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About Me

  1. I really wish their is a way to deconstruct base structures, because they take up so much room and sometimes aren't always fully used. When a player would deconstruct a structure the player should receive 50% back of what he put used to build that structure with. I hope you guys will add this feature to the game!!
  2. I'll just get right to the point. This is a list of ideas for improving the game, why I think they should be implemented, and ways they could be implemented into the game Survival Limited Oxygen Production I understand that this is a common thought, but in my eyes even long term space travel would have some difficulty producing O2 out on other planets without some source to draw power or resources from, even in a high-level space age civilization. Therefore it might be more interesting to implement limits on oxygen production from the player's facilities, making things like O2 sources and the like even more valuable. Some examples: Oxygen won't recharge without power. Your levels will be maintained (or perhaps drain very slowly) but they won't increase until power is restored. This will encourage players to keep up some form of power and/or oxygen supply around at all times, as well as be more careful with air supply Filters protecting your O2 supply from dangerous gases and/or contamination. Kind of speaks for itself but the added threat of contaminated air would make filters much more important instead of something that seems a bit throwaway. Developing an O2 harvester. A consistent source of oxygen would be important on far away planets, and the larger the build the more important it would be to keep the whole thing full of oxygen. Thermal Conditions/Other Environmental Dangers Something that may be a bit extreme or unnecessary but the idea of adding in thermal conditions for high and/or low elevations would be interesting and force players to plan more carefully before collecting from those areas. That bit of titanium will seem a lot more foreboding atop a frigid cliff or on an island in the middle of a nearly volcanic cave. Other weather conditions affecting your site(s) would be interesting as well. Thunderstorms on Terran or Exotic planets shorting out power generators and such. Blizzards on Tundra planets creating sudden massive drops in temperature. Tornadoes on Arid planets that will pick up any resources not inside a building of some sort. Maintenance Probably either aesthetic or for difficulty, but the (possibly optional) requirement to use resources to keep equipment in tip-top shape seems like a bit of a no-brainer, as things like sandstorms would deal SOME kind of damage to your base while passing through. This also provides an excellent resource sink once you have things like the Fuel Generator and Trade Platform. Wear over time would be interesting and add a sort of life-expectancy to most anything the player uses. With the exception of the Habitat and/or Tethers probably. Damage from environmental and/or other sources would also add interesting challenge to the game, and force the player to adapt. Certain fragile pieces, like Solar Panels, Wind Vanes, and so on should at least need replacing from time to time after use. The need to upkeep a base would provide a minor personal attachment to bases on different planets. Research Difficulty/Choice/Evolution Again probably something redundant but it might provide more challenge, making certain research take more attempts or a more powerful research station to achieve. And attaching paths to different kinds of artifacts would encourage players to seek them all out. Certain things like the Habitat or the Winch might take more than one kind of artifact to suss out of the machine. A bigger research platform might allow for more powerful or larger research projects. Rappels Honestly this is slightly surprising it hasn't already been included. A rappel would make exploring cliffs or other structures more feasible. A rappel could be used like a Tether, but without giving you any O2. Rappels could be attached to the mouths of caves to make them easier to navigate, or to build bases on top of high cliffs. It would make it possible to modify crafts in space Construction Module Upgrades Being able to build bigger Printers, Solar Panels, Trade Platforms, and so on would be invaluable, especially if that allowed access to new features you couldn't get before. Upgraded Habitats could house additional players, gain slots, or even become full indoor buildings. Upgraded Research could take unwanted materials and convert them into something else, like an Artifact (at a very slow rate mind you), or allow higher level Research like other upgraded structures Upgraded Printers could build new attachments like Radars, Building Components, larger Batteries, O2 harvesters, and so on. Upgraded Smelters could smelt more at once, or synthesize low-level materials like Compound from unwanted items. Upgraded Vehicle Bays could build bigger ships and attachments. Upgraded Fuel Condensers could generate multiple tanks of fuel at once Upgraded Trade Platforms could allow you to send resources to other bases that have Radar. Internal Structures Probably not going to happen, but internal structures like full rooms and such would be a neat and welcome addition to the game, providing a nice end-game sink and offering something to give the player a way to really make a home out on those distant planets. Housing could allow players to pass time and do something end-game. Greenhouses could allow players to grow sources of Resin, O2, Organic, and so on. Landing Pads could provide a proper home for Shuttles and larger spacecraft. Labs could be evolved from Research modules for synthesizing new materials from old ones, or managing robotics of some kind. Foundries could be built from Smelters for creating compound materials like Steel Reactors could be used for the end-game heavy power and/or O2 consumption of internal structures. Radar/Beacon changes A radar would be an interesting way to allow players to pick up on the beacons of other players, and give access to Beacon signal changes Beacons could be altered to give different signals, letting you mark different points of interest (like a source of Compound or an unexplored cave and so on) Radar could allow you to modify the signal of your base Radar could also allow you to communicate and command robotics Holographic Molds A form of mold for your Deform Tool would be really helpful when building things like ramps or other specific structures It could help control how much and what you fill in or take out You could look at certain builds before you fill them in Complex formations would be much easier Spacecraft Something that would be very welcome and a rather nice heavy sink for resources is being able to build/launch objects in(to) space like Stations or other large craft. Bigger stations mean more resources but could be put into orbit around planets and let you do something in an empty environment. It could even provide a neat way to create a goal the player can pursue as well as a reason to collect O2 or build O2 generators. Best part? It would offer them a genuine challenge as the entire thing would require them to use copious amounts of fuel, planning, patience, and investment to obtain a livable area orbiting the planet. - Oh, and as a side note, mod support. Because this game would really benefit from mod support. A lot.
  3. The Research Update added the research Catalog, which is brought up by pressing the Open Backpack key a second time. I would suggest switching this functionality to a new key, or allowing players to change it independently of the Open Backpack button. I've played for over 80 hours and have gotten use to pressing Q to toggle between having the backpack opened or closed (similarly to pressing E to toggle the Deform Tool between active/not active.). I often open the backpack, grab a resource, close it, and place the resource where I want it. This change now requires double tapping Q to close the backpack and still briefly flashes up the Catalog while playing its activation noise. I've tried adjusting to the new system for the previous hour or so, but I am still finding the change irritating. Separating Open Backpack from Open Catalog would also allow players to access the Catalog directly, and the ability to close out of the Catalog without closing the backpack.
  4. I don't want the character customization done through Steam's online market place. Games such as Rust went that route and it totally turned me off from the concept as a whole. The game wasn't ruined due to this but it left a scar upon it in my eyes. I like the idea of this kind of customization in Astroneer but it would quickly become a non-factor if the online market place was involved in it. What gives me hope is Astroneer not being PC exclusive as Rust is so Steam's online market place could never work across all platforms meaning they would either need to create two separate systems for each version of the game (one utilizing Steam's market place and the other maybe being micro transactions) which would take a lot more work than simply a progressive unlock system.
  5. So as I'm sure many of you also are, I find I'm quite low on clean and efficient storage options in the late game. What I propose is simple: a storage module for the 2-resin base platforms. It *could* be something as simple as plopping the researchable tier 3 storage piece onto a base platform and orienting it sideways so things mounted on it don't clip anything mounted on the two tier 2 sockets to either side. To be clear, I'm speaking of these things mounted on the back of the truck.
  6. I just bought the game today, and thanks to my non-high-speed desktop, it runs at about 10-20 fps on your lowest graphical settings... and while looking at them, I just have to ask: is there a reason you can't toggle things like the stars, planets, moons, and clouds in the sky? Sure, they look pretty, but they're taking up a LOT of computing power to show. And that's not even mentioning the difficulty moving the camera at that low fps, sometimes even switching between forward and reverse y-axis rotation, and even making it spin 360+ with only 1 right click
  7. This message is intended for anyone who is working on the game. I'd like to know if there will be graphics settings on the Xbox one. Whenever I build a base, my Xbox gets laggy ( which is no surprise, it's getting kind of worn out ) and it would be really helpful if someone could take my suggestion of adding graphics settings to console. I am really addicted to this game and the lag ruins the gameplay. Thank you!
  8. Hi, I want to suggest some ideas for improving the game. Making the home marker visible through the environment What I mean: You're not able to see the markers through the ground (for example: I'm very far away from my home and I'm in a hole but I can't see the marker, so I have to get to somewhere where I can see the marker Pausing the game while being in the menu screen What I mean: The game still runs in singleplayer if you are in the menu screen (with the options like quit, controls, etc.). I think it'd be good if the game paused while you're in this menu f
  9. At the main menu no method exists for exiting the game, the choices become load a game and exit or alt-f4 both are subprime. Obviously it's not a huge ordeal but it is an oversight.
  10. Many games are drifting away from couch coop (split-screen coop) and it would be really amazing if Astroneer could breath life back into couch coop. Playing with friends on one system while in one room on a TV is really an amazing feeling. Multi-controller support and couch coop would be great additions and would keep the game enjoyable. Thank you.
  11. Hi, We're French students from the university of Blois (programming and design university), we currently have to work and present the level designer job. We create a topic here because it's difficult to contact the team. Then we have a questionnary ready we just wait for a answer of a member of the team of astroneer, thanks.
  12. When goofinng around, sometimes a fresh start is advisable- especially in pre-release.
  13. I would prefer that the Camera Control did not require any buttons to be held down at all. Just a free camera movement with just the mouse movement. The current action requiring that the RMB be held down just to look around which means that I am constantly holding the RMB down (and I presume many other are too), which could lead to some medical difficulties in the future ie Carpal Tunnel Syndrome. Have the RMB action required for movement only, not viewing. If you can get real tech with it, it would be great to be able to look around freely with the mouse and then have the direction change to conform to the camera view when the RMB is depressed.
  14. PC: Press [ESC] to close the bag XBOX One: Press (L) one time to run, press again to stop running. Thank you so much.
  15. Any chance that Astroneer will get a LAN feature to play with friends over the same network in future releases?
  16. Would be nice to be able to commit suicide in game. Often due to bugs you get stuck in various modules or items not able to move. If you leave game saves you last position - "where you last got stuck"
  17. Found out about this game when I noticed my friend playing Astroneer just a few days ago. My curiosity led me into playing the free trial and ultimately buying the game later on after I was very impressed by what it has to offer. Extremely fun to play with other people (Some bugs and glitches helped :D) and the nature of sustaining the base was also very fun to do. After about... 10 hours of gameplay, here are my ideas. 1. Universal Economy - Rather than just the overall objective of the game being to build bases and exploring other planets, I feel like their needs to be some kind of feature where we can truly buy and sell items to players. Therefore many people can start producing certain things for the people that request them. Making the trading platform a little more detailed than it is at the moment. Perhaps even creating a feature that allows players to join or create their own space exploration, research, and resource companies. Kinda live the CEO stuff on GTA without the criminal aspect of it lol. So that there's some sort of competitive nature to the game as everyone attempts to build empires. (If this were to happen, I think more customization should be added to bases and astronauts) 2. Bigger Server - I think bigger servers would make this game more diverse and allow people not only to explore more planets and players in one game but also explore other bases and meet other players while traveling across the solar system. (Idk about trolling prevention, that's for devs XD) 3. Planet Naming - (This is only needed if Idea 2 is completed)... Maybe if your are the first group or person to find a planet your should have the option to name for a... pretty large fee. Obviously some words have to be limited and censored but I think it could give more meaning to the games title, "Astroneer." I hope these request aren't dragging it, but I think these ideas can add so much more depth to this game. I would love to know how my ideas are perceived in your replies!
  18. Hi! I'm new to the game, and just a few minutes of gameplay had me wanting something. That something would be to be able to name the Beacons! Also something useful would be a description of what each "thing" does. Thanks for reading; this is a very calm game, very much my style!
  19. Hello! I'd love it if we could adjust the camera sensitivity! Thanks for reading! Have a nice day!
  20. Request: don't resave without exiting hab/seat Going through old saved games, in the main menu, to check which ones are which--the current interface makes it difficult to tell, other than date and time--by popping into the game. In doing this I'm not actually entering the game by tabbing out of the seat. But I'm trying to see the environment so I can tell which game it is. After figuring it out, I hit escape and return to the main menu, but the game resaves it from that timeline. The problem is now the main menu has changed the order of saved games, so I'm again unsure which is which (newest save to the front). Obviously, writing down the date and time would be the logical answer, but there's a lot of circumstances where that either isn't possible or if done, not accessible. For example, I save a game at home on my laptop, write it down, but then start the game somewhere else without the list with me. Request: freeze time. I realize time passed while sitting in the seat which affects the game, so it seems logical to resave it. However, because time doesn't pass while the game isn't being played (like, while I'm typing this) unless you actually enter the game I think time should cease in the saved game. Although this effectively rolls back time, the same applies to game saving anyway. Folks will undoubtedly find a way to take advantage of this but I think it has minimal impact (so what, someone moved a few things around, or smelted something?) Request: Include a hover_over thumbnail screencap in the main menu to avoid much of this Request: Allow mission notes added to the thumbnail Systemera, thanks for the the great interface and game. You've clearly put a lot of hci thought into it and I'm really impressed with your work. T
  21. Hi! Please add some more features to graphics menu to reduce. I have a not so bad PC but the game barely runs on it: i7 3630QM AMD Radeon 7670m 12 GB Memory SSD
  22. I was recently traveling with rover and I got hopelessly lost, having goddamn clue where my base is and I got to thinking, "I've got all this oxygen and stuff around me, so why the heck can't I make a new base?" So here's the idea: you can create a new base very cheaply, however, it does not have life support. You need to create a printer and print an expensive life support module to add onto the new base. In the meantime, you can attach oxygen you collect to it to maintain its simple life support and this oxygen is used more efficiently than the oxygen you carry on your backpack. This is so that there's more of a reason to create tethers to the base, rather than running around suffocating.
  23. So the PS4 controller works with the game which is great, but the button prompts are XBox buttons. It's low priority but just one of those quality of life sorts of updates.
  24. As we all know, we have polluted the planet that we call home in the real world and continue to ignore it to this day and it has definitely had some effect on it. i thought this was a feature in the game my first playthrough but it turned out to just be just the average storm, as the game went on and my base grew in size i felt like i experienced more and more storms, and i also started to feel like i was the one causing the increase in storms with my careless actions of just consuming everything for my personal benefit. i just think it would be awesome to have some kind of negative affect on the planet depending on a number of factors? i mean, i know that it would seem unlikely that one person could destroy a whole planet by himself, but the planets seem like a caricature of the realism of our world and maybe could teach a bigger lesson? this is just an idea that sounds cool in my mind. it would also give you some incentive to go green? be more careful in how much resources you use or destroy and what you do to the planet? and also make you relocate to another planet due to how dangerous it's become to live on? i don't know, again, this is just a little idea i had, and sounded really interesting. let me know what you think
  25. We all know that navigating can be a pain. And I have seen a number of good ideas for future use. However, something that would help greatly in the meantime and something that I believe should not be to difficult. (could be way wrong) Request: Compass pop up with cursor over vehicle. Just like over your character when outside the vehicle. This way I don't have to jump out every so often to check my direction. Thoughts? Again I think this would be a simple addition until bigger more complex navigation concepts can be designed.