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  1. When a canister containing soil is placed on the same platform as a Soil centrifuge, it is automatically transferred to the soil centrifuge to empty the soil contents of the canister into the centrifuge module's internal soil buffer. This functionality is great, but has a minor flaw. A canister which has just been emptied in this way will be replaced by another canister containing soil, to continue filling the centrifuge until the centrifuge is full. However, once the centrifuge is full, an empty canister is left on the centrifuge's canister slot (assuming that two full canisters were used). While I understand that this is done to facilitate the storage of a partially filled canister on this slot while the centrifuge is in use, it has a major downside on the quality of life while using the centrifuge with large batches of soil. As the empty canister is left on the centrifuge, a slot on the medium storage from which the canister was taken is now empty, allowing the contents of the centrifuge operation to empty into this slot instead of the canister, which is still on the centrifuge slot. This means that the canister and items must manually be moved around, which is annoying for bulk centrifuge operations. My suggestion is to add functionality for the centrifuge to eject empty canisters from the centrifuge slot to other platform slots. This would allow for complete separation of canisters and centrifuge products, allowing for easier and more efficient use of the module. Current Result: Desired Result: Thank you to SES for all your hard work, and I hope that you will consider my suggestion for implementation.
  2. Pichu

    idea Scrap bin's

    So carrying back one bit of trash scrap at a time back to the scrapper is very tedious. A bin that we can carry back a few bit of scarp at a time or but on the back of the rovers to carry the trash back to the scraper would be extremely useful thank you for your time with this
  3. So i realize Automation is planned further down the road, but I did have one small request pertaining to it that would make things SO much easier: Give us the ability to tell a machine (smelter, science lab, shredder, anything that produces resources or pulls them from connected storage) where to prioritize pushing it's resources to. For example, I build a large shredder and large storage with two medium storages connected to it on a large rover. The idea was that I would put scrap in the shredder and scrap would collect on the storage. But in practice, nope. The shredder litterally threw scrap anywhere EXCEPT the storage I built for the express purpose of holding said scrap. It'll put the scrap on my storage only if EVERY other port is blocked/being used. First it tries the bumpers, if there's no room there then is does the unused ports of the large storage, then if THOSE are full, it'll put scrap on the medium storage. Granted this isn't a game-breaking bug by any means, but it would be nice if there were some way to tell the shredder to try and put stuff on the medium storage (which, yes, it's on the same rover as the shredder) and then if THAT storage is full, then it'll try elsewhere. The same goes for machines that pull resources from adjacent storage, telling them where to try and pull resources from, e.c.t. Well, thanks for hearing me out! Whatever your decision is I'll be good, I just thought I'd point this out. I love this game way too much to let a small annoyance stop me from playing it.
  4. Aside from the classic "key binding" and "volume bar", I'll like to see this implemented in one way or another ?. 1) Automatically insert research pod to research chamber: I know that the idea of the research pods having variable research point distribution is to add a bit of a challenge, to think what pod and when you want a pod to be researched, or at least it is what I remember from when research 2.0 came out. That's cool, but there is one big problem with that idea... you need to be in your base. For an exploration type game, being in your base should be the least important thing. Thus, I think that having the pods going into the chamber automatically a good incentive to not stay in base to continue research. Or just to be out exploring. 2) Medium batteries and energy producers to have a base similar to smaller ones: One thing I don't get is why the smaller, lighter and, obviously, with the less space to hold cables, energy producers (solar panel, etc) have the option to be on the ground without a proper base, while the bigger ones don't have the option. It is not consistent. If it is because storms, that makes less sense. Also, I think that a less restrictive use of the medium equipment could potentially be a door for other things. For example, imagine that you went spelunker-mode into a cave and you find a strange artifact that need to be power up. You can bring the medium battery on your rover and use it to power it up. Furthermore, people would still like tidy things, if they want to have a nice looking base they'd use platforms. 3) Short button press less restrictive: This is one of the things that I have problems with Astroneer right now. The short press frame is too short. I have a lot of problems trying to open the backpack. If the long press is, let say, two seconds, it is fine for the shot press to be one second before the game thinks I want a long press. 4) Add the option to change things from long press to short press and vice-versa: I want to set-up somethings faster. What I mean is, for example, I want to change the colors of the beacon fast, with short presses. Other thins would be to turn on and off the generators or the printers. 5) Research tech with their material needed for construction: I think that add in the research panel the information on what are the materials needed to build something a good thing. It would help newbies to decide if they want to research something knowing if they have or not the material to do so. It would also reduce the chances of mistakes or for returning players (or if there is a change in the recipe). Now that every material has its symbol, just putting the symbols (indicating material and quantity) would be more than enough. The following would be nice to have but is not particularly important (for me, at least) 6) Two dedicated slots in the Astroneer suit and one in the terrain tool: I'd like to have two slots to put an extra oxygen tank and/or battery in the suit without taking space from the very limited Astroneer suit. The same for the terrain tool. This would give a sense of progression within your character. Something that I feel it needs. It may be researched or found.
  5. Hello world! I have been coming up with ideas constantly since the start of me playing the game, and I have read the roadmap and most suggested features, though I have not taken the time to read through all the forum to make sure these ideas are original yet, and some I know others have suggested, but I say it's okay if multiple people suggest the same thing. So below, I will be listing out things I have thought of as "this should be a thing", and I may update this later as more thoughts come along. The priority is determined by my feelings of how often something recurs that makes me think of the given solution. High Priority Ideas: There needs to be a way to remove trees after they're de-rooted! I find it inconvenient that they do not disappear like rocks do after they are disconnected from the soil, yet physically block you. Perhaps they could be harvested in some way and be turned into Organics? That'd give a whole new purpose for trees. There needs to be a coupler / hub that is placeable to connect two habitat bases together. Since tethers don't serve this purpose, it can be a bit of a hassle sometimes to have to make a rover just to connect the two ends of the hoses between bases - it seems like there should be something to bind them together for shared energy. That'd also be a way to encourage teamwork from separate bases with roles being bound together for energy. There needs to be a way to remove the extensions from a habitat after you've placed Resin in them. Dynamite doesn't destroy them, though dynamite destroys buildings, and there is no button to change either in any way. A simple realign or remove button would be very handy. Medium Priority Ideas: Please allow Unknown samples to be attached to the storages again! I'm not sure why this was removed, though I do love the new appearance of the storages, perhaps there was some difficulty scale reason this was changed or clipping issues. If this is the case, then I could live with just having to put it on new rovers without slots, but I do miss being able to make a little adventure rover to put my samples on in a more tidy space. I'd like to see some Astroneer suit augments or inventory variety! I think there may be something like this coming but I don't recall it being specifically mentioned to include suit changes itself, though I did see there will be more personalization for it some day. My idea was specialized backpacks to be kept on and made with a station, either a double-inventory space one outright (that slows your walking and running speed slightly) or specialized packs like a Miner's and Builder's backpack that could store more items, though only items that fit in that specialty. (i.e. Miner's backpack stores only much more ore / processed metal than the default one, Builder's can carry much more things like tethers, worklights, beacons, small generators, augments, etc.) It'd also be fun if exosuits were a thing, like for example, faster running or ones that can carry the oxygen tanks in themselves, though that may be a tall order and I understand that isn't necessary per se. Being able to use the printer to make Shielded Tethers would be quite fun! Perhaps two compound instead of one, and can handle two or three hits from storm blocks instead of just one. So the most vital ones near a base are safer, then the regular tethers can be used underground where storms don't risk your lifeline. I'd love if we could turn Augments on and off with a switch rather than have to manually take them off each time or use them until we run out of power to start using the default ability. This would be helpful as less inventory-moving-around would be needed to achieve the result we want, as we could swimply turn off the one we don't want to use and turn on the one we do. The shielded switch style on the research consoles would fit this nicely! Or maybe just a UI "On / Off" button displayed above each connected augment. This should also be neat to see in the future once more augmentations are released. A medium / large oxygen tank may be interesting as well if it was able to be carried on the sides or top and bottom of the backpack in a slot specifically designated for it, 4 titanium instead of 2, maybe with or without a movement penalty, though not necessary, it would definitely encourage longer trips away from tethers and be kinda retro (in a cool way) and show which players are avid explorers. I think dangerous plants (such as spiky ones and types that emit poisonous gas) should make a hissing sound or some sort of audible warning before they attack. Yes, the brown and green ones that shoot homing gas do make looped sounds sometimes, it's not enough to know for new players to avoid it, so it would save frustration to know that all plants that hiss for example are ones to stay away from. Also I'm not quite sure if it makes sense that gas would penetrate your suit unless it's some kind of acidic gas. Maybe suit health should be a thing rather than an instant death, so it gives you a danger that will start to quickly lower your physical health when your suit is damaged badly, but one you can decide on how to handle it or give in. Dunno how this health would be healed, maybe a station for it or tethers using energy to mend itself or something to that effect. I find it strange you can't place Medium Solar Panels onto storages when it's placed on a building. I understand that it could clip but the small ones do anyway when placed fully together, so it seems logical to me that you could place them there. Also it should be placeable on land habitats too, as they both are two slots and it seems like it would make sense to be able to do so. I look forward to Large panels and batteries some day, so a whole power grid will be even more appealing and efficient! Misc. Priority Ideas: Though I am aware of more weather being on the roadmap, a tornado would be interesting as it would be most similar to the dust storm and therefore easier to program than something completely different outright (I'd think? Not an experienced programmer so I can't say!), something that has the same feel and destructive power of the dust storm but violently swings the spawned dirt blocks in a circular motion instead of thrown in one direction. I dunno, sounds cool to me! A strut or firm elastic bond (out of Resin probably) able to be placed onto either the tubes between or the corners of rovers connected to each other would be useful as it would be a way to keep further placed rovers that you are connected to from flipping over lazily and forcing you to get out and flip them over, as there are a lot of bumps and rocks that can cause this, and some kind of more firm bond, though making elevated terrain driving more difficult, would make flat terrain driving less tedious. Soil (and in the future, water) samples in canisters should be a viable research method. Though all soil collected is generic when in a canister, one day it might be interesting that if you collected say, green / brown, blue, purple soils (though they would be generic if you used them to terraform), if placed in a research lab, that they would give bytes as they are all differently composed. It would also be fun if other planets and moons' soil samples were worth more as they are other bodies entirely to your spawn planet. Maybe even having some kind of science module to put on rovers or landers to collect atmospheric and gravitational data as you drive or fly around planets, then remove to place into the research chamber would be cool. (This could also lead to autonomous research satellites being a thing in the future! Ones that constantly collect and report data back to the ground for bytes, and also being able to warn for storms as I see that may be on the road map.) Seeds from the pink-spike plant (no idea if it has a name!) and maybe one day, seeds from trees and other flora should be researchable. Perhaps researching items that you don't currently have researched should reduce the cost of researching that item, as you've taken it apart and scanned it, so wouldn't you know how to better make that item? Makes sense to me at least. Not necessary but sounds like it would make sense. Either way, this is about as all I could think of right at the top of my head after some gameplay, might add more later, but not sure! Hope you all like this, feel free to respond. I'd be honored if a dev would read these suggestions as well, though just input from the community is great too. Thanks for reading. <3
  6. Foolie

    Revisited Beacons

    Fairly simple idea. While playing the Multiplayer for the first time with my friend we came to use beacons to mark notable cave entrances. It was quite handy, though we came to talk about what would make it more helpful. What we came to discuss was basically: Naming beacons would be a big help, once the beacon is in line of sight the name could be projected above it. Think road sign. Choosing icons for the beacon waypoint from a distance. A little cave entrance icon for a cave I might have marked is one good example. With both this and above organizing what everything is becomes easier. Some kind of map gadget that can help you oriented between waypoints that aren't currently visible. Not a detailed world map per se, more like a radar item that points towards all the beacons in a given range - along with their names. I can't always SEE my beacon - that doesn't means I don't need it's help. In fact, I might REALLY need its help the minute I can't see it anymore.
  7. You guys (the moderator team/devs), would probably have a better go at dealing with patch notes if you did the following: 1) Create a new Forum group called "Patch Notes" 2) For each beta and live patch you create, create a NEW thread. 3) Use prefixes/tags of like [beta] [live] [xbobs] [windows]. 4) LOCK the base forum, but ALLOW responses to each patch thread. What this does is allow for a much more organized list of all patches, and their notes.And you can easily split based on platform if you need too (like an xbone only patch, or windows only patch). It also allows people to comment specifically on those patches, while keeping the forum category 'clear' of random nonsense new threads. It would be the GO TO location to read up on whats new and/or changed with the game. Also allows people to 'follow' the forum for new postings to be alerted. Its early access, people need their patch note fix! This is how its done elsewhere and is successful. Please consider it here as well moving forward. (you can ignore the steam forums, because those are useless) Having a 'mega thread' of garbage, endlessly spewing, with unrelated comments filling pages of pages, and more notes jambed in makes it a ripe nightmare to follow. It also makes it impossible to 'watch' for new note threads, because you keep editing a post, instead of making a new thread.
  8. Right, so, I'm sure we've all run around our home base at one point or another like a chicken missing it's head trying to use the terraforming gun to pretty up and organize our living space. It doesn't always help, actually I've rarely had it work at all. So here is my suggestion, born from seeing similar in other games in the past. A new type of equipment, similar to a Tether in it's behavior- though with a slightly better range between points. It's function would be to create an area of flat ground, devoid of spawning plant life. It would activate when it completes a full circle (or triangle or square or whatever shape) around an area of land that contains an activated habitat or otherwise suitable base centerpoint. It completely levels the ground. Delicious, perfect flatness. On top of this, while the base tethers exist, this space WITHIN it cannot be deformed by the terraforming guns. You could, if you felt so inclined, used this as a basis to dome your entire base in a protective shell of ground - for instance. Basically, this tool lets you keep a neater, easier to navigate and harder to accidentally disturb base. It also lets you do more interesting things with your base, potentially.
  9. Its just a quality of life idea but i would love to see a signature where you can write your PC specs into. Would be good for those who forget to add them sometimes and for lazy ones like me who dont always want to copy&paste them. Additionally, in posts with many comments you could see if a problem often or only occurs on a specific hardware setup or OS...of course only if many make use of that signatur, so if it finds a way into this forum it would be worth of an announcement. To keep the posts and comments clear it would be good to limit the amount of characters that can be put in the signature. It just came to my mind and i thought it would be worth a post, let me know what you guys think about it!
  10. Hello, So.. after my first few hours playing I must say I had a ton of fun....to the point I really had a hard time stopping. lol There are some things I'd like to suggest however. When on a planet, the stars move fast, really fast. I understand it's because of the fast day/night cycles, but they're fast to the point that if I stop to look at them sometimes it made me a little dizzy thinking about how fast the planet must be rotating for that to be the case. I should point out that I'm not asking if the stars should be completely still. They should move some still to show the fast day/night cycles, but perhaps more Minecraft-like? Somewhere in between stationary and dizzying. The smooth tool could use a little tweaking. More often than not it seemed to act more like the raise and lower options than just averaging the heights between the vertices within the area like people, or at least I, would expect. I hope to be a regular on the forums as this game as certainly caught my attention. Excellent job so far on a game that clearly has a ton of potential!
  11. fidgetwidget

    Deconstructing things.

    Being able to undo construction choices and restructure your base would be nice. I think the base structure is often messy in the strange heights new extensions sometimes move to. also being able to put tethers back on your pack would be nice.
  12. Hi, Firstly, thank you for developing this great game! I've been having a lot of fun with it so far. A suggestion I wanted to put out was to allow for dragging and dropping resources between attachment points and the backpack. I personally found it a little jarring that you have to click to pick something up, and click again to put it down. I'd also like to suggest making it possible to right-click the holographic resource points, like resin for building new connections, organics in the generator, or hydrazine fuel in the shuttle, to place those resources on them if you have them in your backpack. Thanks a lot for reading, RJayz