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Found 69 results

  1. Inferno3221

    Weird Planets

    When i flew to antoher planet, all instead of one of them were looking so weird
  2. Description: When on any planet other than terra, barren, or exotic my reticle for the teraforming gun is extremely snappy. I don't quite know what caused it other than I changed planets. My friend also has the same issue and it seems to be much worse on planets like Arid, and Radiated. This only happens when making terrain flat using the Ctrl + mouse1 option on the gun. Platform: Steam/PC Version / Build Number:
  3. With the last official update to the pre-alpha slated to come out tomorrow, and a new moon being added with T2 before they crank out 1.0, I wanted to share this, not knowing if any of the info would change. I also have not seen anyone look at this yet, so if someone has, I'd love to double check my numbers against theirs. TL;DR, I found the orbital periods (Sidereal Periods) of each planet currently in the game, their resulting Synodic Periods with each other planet, and discovered System Era likes Lucky Numbers (using the Sieve of Josephus Flavius), within error. This post does not go into great detail about what sidereal or synodic periods are, or lucky numbers. The methods used and results are given. Personality Type-D people looking for pragmatic information can use the table shown here. This table outlines when a given planet will align synodicly with any other planet in opposition, same side of the star. This excludes Barren, which was only calculated with Terran. Yes, the table below shows you'd have to wait longer than 25 minutes to launch from Terran to Tundra from the same point. Given the planets are slightly closer that the edge of Terran's launch-range, the actual time needed to wait before being able to reach Tundra is slightly less. This is why experienced players recommend planet-hopping if you have a Hydra-zine Thruster capable shuttle. Terran is represented as H, for Home-Planet. Tundra to Radiated is highlighted in Red, as it is impossible to travel directly between the two bodies given the distance. Before divulging my methods, the answer to the WHY? question is that I have always been fascinated with how we can tell for certain how planets move, and wanted to try for it myself. I was also inspired by the loading screen, given the very nice round number they chose. It is clear the loading screen was designed very intentionally with this concept in mind. Loading Screen. If you watch the loading screen long enough, you see that the each planet from the star completes five, three, and one orbital cycle from the first planet outward respectfully, before realigning. Those figures happen to have a very short total synodic period. Alignment 1, T=0 is six seconds into the recording. Alignment 2, Dropping frame-rate caused capture issues. Also note, that satellites, like Barren, have a synodic period based on the planet they orbit. Additionally the next image illustrates that just because two bodies align synodically, it does not have to be from the point they were last aligned. Synodically aligned, not at origin. So to find the in-game sidereal periods of each planet, I began with Radiated. It is obvious it has the fastest orbit around the star, thus I could record significantly less. One difficulty in using Radiated is that most of the error in time stepping comes from not having a camera-lock feature in launch mode (I don't want one either) and another is the increasing distance to other planets increases reliance on video resolution. To begin, I calculated the sidereal period of Radiated. Then I timed the synodic period with every other planet. Using the equation below, you can find the missing sidereal period of the other planet in question. Then I verified my calculations by observing the sidereal period for both Terran and Arid. I quit after that because I was disheartened about likely losing my saves with tomorrow's update. Screenshots with time stamps showing what was used in the image are given below. Equation Used. Note, absolute value in the denominator. The results shown in the table here have striking similarity, within rounding, to Lucky Numbers found using the sieve above, after the 7th-number filter. Coupled with the deliberate choice in the loading screen, I hypothesize this is very intentional. This also adds huge favor of System Era in my book! Results. Note Barren's Synodic Period is in relation to Terran (H). Finding the Least Common Multiple for all sidereal periods of the planets, excluding Barren, the total synodic period ranges anywhere from 61 to over 1,000 years. These numbers vary largely when even one sidereal period is altered by a fraction of a percent. As such, it is currently inconclusive just how long one will have to wait to get the "perfect" screenshot with all planets in superior opposition to Radiated with respect to the star. It is also inconclusive what my current error is as the official sidereal periods are not posted anywhere. Seeing as I was able to use a game to teach myself basic concepts in astrophysics, I support leaving these numbers unpublished as well. If anyone has done this and would like to compare, let me know! For more math fun, because the orbits are periodical, they can be represented by a sine wave. Therefore each planet has a frequency. Because there are multiple frequencies, the resulting sinusoidal wave will change shape, exactly like adding musical frequencies that can develop beats. By adding each planets wave, you can find the overall solar system's wave function in regards to the orbit. Yes, I know I have way too much time on my hands. Sorry for the long post, thanks for the read! First Sidereal Stamp, T=0, Radiated. Second Sidereal Stamp. Verifying Terran Calculated Sidereal. Posted on Reddit by me as TeemoWorship.
  4. Summary: – Steam – Sky and Planets extremely lagging Description: Critical Bug After playing many days, building a big base and exploring many caves with a huge tether network on terran the sky and the planets don't almost move. Time seems to freeze. At sunset I took the large rover truck for a scrap tour. In a distance of my base the truck had no energy left (2x medium batteries and 2x medium solars which normaly covers the consumption). Wondering why, I realized it was still night though I was on tour for a while. The sky and the planets moved extremely slow. There was no chance getting back to my base due to the lack of energy. I knew this "sky freeze" before but I thought it was just an optical bug like the broken planet bug. No, time also goes on extremely slow making energy management worse. Though the rest of the game runs at normal speed this is why i call it a critical bug like the vehicle glitch and the tether network lags. Btw: Though having no energy left, the truck still giving energy to my backpack. Really strange. Platform: Steam Version / Build Number: Specifications: OS: Windows 10 Home | 1803 | 17134.345 CPU: Intel i5-4460 3.20GHz GPU: NVIDIA GeForce GTX 1050 Ti RAM: Kingston 2x8GB DDR3 800Hz Drive: Western Digital 1TB (WD10EZRZ-00Z5HB0)
  5. When I was exploring, my whole screen flashed blue for a few seconds. When it cleared, I realised that another planet had, in its orbit, collided and passed through the one I was on. The planets having their own orbit is one of the standout features I think, but they'll have to be modified slightly in order to prevent this
  6. Player 2 visited Tundra to drop supplies off for me; a bit later I bit the dust and found myself back on Terran. Could the respawn be linked to the last planet /anyone/ landed on, rather than the dead player?
  7. One cool way to improve the game is the addition of new planets/or star systems. Maybe there could be a planet so close to it's sun that you needed a specially protected ship to get there, and you could only go out during the night. Or a planet that is covered in magnetic rock, so on that planet (and only that one), magnetic levitation (hoverboards, hovertrucks, etc.) would be possible. Or a planet with solid enough rings that you could land on them, and find some unique resource there. Lastly, in terms of other star systems, maybe they couldn't be accessed with the current hydrazine powered ship, maybe something more powerful would be required, or something with constant acceleration, like a solar wind sail:(
  8. Summary: Game wont load past the spinning circles/planets Description: About a month ago, after playing the game for several hours during various builds my Astroneer decided I have played enough. Now, when I try to start the game via steam i get as far as the music playing after the planets and circles loading screen but then it simply closes without error. This is still the case after the most recent update (Update 0.8.0) I had some success before the most recent update by deleting the %AppData%\Local\Astro\Saved\Config\WindowsNoEditorGameUserSettings.ini , where on a couple of occasions the game loaded. On the occasions that the game loaded, i did note that after about an hour or so of playing I lost the ability to pick items up, such as research items/blobs. To cover all the bases I uninstalled the game and deleted the %appdata%\local\Astro folder too. Then reinstalled and had exactly the same issue. Platform: Steam Version / Build Number: Not sure how I would get the build number as the game wont load, I couldn't find these instructions on the forum post explaining "how to post a bug" - but I updated to 0.8.0 today. Specifications: OS: Windows 10 Home CPU: AMD A8-6600K APU with Radeon HD Graphics (8570D) GPU: Nvidia Geforce GTX960 RAM: 32gb DDR3 Drive: Samsung SSD Evo 250gb / Seagate Desktop 2 TB Internal HDD (st2000dm001)
  9. Hello, forum and System era! I've bought the game today and I loved the game so much, but I don't understand if exist infinite planets or a few planets. Nice work guys, I hope that you continue a good job because you have a huge potential to be the best game indie in the world! Anything you need I'm here to help you!
  10. I propose to add to different planets, different gravity (depending on their size of course), also add to completely different planets completely different weather conditions. Whatever the character could normally exist on the planet, he will need to create different things, like new suits, jetpacks, just to overcome the gravity of the planet
  11. 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
  12. Endercyborg22

    Gravity in Astroneer planets

    (My English and my numbers aren't perfect) So... this is my first topic on the System Era forum. I always wondered, in real measurements, how much gravity does the Astroneer's planets have? So this post describes how i estimated the numbers. I started with a problem: how i will get a measurement of distance and mass!? I reaserched A LOT, then i found this information ... the Pajama suit/character (the orange suit) is based after a real person! Iuri Gagarin, a famous USSR cosmonaut. So i started doing the calculations of Terran gravity: To get the gravity (aka: acceleration towards the gravitational center), i need this fomula: a = Δv/Δt (variation in velocity divided by the variation in time, example: i have a car that accelerates from 10 m/s to 60 m/s in 20 s, so my acceleration (a) is a = Δv/Δt = (60-10, yes, you first put the final, then the start)/(20-0) = 50/20 = 2.5 m/s/s or 2.5 m/s²), so i jumped with Pajama, i know that it has the mass of Iuri Gagarin with the SK-1 space suit (89 kg) and it was exactily 1 s to jump and fall to the ground. I needed the velocity that he had IN THE EXACT MOMENT that it jumped, but how? So i tought, kinectic energy! (the kinectic energy is determined by (M = mass, KE = kinectic energy, and V = velocity) KE = 0.5 x M(kg) x V(m/s) = J (Joules, a measure of kinectic energy)) So, i had an equation: 0.5 x 89X = 20J (the approximate joules of a person junping is 19, but that suit is heavy so i added 1 joule). I solved it, X = 0.449438, so that is the speed in m/s of Pajama in the exact start of the jump. So i used the formula for acceleration that i said, a = Δv/Δt = (0-0.449438 m/s)/(0.5-0 s) = -0.449438 m/s /0.5 s = -0.898876 m/s² (the answer is negative becouse im suposing that the up acceleration is positive and the downwards is negative, and gravity goes downward.) That is about 5% of Earth's gravity. The only problem that i had is that, i recentely traped myself in the Exotic planet in my main save, so i don't have any spaceship. I can't go to other planets to test on them, so please, if you're reading this, send the EXACT time that it takes to make a complete jump (start, apogee and end) in each planet with the orange suit/character, thanks.
  13. Matt Johnson

    Adding rings around planets

    I know there are plans to add more planets and I think it would be cool to have one that had a ring system like Saturn does. The main reason is just to look cool but it could also serve as a way to tell where you are on the planet, although it wouldn't be the best or most reliable way since, from the surface, the ring(s) would look the same form different locations. Having rings could also encourage more exploration around the surface of the planet. At least I know I would definitely travel to different locations around the planet just to see what the ring(s) would look like from there.
  14. BienOso

    Military Ideas

    I've recommended this game to the hordes of personnel with me in the Armed Forces, and many of them have(will) bought it. We really do love the product System Era has provided. Collectively, we've come up with a major suggestion to help interest and keep more customers. We've researched your in-game Resources to what they would be called on the other planets. We did this because the Resource aspect became repetitive. (Raw) Mineral Terran /Earthlike Barren /Moon Exotic /Erratic Arid /Desert Radiated /Radiated Tundra /Frozen Aluminum (Laterite) (Bauxite) (Granite) (Basalt) (Gneiss) N/A Titanium Titanium Titanium Titanium Titanium Titanium Titanium Lithium N/A (Petalite) (Pegmatite) 1 N/A (Hectorite) 1 (Lepidolite) Copper (Malachite) N/A (Brochantite) (Azurite) (Aventurine) (Plancheite) Coal N/A N/A N/A Coal Coal Coal (Ammonium) (Ammonium) N/A (Hydronium) 2 (Ammonium) (Amalgam) N/A Compound Compound Acrylite Oroglas Sumipex Lucite Cyrolite Resin Resin Alabastrite Mastic Sandarac Dammar Alkaloid Organic 3 Organic N/A Organic N/A N/A N/A Astronium 3 N/A N/A Astronium Astronium N/A Astronium Hematite Hematite 4 N/A Hematite 4 Hematite 4 N/A Hematite 4 Refined by Hydrometallurgical Processes to make Lithium: Hydrometallurgy machine. Hydronium dissolves in water. If in-game Natural Disasters like flooding occurred, it could set the Astroneers back to collecting it if not on storage pods. Astronium can be substituted for Organic on worlds that could support plant life, but are missing certain building blocks of life; ie. Goldilocks Zone. Found in deepest level of caves; the mineral can precipitate out of water and collect in layers at the bottom of standing water. Iron/Magnesium could be used to make the Hydrometallurgy Machine. N/A means the planet would less likely be able to support that mineral or your planet doesn't have it. Which is good.
  15. (copied and pasted from my Reddit post) I've played a lot of Astroneer the recent days, and I've gotten quite a few ideas that I feel could benefit the game, and don't stray too far from what I think the devs have envisioned for it. I wanted to compile a megapost and try to organize the different ideas into categories, but that turned out to be a bit more work than I had imagined, so I'd rather post a thread a day until I've gotten the best ones out there. First off, some of these planet ideas hinges on a temperature system where too extreme hot or cold temperatures would damage the player if exposed to it for too long. Thermal protection mods can be applied to the suit to lengthen exposure time or alter the scale of what temperature is considered manageable, but generally you have to seek out more temperate areas to cool down / heat up. If your base lies within the extreme zone, you won't survive there for long. Anyway planets: Purgatory: A planet tidally locked to the sun. Assuming a temperature system were to be implemented; the sun-side would be scorching hot, and the only way to survive long-term was underground. Offers infinite solar power. The twilight edges of the planet would be exposed to near constant superstorms. Only way to explore the surface would be with large and heavy rovers. Offers infinite wind power. The back side would have intense cold, no solar power, and occasional storms. A gas giant with rings, and diverse moons orbiting it: -Glacier: Ice moon with extreme cold, low gravity. -Desolace: A moon tidally locked to the gas giant. Has similar qualities to the moon 'Barren' but having a very long day + night cycle. Without winds, batteries are a must in order to thrive here. -Umbra: A larger moon with relatively normal gravity. It is covered in a thick and windy atmosphere of dark smog and very limited vision. In addition to this; its orbit lies perfectly within the gas giant's rings, further reducing the amount of sunlight. Underground is filled with bioluminescent flora and fauna (if or when fauna is added) -Twins: Two large asteroids tidally locked to one another. Very low gravity. Stand in between them, and you could in theory jump to the other one, although I'm having doubts wether or not this can actually be done in the engine.
  16. I truly believe this game will thrive with more than the current planets we have. It would be amazing to see new planets/systems you could travel to. This would obviously require a top-tier rocket but I believe that it will improve the core gameplay and bring in more players.
  17. So im playing with my friend on Astroneer and he flies of to another planet, but doesnt bring enough fuel to get home. I left the game thinking that when i respawn ill be on the home planet. However, it sent me to the planet where my friend was where there is no fuel. Currently my friend and i are stuck on this planet with no way home because we dont have a hab or anything to start building/ get fuel.
  18. Lithium

    Oxygenate Terran

    Come to think again, they have plan to add rain and weather to certain planet and, I think it's due time for Terran to have oxygen in it's air, and it is to provide challenges for later game when you move to another planet, and it will certainly kill the requirement to have tethers as starting tech. On the other side, of course it'll make the beginning easier, but you did called it Terran, and it happen to have plants, trees, and atmosphere supporting hydrazine condensation process. Maybe Tundra can be an oxygenated place too, or have exotic be filled with atmosphere of poisonous chlorine. Calling in for more realism, it would be nice too if barren and arid be made incapable of condensing hydrazine, with them not having an atmosphere
  19. Doge


    I would really like that have a planet ho have a animal that can be your pet
  20. after having traveled to Barren and Arid and establishing bases with the extension ports, my large shuttle's extension ports are no longer clickable to establish bases anywhere else. controls: mouse keyboard AND gamepad (i find different tasks are easier with different inputs) version: steam, 0.3.10190 leading up to bug: hard to say. my large shuttle has a large storage with 4 medium storages attached for supplies, along with 1 more medium storage behind the enclosed 1-seat. however, this was the same packing scheme i had used to expand to Barren and Arid. also 'however', i HAD attempted to use the large shuttle to move elsewhere on Terran and establish a 2nd base there, which is when i noticed the inability to use the extension ports (which then extended to not being able to use the ports even on a planet i hadn't landed on yet, such as Tundra). perhaps it was this attempt at a 2nd Terran base pre-habitat research? the only other things i had done between expansion attempts was normally close and reload the game. as yet another aside, i'm currently attempting to build another large shuttle, to see if the original one simply 'burned out' after beginning 2 base extensions.
  21. Is it me or forests are gone in the 182 release ? I can not find any on Terran nor on Exotic planets. If they are removed, that's a pity. Mushroom forests were gorgeous. Without them the Exotic planet is quite dull and sometimes annoying with its weird surface.
  22. TayTayBerryman

    Planet Themed Suits

    This was recently shared by the devs in their latest blog about the newly updated roadmap. I fell in love with these new suits as soon as I saw them. I was just wondering what everyone else thought. I tried to pick out which one was associated with which planet. I really hope they implement this... so what did y'all think when you saw this picture? These are my guess for which suit is which 1st one - Terran 2. Barren 3. Tundra 4. Radiated 5. Arid 6. Exotic im also thinking about what new features each suit will have but I'll post that later in the Ideas and Suggestions forum.
  23. I was playing in Astroneer and I saw the Tundra planet's texture messed up. Please fix this problem. Thank You!
  24. So as I was wandering around in Astroneer, y'know as you do, I thought to myself, "Hey, what if I had to deal with problems on each planet?" The idea sprung on me while I was booting up a new game and rushing instantly to a Radiated planet. Environmental Hazards I know that we have sandstorms, or whatever it is you'd like to call them, but what if there were more hazards or detrimental weather? Perhaps they vary from planet to planet, for instance on the moon you'd have meteorites, on an exotic planet you'd have maybe a swarm of carnivorous space wasps or something of the sort. I'm starting off light because I'm unsure of the limitations of the engine. This could really be taken in any direction, maybe even player triggered hazards or preventable disasters like volcanoes or earthquakes, But I think the idea of biome specific hazards is good food for thought. Events When I think of events I mean like these satellites (Or space stations if you've read my other post over Here) crashing on a planet from outer space. Maybe large asteroids with rarer materials or such? Or a even rarer alien clump of debris from 'something' that has a unique research module. The idea of this would give each planet a lot more of an organic feeling with things that can just 'happen' from nothing. Maybe, and this ties in with Environmental Hazards, what about a world destruction event? Massive earthquakes or volcanoes destroying a planet, over time forming an asteroid belt? Of course this is just an idea, we could always just have a few small moon sized asteroids floating about in this belt we could visit. I just really like the idea of asteroid mining. Derelict Alien Structures I've been dwelling on this idea for some time if I'm honest, but I've thought about ancient alien ruins or destroyed technology from a long lost age. From something simple and small like an independent functional refinery or solar array or if you want real big stuck, destroyed planetary structures, I'm talking broken pieces of a Ringworld floating in orbit of a planet, or a half constructed Dyson sphere or something of the like. Interstellar Travel/Wormhole Travel Now this is just a wild idea that I spitballed with a little bit but what if you found one of these structures that provided co-ordinates to a 'Wormhole gate' or something of the like to provide travel to a fresh system, a 1 way trip to a fresh system. This could easily be tied-in with some ideas from Derelict alien structures. Think of it almost like a NG+ mode, you keep research, and whatever small supplies you take with you along with your ship. I can't think of any kind of incentive of going into this 'NG+' mode or somesuch, but feel free to throw together ideas for incentive to travel to another system aside from if you blew up one of the planets from drilling into the core or something, or the sun exploding. Who knows. As always fellow Astrodudes, feedback is appreciated! Edit: Spelling<
  25. Buzzlightyear87

    my thoughts

    RESEARCH - Instead of finding research cubes in trees and random places id love to see them placed directly beside or even attached to the item it lets say you're driving across a planet and you see a crashed green space ship , the research cube is attached or laying near it to take back and unlock the ship in green...imagine the excitement in exploring then instead of the grind...they could liter the planets with every item currently in the game but in so many colors it would provide countless hours of fun exploration and also at the moment ive researched everything on the starting planet so heading to a new one is a little less exciting...imagine being on the home planet knowing the moon may have a gold space ship or a gold truck , or looking up to see a new color winch sitting on a mountain for you to climb and discover, exploring each planet would be so exciting just from building up your collection of items in many different colors.. CUSTOMIZATION - Nothing makes me want to purchase a game more then its customization features, the more the better, id love to see rims become a seperate research item of its own, finding a buried red truck with yellow rims on it to research and unlock then swap rims out whenever you find a new color...also unlocking colors could work in a way that you unlock color augments to just spray paint designs on your vehicles if they could implement some sort of garage that provides you with a smaller tool to zoom in and add fine detail to your truck or rover or ship... AI - I'd love to see friendly tameable creatures of all sizes to ride around on , and other AI astroneers landing on your planet offering trades or just collecting resources for themselves, just to give single player a bit of company NEW ITEMS - Binoculars, drones, parachutes, snowboards, dirtbikes, heavy machinery like bulldozers and pavers for roads, helicopters, planes, boats, all in a variety of colors to find PLANET DISTANCE - I'd like to see them spread apart more and maybe the starting planet only provides you with a single engine ship at best, so you can only reach the moon, then once on the moon you can discover a twin engine ship to reach the next closest planet, instead of picking any one you want right off the bat...also some planets may need special types of vehicles like an armored plated truck for tundra or a sun blocking suit for arid.. just my thoughts and figured id post it n maybe give adam and system era some ideas or maybe he'll read this and it'll spark other even cooler ideas to move forward with, and also get some community feedback