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  1. Maybe there could be a medium oxygen canister,same size a medium canister same shape ,but it holds oxygen. It would have the same functionality as the medium canister,you know like take some oxygen canisters and you can put them on the ports and it will fill and take oxygen from it plus if there is any oxygen in a nearby tether it will take oxygen and fill itself that way too. it could also supply oxygen to tethers too
  2. To "System Era" I just read you are implementing jet packs. Here's my thoughts on the dynamics. This should be a combination of two elements, a thruster engine (a vertical only "Jumper") and an oxygen based control thruster (directional). The Oxygen based thruster would provide the ability to hover and a directionally controlled fall. This should just be a nozzle add-on, but would consume oxygen at a rate not advisable without tanks. This could be available early on in the game. The "Verical Jump Engine" would provide brief vertical lift in two versions. The early version would have a set number of charges with only a digital control (On/OFF). Say 5 or 10 bursts that will only take you so far, depending on gravity. The later version would have an analog control (speed controlled assent) that would deplete like an oxygen tank and would have a time limit for temperature reasons. Maybe even exploding if it gets too hot. Little animated dangers like this make it more fun. How far can you push it may depend on the planet's ambient temperature. The later version would also save on oxygen because you could use it to control descent , although not directionally. Thank you for your time
  3. So i am an xbox one player using my controller and when i placed down a tether, it would not connect/start my oxygen line. Any help?
  4. I think I've made a fatal mistake. Flying to the moon with no oxygenator or additional resource (like aluminium). Plus my thruster is out of juice so I can't get back to home. Anyone find any resource on the barren moon so I can fuel a thruster or build an oxygenator so I can use tethers? I'm dreading having to start a new game. I've unlocked a few gates on my homeworld which took ages! #schoolboyerror
  5. When an astroneer reaches an oxygen source JUST as they start their suffication animation, they're tanks fill, up but after death, the oxygen refill noise plays indefinitly ASTRONEER version (Steam + mouse and keyboard)
  6. When placing tethers, the preview indicates I can attach the tether to the vehicle, but it doesn't form said connection when placed. I tried adding an oxygenator to the vehicle, no change.
  7. Steam, mouse/keyboard 021663edcc4a3916337ec7ffb9de9777.mp4
  8. So, I was thinking that the oxygen and agriculture could be altered by a new set of parts. Oxygen- Right now is almost infinite for the habitats. I suggest making the habitat capable of holding up to 10 hours of oxygen and rovers like 6 hours. As your astronomer consumes oxygen you pull from the habitat/ rover reserves. Then use green houses and organics as the resource for compost to grow algae with small greenhouses and actual plants in large green houses. Small greenhouses could make it so you need two to support 1astroneer and 1 large greenhouse to support 3 astroneers. Agriculture- So, this feature could play well with the oxygen system with the greenhouses. Similar resource management but have 1 more module to package the plants into food. The habitat could hold 10 hours of food as well. Food bar on the suit could be a half circle of green lines on the back of the helmet. Rtg- Lastly, the rtg on the original habitat seems to be infinite and I more rtg can last years. But what if we have a limited amount of hours with the first rtg then use astromium to refuel it. Plus, use the medium printer to create an rtg out of titanium and astromium. Each rtg could give about 20 hours of power. Even if you can’t find astromium by then you would have a power collection system by the first 3 hours easy. Backpack Power- why not have the backpack grab power from rovers and actually drain the rover battery? These are just a few ideas I’ve had that shouldn’t break the game. Also give us new parts to research while adding a small amount of real while keeping the Essence of astroneer. Thabk you for this wonderful game, JBall
  9. When I started, I lost a few lives as I was so excited to explore that I lost track of my oxygen and didn't make it back to my tethers in time. It'd be nice if there was some type of "alert" system (perhaps you can craft this and mount it in your helmet) - even a series of beeps to job the player's memory.
  10. Make a device that gets water from the atmosphere that doesnt require iron, something that only gets water , And places it in canisters . Then you can take those and some electricity into another device and Create oxygen . that can be captured in oxygen tanks, And from there you can work on getting some type of device to compress oxygen into a tank for large oxygen capacity. so when you go to the next planet you would have to get the material or Have it on you to quickly make another oxygen system or rely on running back and forth from your ship to recharge your oxygen tanks. ON ANOTHER NOTE dont give spaceships infinite oxygen space, make it Good like hours of doing stuff without generating oxygen. but enough to where you will have to spend quite a while refilling your oxygen reserves before taking off to a new planet. this will keep expanding to a minimum upon starting the game.
  11. Note: This thread contains revised content from previous thread of mine; found here. It contained outdated information, and elements that don’t apply for the current game state ( Update). Resources Sperrylite Smelter processing into Platinum Alternative trade resource Sale value of 16 Gas Hydrate Alternative source of gasses (other being condensing ambient atmosphere with Atmospheric Condenser) Found in terrain; deposit types include Hydrogen, Argon, Methane, Nitrogen, Helium, Sulfur, and Ethane Chemistry Lab uses two bundles of Hydrate = one canister of respective gas Ethane produces doubled energy output in Small Generator; triple energy output in Medium Generator Isotopes Tritium Chemistry Lab uses one Hydrogen canister and two Lithium = one Tritium (hydrogen-3) canister Deuterium Either found as a deposit, or made from one Hydrogen canister, one Organic, and one Ammonium = one Deuterium (hydrogen-2) canister Modules & Equipment Atomic Battery = 1 Tritium Canister + 1 Titanium + 1 Silicone Roughly size of canister when expanded Provides 100.0 Bars at 2.0A Great for late game solution to portable power (widget compatible) Fusion Reactor = 2 Steel + 1 Titanium Alloy + 1 Tungsten Carbide Attachment space for one Tritium canister and one Deuterium canister Produces 300.0 Bars at 4.0A Flywheel = 1 Tungsten + 1 Steel + 1 Titanium Alloy Large, powerful immobile energy storage (non-lithium based); uses Large Platform Stores 1.5 the amount of energy produced by a Fusion Reactor (450.0 Bars); provides at 2.0A Scrubber = 1 Filter + 1 Plastic + 1 Aluminum Alloy Acts as indefinite oxygen supply when powered; backpack compatible, working in the widget slot Greatly benefited by equipping Atomic Battery Vital late game upgrade for Astroneers needing medium-term independence from external oxygen supply; without burning through resources Dampener / Fall Preventer / Airbag = 1 Plastic + 1 Silicone When equipped to a widget slot, it halves damage received from falls and impacts In an emergency, the canister deploys a personal airbag hemispheral cocoon from an Astroneer’s Backpack, so as as to dampen the force of impact After impact, the airbag deflates and retracts back into the attachment housing
  12. So unlike some I'm actually a fan of the oxygen / power system, however one thing I'm not as big a fan of is carrying around platforms to use to refill oxygen while I'm cave diving. I know I can run tethers or drive vehicles, but both of those have their own problems as well. (running out energy, space vs view, lag from lots of tethers, abundant basic resource use, etc.) I would like to see a personal generator of sorts, late game specific item, that uses a small constant trickle of energy (but wasn't that a problem with the other ways to go cave diving?) and allows travel anywhere without real restrictions. This could even be a backpack style upgrade that could be used to visit other planets with harsher atmosphere or underwater exploration. The cost would be huge, talking something like 20-30,000 bytes, and yes it uses a constant trickle of energy but easily overcome if you keep a solar panel or wind turbine in the top slots. As I said it would probably have a primary purpose of exploring more hostile environments, but it could make traveling easier if say you died a distance from your respawning. You would have the upgraded backpack still so you could go after your body without building a vehicle or Platform, just need a solar panel. Slower than a vehicle but easier to maneuver rough terrain. For added cost each form of hostile environment could require its own additional attachment.
  13. After exploring and building powered bases on the terran, barren, radiated, and arid planets, I decided to go back to terran to just mess around. While I was there I built a ramp to beyond the clouds, and tethered all the way up there, I got in the small rover and managed to get up to the top then when I left the vehicle, I fell off, and died. When I got back and grabbed the tanks(both were full the body had no oxygen) I went digging for more soil, and then I realized I was suffocating because it drained the backpacks oxygen instead of the tanks, I fixed this by removing the tanks and then putting them back, however, it would be nice if this didn't happen again. Platform: Steam Version / Build Number: 0.9.0 Specifications: OS: windows 10 CPU: AMD Ryzen 5 1600 GPU: geforce gtx 1060 RAM: 16 GB Drive: 2 Tb
  14. I love adams new oxygen designs but I think it's now too downplayed and I dont have the same urgency as I did before when I was suffocating I think a simple red and black blinking light coming from the oxygen tube thing would be a great reminder maybe even have a countdown from 15 when you suffocate to show you how much time you have until you die I like symbols but players need a better telegraph on how they die from oxygen, also making the oxygen tube more a display could allow for some really interesting art in the future around oxygen
  15. First BIG Fan, would love to get more involved. BUG: When setting out the oxygen line if you lose first connection when/if oxygen line fines "better" path. THE BIG PROBLEM: When you make a cave run, and lay out O2-line, if you find a different connection back to power the O2 line breaks its original run and connects the other way. Now you can't follow your trail back out since that line is dead. Ver: Alpha 0.7.0, and 6/14/2018 Ver Alpha 0.8.0 FIX: Take out the line of code that "only finds path straight line to source" Or add a line that says "IF connection_already_exists THAN add this source point to the acceptable array of lines. Email my account if you need more info, Lastly, just saw you guys on E3! This game is already, but will grow to be GotY! O2line.bmp
  16. Hello there here's the bug me and my friend found: 1) The central Base generates quite infinite oxygen lines and after a bit, the amount becomes so insane that makes you lag. A LOT. (see screenshot) NB Possible solution while this gets fixed: replace the module that has the oxygen lines, at least this work for us. 2)My friend (he's the host because he has fiber) apparently after a random time, can interact with anything, basically constricting us to start a new world. first with the open seat, then basically with anything from his inventory to the resources on the modules, while I can interact perfectly with everything. 3) last but not least, plants don't blow up nor get down by gravity after a dynamite has blown up
  17. Having an oxygen limited system would slow down the progressing (though add more things to progress so the feeling won't change). Adding a limited but large amount of oxygen to the rover would be a major part of it, and make rovers need more time to refill (quite much longer). Another option would be a super expensive to research module that will generate it, and slow the oxygen loss significly. Here is the design i made for a tier 1 module, imagine the middle pumping oxygen all around and the very middle be the power battery, that shows how much power is left to generate oxygen with.
  18. Multiplayer we were sitting inside home base and I noticed an extremely thick oxygen tether line. Sure enough a storm came through and there were literally hundreds of those guys stacked up in the picture I have attached. Game was also super laggy, like 5fps LOL!
  19. 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.
  20. I think that there should be power prioritization, a sequence or order of base models that power flows to, or where it is connected to the base model first. This way, a player can avoid wasting power to complete a research when the sun is down, or when their power is limited. Then a player can use the power for base models like the printer, to print something of high priority before using all of the power on research. Along with this, I think that generators should only run when there is something that is missing power, to avoid wasting endless organics/coal when the power is fully recharged. This way, I can just put a bunch of organics on my generators when I need a lot of power, and not have them run when everything has full power. The use of power / storage seems like such an interesting concept in this game, and once there is more than enough power to go around, there's no use for it. I think that some of the new content that may be added on later should require a LOT more power, which would spice things up a bit. Here are some ideas to find use for all of that power: Processes that should require constant power: Oxygen Production in Vehicles/Refill from Base - For this to work, the main base model should have a visible oxygen tank, which is what the player starts out with, and uses to refill their tank. The more they refill, the more it uses, and constant power will be required to constantly keep the tank full. With this, a medium oxygen tank would be useful, so that if the base does run out of power, there will be plenty more oxygen to use up. This may be difficult or add a challenge with research since research also requires constant power. This may cause some difficulties with being away from the game without constant power to produce oxygen. For example, the player could suffocate simply because there is constantly no power. To fix this, sitting in the main base model (home) will not consume oxygen. -I will edit and add more later,
  21. In my opinion, it has been 3 times that I spawned a little bit far from any source of material of investigation needed to do anchors/oxygen-lines. The issue is that the oxygen in the space suit is not enough to even look around before coming back to the habit and refuel for oxygen. Would like if the at least add 50% more oxygen capacity because it getting really obnoxious to play that way. Thank you, hope you agree
  22. Hi Devs, I've had a glitch or bug with one on my tethers. It's disconnected from the other but still giving me oxygen. I accomplished this by just placing it down like you normally do but I think I was "Just" out of range for it to work. tetherbug.mp4
  23. I've recently come to the conclusion that Astroneer is more fun to play without tethers and a large oxygen tank. I wanted to see how Astroneer would feel if I wasn't constrained to be connected to base by a tether umbilical. So I exploited the system to get me a ton of titanium and built a four oxygen tanks. I recovered the tethers on the western side of my base and decided to venture out using only the oxygen I had stored on my back. First run: ran off in a random direction, decided to climb a mountain, just for the heck of it. Made it to the top of the mountain, there's compound up here. Mine compound and admire the nice skyline. Notice I'm running a bit low on oxygen. Stop mining compound and decide to head back. Slide down mountain, almost kill myself due to lag throwing me off the mountain side. (lag needs fixing). Walk past three resource deposits close to my base which I had never noticed before. Return to base with 40% oxygen. Second run: Walk off in a slightly different direction, find a mineshaft, decide to walk down it, noticed it's an off brance of a mine I've already explored (via a crap ton of tethers). turn around and continue exploring. Make it all the way to a beacon I set down with a rover. Admire the view before I turn around. Come across another mine shaft, I decide to come back later and explore. Skim some oxygen blips from the terrain, which I never do, (just in case). Return to base with 20% oxygen. Third run: return to mine shaft and explore. It's much darker without tether lamps. Carefully examine my surroundings so I don't get lost, which I also never do. decide to mine some stuff, just for the heck of it, though I only have 4 slots. find a couple of research pods and haul back to surface. Skim oxygen blips wherever I see them. Find a third research pod, but notice I'm running low on oxygen, so I ditch it part way through. Beline back to base. Return to base with >5% oxygen. Fourth run: Return to Mine and descend to a deeper layer. Find dynamite auspiciously placed in a spacious cavity and pocket it. Uncover a thruster module, neeto. Find a deceased Astroneer and loot his stuff. Examine a satellite wreckage (why the heck are there satellite wrecks underground?). Discover the tiny bits of spike plants also spike and have a heart attack. F that. Blow them up with dynamite for good measure. Notice I'm running very low on oxygen. Take thruster partway up and ditch it. Get F-ed up by a storm and retreat back into cave. Use filters for the first time out of necessity. Realize they fill up my entire oxygen reserve. Double back to retrieve thruster and haul it back. Return to base with plenty of oxygen. Noting that I can essentially run forever as long as I have compound for filters, I construct one more tank and equip the one I pocketed from the other astroneer, and decide to circumnavigate the globe. Fifth Run: embark west with a total of six oxygen tanks, a solar panel, canister, and a few compound (just in case). In my journey I learn many things. Firstly, the devs have a twisted sense of what passes for alien flora. Seriously, what is this?! Second, the laws of physics need not apply, as mountains can remain stable when their entire base is a hollow cavern. Third, if you encounter a storm at high altitudes, it turns into an F-n meteor shower. F that. (Too nope to get a screenshot) Fourth: I realized, or at least hoped, that the planet orbits are consistent to the world geometry, in other words, if planets rise directly in front of my face, I'm still on the equator. Almost to my surprise, After passing 9 compound deposits, using 4 filters and getting F-ed up by a single metorshower. I see my base icon appear on the horizon, still perfectly due west.; and I gloriously rejoin with my base after 47 and a half minutes of travel, without using tethers. TLDR: I hooked myself up to a ton of oxygen tanks, ignored tethers, and had a blast. Which brings me to my main point. I think Astroneer should move in a more realistic direction regarding oxygen, because Compressed gas doesn't run through slack rope. Spaceship pods don't generate eternal oxygen. Having a larger oxygen tank and not being tied to tethers is liberating. Players will start to pay attention to their surroundings more instead of following the same dotted line when they leave base. And here's my suggestion to do so, adhering to my head cannon. Make standard tank larger, say, 3 minutes of oxygen. Extra tanks give one extra minute, since they are actually a third the size of the backpack tank. Repurpose tethers exclusively for power transfer, whenever you guys get around to the infrastructure update. When the player 'crashlands' on the planet they should have: enough stored oxygen to last an in game day (10 minutes), enough titanium (yes titanium) to make an oxygen scrubber (that is, assuming there is oxygen on the planet, just mixed with toxic trace elements). The oxygen scrubber is a large module and takes a lot of power, but fills tanks very quickly. (finally have a reason to make medium and large oxygen tanks, no?) New measurements of oxygen. S-tank and filters: two minutes Player-tank: four minutes, M-Tank: 10 minutes (one day), L-Tank: 50 minutes The result of this system is that the player become very familiar with the area they have access to, which is actually rather large considering it's a circle radiating out from the base. (three times as much oxygen = nine times as much accessible area). If and when the player makes a new base, it will be a sizable distance away from the first to take advantage of the area of exploration allowed to them. Player becomes familiar with their surroundings and better at planning expeditions outside of their base. And I get to stop wondering why I have an infinite supply of oxygen.
  24. @SES_joe I have some questions about the futur of this game about the survival features : will we have some kinda of food/water/oxygen to survive ? Because this is a survival game, and the first thing we need to survive is oxygen/food and water... Btw great game, continue the good work, I bought it day1 and I love how you are making this game. 5*
  25. I thoroughly enjoy your your YouTube Vlogs. I'm also very interested in the dedicated server environments for personal group gameplay/game testing. A good friend of mine is redhat certified and is teaching himself how to setup and use Docker environments for dedicated server applications, ie., #Ark: Survival Evolved series, #Minecraft. I would like to have him field test the dedicated server environment when available. I have a some questions for the Devs: Has the idea for an oxygen generator been though of for certain environments? Can a technology be included to extract/create oxygen and water from the environment assuming that there is some sort of organics or other gases on the planet(s)? Most of the current environments (planets) have an ECO system where oxygen/water can be create by breaking down the the element in nature or extracted from other gases. My suggestion would be to create a second portable generator that's created on the backpack to create O2 from organics like the power generator for energy. Tethers can be used to initially setup a base and could be phased out after the base has been established to accelerate exploration. They are also cumbersome and get in the way when operating vehicles. An O2 sources/generator/module can be created to use on all vehicles as they really don't create O2. Also, Use Hydrogen and O2 source to power planet based vehicles to create power and water. In addition, create Hydrogen from water using a power source. A large O2 production source will also be great to create an source to use with Hydrogen for powering space bound vehicles. Thank you for your hard work and creating an enjoyable and playable environment!