around with the positioning, unpack both boxes (platform and module), and connect the power. The fiddling with placement might be resolved by having some sort of snapping, either by default or optional. Snapping platforms to certain alignments so that placing them in a row or grid becomes easier. Connecting the power conduits is also a bit fiddly. I would suggest that dragging a power conduit to the desired platform as a whole, instead of the precise placement of the power connector would make it less fiddly. Now the rest of my "complains" deal with the new system as a whole, so changing that would mean redoing the entire operational system of how you print your modules, which I think is unlikely...but I wanted to comment on it none the less...
  13. As the title suggest, when you print a module crate you can unpack it with alt+click, it will then unpack itself on the ground but you can't pick it up. Even alt clicking the module will show an interaction ring directly under the module, but it won't pick up. My guess is when the module unpacks itself on bedrock, it will plow it's socket into the bedrock and you can't dig it out. But I'll have to test this later and fabricate a module outside of bedrock
  14. Hello guys. I keep ansking and learning about all because the game seems very nice. I´m unlocking modules, and this and that but i´m not sure the use of some of them and i don´t know wich ones are more essential than others. Can you tell me please wich is the "proper" way to expand and grow? Wich are the essential builds please? Thanks.
  15. Alignment mod for horizontal terrain Power should visually go through tethers to you, instead it stops at the posts. save and exit button in menu View distance meter and current should be "medium" or "normal" back pack upgrades to hold 1-2 more slots or to hold more oxygen and power in the actual back pack you should heal much slower, and longer before you start to heal, but you can build some sort of Health station "Large" battery, that maybe takes 4-5 lithium or you upgrade a medium battery to hold not only hold more but it is over all cheaper to build 1 large than 2 mediums yet same capacity "Large" storage for the base as in maybe a cube, or flat and double decked, Large storage on vehicles with more slots but no room for research items More things to hurt you such as another plant or if you go without power for a while hurt you if stuff drops on your head, such as research some sort of level type of device to measure habitat only has limited oxygen(in rate or capacity) and you must make a machine which pulls it from air, or through electrolysis or something food creation so you must eat like say once a day and once a night trees need diversity in research as it seems all the trees of one area will have the same two or three research pods. trees should de-spawn after they are up rooted. fuel should have a trade value, obviously not like it was, but maybe the same as coumpound. make titanium and lithium more expensive to duplicate potentially? organic shouldn't be able to trade for ammonium. that's extremely broken, a few organic and you get infinite fuel. large platform without building so you can just have a platform to put storage
  16. I have three ideas for some new modules to add into the game. These would add to the fun and help you out a bunch! Shout out to @H@n for making these amazing pictures. He also came up with the ideas for the Crane and Shield Generator (The teleporter was my idea ) Teleporter: Built with two astronium. Requires massive amounts of power for each use. Maybe even one astronium per use. You simply walk up to the module and press a button similar to the habitat to enter the teleporter. Once you click it, you are teleported away to the other portal. Or instead of random, each teleporter you build is numbered. And once you hop inside one of them and option is given to you which number you want to go to. Forget about using those clunky rovers with messed up gravity. Teleport to you very far away mine in seconds! Now would making travel between planets be too OP? See that's why I said use astronium because it is so rare, but this could potentially make the shuttles obsolete. So maybe restrict it to travel on the planet you are currently on. Shield Generator: "bubble generator that can be placed in any connected sockets. When activated it creates a temporary protective bubble. It does drain power quickly so use with caution." Does your base get constantly hit with storms? Do your friends die because there is not enough room in the habitat for everyone? Well not anymore with the shield generator! Built with two astronium (or some other rare material) at the larger printer. You can charge it up and take it with you on your rover or just leave it at your base for some extra protection. Once activated it will continue to run as long as it has power feeding to it. Once it runs out of power the first time it deactivates. Once meteor showers and other awesome weather/storms are added this will be a necessity for every base. Crane: "First is a larger module. It's excavation lift that can support a player and some research nodes or some storage. Upon creation it would automatically create a hole to the nearest cave system below it. It comes in two parts that are researched together, but crafted separately. The crane is built on a table and the cable spoon in created via the printer." -H@n This idea is so beautiful. I love the look of it. It would make mining SO much easier. I think it should be built out of Titanium You could just build one of these right above your deep mine and bring up all your resources. I think the mechanics could be somewhat tricky. You would have to be able to move it up and down somehow. Another question is, should the lowered platform give off oxygen? Would that be to OP or something necessary? Please tell me what you guys think! I would love to see all these modules added into the game, how about you?
  17. Hi, I use keybord with mouse and i'm playing on steam. I want to make an area for energy storage with batteries but i have 2 modules that they don't connect to each other Here a screenshot and I'm very sorry for my bad english (I'm Italian).
  18. TayTayBerryman

    New Modules Ideas

    Here is a list of all my ideas for new modules... Food processing module (Tier-3; Built at a large platform) Very similar to the smelter where it has the four slots on front but you add plant material to it. Activate it to "process" the material into the built in storage of the module. The processed food then tethers to your suit when close and fills your hunger bar. Or instead it could be even more like smelter and make plant material into a new "material". It could be just simply called Food. When in the backpack, it is consumed in the same way extra power and oxygen are consumed. Fuel Tank (Modeled after the large battery) Crafted at the large printer with two Titaniums. Features a single attachment point on the front that allows you to add hydrazine into it. (Think like combining the ship's refueling mechanics with the battery's recharging mechanics) So now you can place these large tanks of fuel on your ships to increase your space travel distance (like how I place a battery on my truck every time I go exploring). Water generator module (Built at a large platform) In order for it to work it must be placed in a source of water. It then begins to suck up the water when activated. It could either 1. Actually take the water making it necessary to find other sources of water 2. Or just uses that source of water indefinitely. Teleporter (my favorite!) (Built at large platform) Build with 2 astronium. Purpose: teleports the player to another teleporter. Quicker travel between bases How: Requires 2 (or 4) astronium and a large amount of power for each teleport. This would definitely be an end game building. You shouldn't be able to get it early because it would make the vehicles obsolete. But since astronium is very rare (I've never even found it) that would be good. Anyone else have any good ideas for a cool module? Please add them to this thread!
  19. When I connect power modules to my spaceship which is up on a hill and tethered to my main base, the power does only occasionally spreads to my base, sometimes not spreading the power when it should be. I used tier 1 modules on a large storage on my space ship with plenty more tethers than the minimum to reach my base. Steam, Windows 10 PC Mouse & Keyboard Tier 1 power modules on large storage on space ship tethered by 3 tethers (only 1-2 necessary) to tether to base.
  20. Hey guys, here I'm gonna talk about a few ideas on potential storms and other atmospheric events, as well as possible modules to combat them! I know that some of these have already been discussed at length, but I wanted to collect these concepts together and add some of my own ideas on the matter GEOMAGNETIC STORMS (SOLAR FLARES): Solar flare events would be relatively rare overall, however their effects can be felt on all the planets at varying degrees, perhaps according to their distance from the sun. When they do occur however, they would be one of the most dangerous of the meteorological events. Picture the sky lighting up with bright auroras of green, pink, and blue, as strong winds begin to pick up. These winds should not be as powerful as the vanilla storm with debris flying about and the wind moving vehicles and inhibiting player movement - instead their danger should come from radiation. As is typical of geomagnetic storms, all vehicles or modules should stop working due to the interference even if they have power, and perhaps a couple could even malfunction and breakdown entirely. Additionally, if any GPS or map systems are implemented by that time, these would also fail. The greatest threat however will be the radiation poisoning which sets in soon after, forcing players to seek shelter underground to avoid the radioactive threat. ELECTRICAL STORMS: Imagine a massive cloud of pulsating light charging towards you from the horizon. As it engulfs your base, you can hear the static in the air as bolts of lighting randomly strike from all directions. The flashes and pulses of light turn your screen white, making navigation difficult, whilst a direct hit on the player is an instant death. If a module is hit, it temporarily stops working, but vehicles are safe because of the rubber tyres These types of storms should occur on moist planets with enough of an atmosphere to generate such powerful supercells. RADIATION STORMS: Similar to the geomagnetic storms, without the aurora and the damage to vehicles. Instead the air would have a slight yellowish tint about it and the surrounding objects and landscape appear to have a bit of a glow. Radiation poisoning sets in relatively quickly, forcing players to find shelter before dying from exposure. Only radioactive planets would suffer from this kind of storm. VOLCANIC ERUPTIONS: As I discussed in another thread (see Molten Planet) some planets could harbour volcanoes, and these would erupt periodically. The air will turn black with soot and ash, as red hot boulders and flaming pyroclasts rain down from above. Every now and then, a random bolt of lightning will strike as a result of the static charge generated by the thick smoke, as is often seen in real eruptions. There could be a feature where oxygen is somehow inhibited by the thick smoke, but I haven't really figured out quite how that might work. METEOR IMPACTS: As has been mentioned a lot before, mineral rich meteors should totally be a thing, and if they could leave an impact crater that would be even cooler. The only bit I wanted to add is maybe having frozen asteroids as well as meteors, or even the wrecked remains of advanced alien crafts that hold special artifacts that are extremely hard to obtain otherwise! MODULES & MORE: 1) Shelter Module - A heavy duty shelter module capable of whitstanding the toughest storms that can hold up to four players at a time. 2) Monitoring Station - A complex looking module with tall aerials and satellite dishes that can forecast dangerous weather events up to 60 seconds before a storm hits, giving you chance to buckle down or hide. It could even tell you useless but fun little facts, like wind velocity etc when you click on the module Once this module is created, it would be really cool if you could also create a small device (like the wind vein or small solar panel) that you can attach to your backpack or vehicle and would warn you of approaching dangers when you're out and about. If you want to make life harder you could make the module require a constant energy source, but that might be a bit overkill considering how dangerous the storms are haha 3) Vehicle Dock - A module that creates a space for two terrestrial vehicles to be tethered down without risk of them moving. Given that every time I return to my homeworld I find all my vehicles have disappeared I figured this might be a pretty useful idea overall.
  21. Ducks

    Modules

    2/18/17 I created a new module and they just disconnected, this is after 125 update, it's still happening.
  22. BkFrySauce

    Base Module tweaks.

    When 4-5 modules are surrounding the starting pod, it can easily get cramped. It might help to make to modules a little wider so that to component slots are a little more spread out to help with item selection and cursor snapping. A lot of the times I'll try to pick up something and the cursor snaps to another item I didn't want. As far as modules go I also think it would help if there was a Module tab in the pause menu which would let you look at a list of all unlocked modules and a description of what they did. Same can be said for the components like solar panels or power cells. This would make the game a little more accessible to those who may not pick up on things as quickly as others.
  23. Module (vehicle bay) not getting any power from grid (except when a battery is placed directly on one its slots), screenshot shows the fuel condenser is working fine though. Tried exiting and restarting game as well, and still no power and it no longer shows "no power & battery icon" in front of the module. System: PC Windows 7 on Astroneer patch 0.2.115.0
  24. I think that players must have ability to destroy their creations, because they may want to rebuild their bases. Also I had very interesting bug with shuttle and habitat(I'll post about it in "Bugs & crashes".