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  1. I believe an item that can only Ben unlocked by finding something in the world that gives you the option to create the item doing something like that would add some nice diversity to the way we unlock items
  2. Okay, so with every update and new items added the UI is getting closer to its limits. my little backpack printer is getting totally overburdened with so many recipes but same applies to all other printers as well. to find the stuff i need i have to do a lot of clicking, and the more clicking i do, the faster i tend to do it thus possibly skipping the item i wanted... and i have to make another loop over the recipes... Now that we get regular monthly updates i start to dread on the thought of researching new stuff for that very reason (no way to unresearch stuff, is there?). okay time to talk solution but any ideas are welcome. so let's see what we can come up with: often enough i know what i need for the stuff i want to build, so it would be cool to be able to filter recipes by a selected ingredient. This filtering could be specified by dragging the resource into the printer slot (at least for the backpack printer). we only use left and right key to browse through blueprints. time to get two dimensional and use the up/down key to browse categories (with one being all blueprints?). that would be along the UI of the research menu. favorites? could be implemented as a special category mentioned in 2. special hotkey would toggle blueprints as favorites.
  3. jlarry999

    Sticky research bytes?!

    I've noticed that when I doing research(collecting bytes), that the byte counter sticks, & remains stuck! But, I've found that if I go & do 8-9 or so research samples(small research), the counter un-sticks! However, when I start a new set of research, the counter sticks again! I've probably lost several thousand bytes, from the counter, not counting them! I don't care about the lost bytes! Just please fix the 'issue'! P.S. I use my "Research Train' for byte collecting! See added image!
  4. Hello again System Era, I have a new suggestion: You guys should increase the spawn rate, not the respawn rate, but the spawn rate of the cave research byte nodes on Glacio. Maybe increase by like, oh I don't know, maybe 5%? Because I can literally almost never find those little cave research byte nodes on Glacio, and it's so very annoying.
  5. CopperyMarrow15

    Flora Idea

    I have an idea for a new type of flora for the game. It is like a big flower with 4 flaps that open up at night. Inside, there is a researchable object that emits light. The light goes out if you pick it up but it can be researched for about 2000 bytes. They grow mostly in the flatlands so they are easy to spot if you are far away. Another of their features is that they have several sacs at their base. Each has a 'Use' function that adds a small amount of oxygen to your tank. These sacs grow back after 5 minutes. If you kill them, they explode with acidic gas like an Exploder but give 3 seeds that can be planted to grow another plant. Please let me know what you think.
  6. A friend & I went down to the core to collect astronium for research. When we began researching it, everything was going fine. My friend, who was hosting, experienced a crash & we reloaded the game. Once we got back in the game, we found that the raw resources we collected, such as latterite & astronium, were unable to be researched. The research chambers simply didn't recognize them, as if nothing was there. So, we tried quitting & reloading the game, hoping it would resolve the the issue. Once we loaded in, the research chambers still didn't recognize them, but the also said that they would yield 0,000 Bytes for 0:00 minutes. Then we tried using fresh resources, & for some reason they worked fine, but the original resources still didn't work. Please let me know if you experienced this weird bug too.
  7. When I first started playing Astroneer, I came in late alpha. I came in at 0.10.5 and at this time the game was very diffrent in the way or getting research and earning bytes. If memory serves you could only research large objects in the research chamber, You could not research small objects or small exo objects. Only large objects. You could still scan the small research objects and get 20-30 bytes or so. But large research was the way to go. And small exo objects awarded 250-300 bytes. Now jump to 1.0.0 and the game changed massively, in all areas, but specially in the reseacrh department. Now ALL reseach objects can be used in the RSC, And doing so generally awrds you with 4x the bytes then scanning them. Ofcourse large objects can only be used with the RSC. And this is all fine and good. Untill you leave Sylva for the first time. You see as you explore and go to further planets, The amount of bytes changes per planet. The further you go, the more bytes you can get through research. Lets look at Desolo for a example. A large object can give around 750 bytes, while a small object nets you around 100-130 bytes. This creates a issue with the system, thats only noticable the further out you get. Planets like GLACIO. Once you get to Glacio, you will instantly see the issue. All small research objects that can be found in caves will give you around 350 bytes each. While some of the large objects can yeild 3,000 bytes. Here is the issue, The large objets take 30 to 44 real minutes to research in the RSC. And its not always going to be alot, most start out giveing 20-30 bytes Per minute or B p/m. But small research objects RESPAWN every 3 minutes. And these are EVERYWHERE! You will quickly learn that small research object are the bes way to earn alot of bytes very quickly. In the same time it takes to reseacrh one large object, you can earn 10.5-15.4 TIMES MORE bytes just by scanning small objects. If each small object is 350 bytes, and you collect three of them, you just earnd 1,050 bytes, wait 3 minutes they respwn, another 1,050 bytes. Thats 2,100, another 3 minutes, another 1,050 byets. You now have 3,150 bytes in 9 minutes. meanwhile the same amount from that large reseach object, still has 35 minutes to go before you have that full 3,000 bytes. If you keep scanning small objects, by the time the large object is done, you will have 15,750 ish bytes just from scanning 3 small objects every 3 minutes. I don't know about you, but if you ask me, thats broken. This basic trick reners the RSC and ALL large objects completely and utterly useless as soon as you have a small shuttle and a thruster. Because once you have those two things, you can go staright to Glacio, and start farming small RS objects. Now you're probably thinking, No i cant. I have no way of exploring caves. And if you are thinking this, you are 100% wrong. The game startes you out with a oxygenator, and its removable, and it fits in you're shuttle and can be taken off world. And you can gather compound and make tether bundles on sylva with relitve ease. So literally all you have to do, is take you're starting oxygenator, throu it on you're shuttle, grab some tethers, leave, go to glacio, land, drop teathers, find a cave, and start farming. Granted you will need a smelter, But thats ALL you will need. And you only need it to smelt 3 aluminum. 2 for he shuttle, and 1 for the thruster. So with all this out there, I honestly think ERA needs to take another look at research, Cause while I don;t mind being able to speed run through research, kinda defeats the purpose of LRSO and the RSC. So they could either reduce SRSO to give less bytes, make them no longer respawn, or significantly reduce the time it takes to research large objects. Something you spent bytes on, spent materials on, and spent time to aquire, should never become useless and obsolete. And thats exactly what the RSC is. Its only viability is early game, Only because RSO on sylva suck. Large objects = 350 bytes, small objects 16-60 bytes. If you have thoughts on this id love to hear them, Also ERA if you're reading this, dont kill me please.
  8. I think that the (non debris) objects you find around should be able to be placed in a research chamber to redeem its blueprint. The object would be destroyed, so the player would have to choose whether to utilize it, or to unlock its blueprint. It seems more logical than unlocking blueprints by placing organic blobs into a scanner (although I am not suggesting that this mechanic be removed.) It would make sense that a device capable of synthesizing blueprints out of a mineral or unrelated tech item would be able to copy the blueprint from the item itself.
  9. The general idea is to allow researching player made items in the research chamber. This will add another layer of research and have a great impact on (late game) game progression! Effects: Research chamber performs some analysis to improve item. - if the item is not yet unlocked, it will be unlocked - if the item is unlocked, it will be globally updated in different ways (see updates) Costs: - research time and the corresponding energy costs - the items used for the process ? the research process might have "negative" byte costs depending on the item, which will lead to reducing the amount of available bytes (same as unlocking) ? some "higher" upgrade may require additional items (see advanced updates) Updates: Updates can have different effects on the items. Possible examples: - increase speed when produced (e.g. medium storage can now be produced in half time) - reduced production cost (could be game breaking so be careful here) - faster production (e.g. smelter works faster) - higher efficientcy - less energy consumed - higher charge/discharge rate for batteries - higher material efficiency (generator burns longer on one unit of fuel) - automation features (e.g. printer continues production until there are no more resources left) - player upgrade (e.g. bigger oxigen tank, better lighting, bigger battery, small amount of soil can be stored, small solar panel...) - bigger tether range ... Advanced updates: After updating the research chamber itself, it is possible to combine items for advanced research (gets an additional small item slot). Possible examples: - Vehicle/Seat + Beacon -> Integrated Beacon - Soil Centrifuge + Tank -> Greater soil capacity - tether + working light -> allow coloring of tethers - base unit + working light -> add some illumination - medium item + packaging robot -> allow self-packaging of item - smelter + medium storage -> more queue slots - small generator + carbon -> allows usage as fuel ... Usefulness: Is definetely great More options -> ... -> benefit Open questions: - the suggested implementation would not allow larger items to be updated... - a lot of brain-storming, deciding qhat to pick and fine-tuning required
  10. Max Leipzig

    Bugs After Update

    Version 1.0.6.0 xbox one after the update my player can no longer use the earth centrifuge (green button is missing although ausdeichend earth is present). i can, however, use the earth centrifuge. astronium can no longer be researched in the research chamber. only every third to fourth amonium works. Otherwise, the research chamber tells me that this object can not be met. Successes are always set back to 14% if you want to do it
  11. Research base mod will stop working after 2-3 units are researched. the blue "field" where items are snapped into the researcher disappears. Need to save/quit and reload game to fix. Tried the following: Pickup and move researcher to new platform Pickup and replace researcher to same platform Package researcher and re-open Create multiple researchers (all have same issue 2-3 items research then stop working)
  12. Summary: 1.0.4.0 – Steam – Research Items falling through ground Description: Research Items under plants falling through ground into caves underneath. Very annoying. Platform: Steam Version / Build Number: 1.0.4.0 Specifications: OS: Windows 10 Home | 1803 | 17134.523 CPU: Intel i5-4460 3.20GHz GPU: NVIDIA GeForce GTX 1050 Ti RAM: Kingston 2x8GB DDR3 800Hz Drive: Western Digital 1TB (WD10EZRZ-00Z5HB0)
  13. InfamousAC130

    re-searchable description

    It would be very helpful especially to new players to add a description of all the items we can unlock with our bytes. Sometimes I forget what they do or have no clue what they even are or used for.
  14. I realize that this might be a strange type of request, to make a part of the game less efficient for the player, but I think this is a clear example of something being too good and taking away from other aspects of the game. On an Exotic planet I have set up base on, there are creatures in the caves that hang off the ceilings. They are effortlessly destroyed by digging them out, which causes them to drop a few research samples. Each sample seems to give between 150-300 bytes. These Cavern Lures can respawn, and sometimes they spawn in strangely; they can be on the ground and multiple creatures can be in one spot. When the latter situation happens, several thousand Bytes-worth of Samples are dropped. See the attached screenshots. Needless to say, as I was exploring the caves of the Exotic planet, I didn't bother using a Research Chamber because simply killing Cavern Lures and looting Bytes for free is much more effective than the normal Research loop of lugging research items back to base and consuming power with a Chamber. It feels broken to be able to circumvent one of the main mechanics of the game. I suggest significantly reducing how good Cavern Lure research samples are, and any other similar sources of easy Bytes. By comparison, the amount of Bytes received from plant and mineral nodules feels correct.
  15. Surely Exo Dynamics will have listened to Astroneer feedback and added an External Timer to the Research Chamber, so busy Astroneers can just glance at the Research chamber to know when their object is nearly complete? Well hopefully they are working on it! 😊 Allow the Astroneer to keep tabs on the current research task easily by displaying an external timer on the control panel. This way a busy Astroneer can just glance at the Research Module, rather than having to open the control panel to see how much time is left. See picture:
  16. Carson St. Amand

    Long-Term Research bases

    Add a "Long-Term research" that you could cue up multiple research objects on but it takes more resources to make and takes longer to research but it's for like research bases and stuff. Also add a shuttle that only has enough fuel to get to a planet and back, but has a internal storage to carry a ton of stuff for building bases, so you could ship tons of stuff from a base. And internal storages that have like a catalog on the front that shows what you have in it so you don't have to have tons of medium storages and despawn the resources that go into it so it is easier on the processor. Also add terrestrial bases that you can add stuff inside of like a garage to store rovers and have a bed to pass time during storms and options like have the long term research need to be on the base. And you can like walk around in them. And space stations that can hold resources and fuel and you can ship stuff to them and then refuel there. Oh and last thing more options for the controls and a better camera on xbox.
  17. Okay so in the beginning of the game it can be a bit slow as you try to get new research and sit there and wait while your stations slowly grind down at the pods but what if we could assist them. When a research station is active you could turn on manual research in which you do some sort of mini games and the faster you complete them the faster research goes in order to save some time
  18. I think the current system for research is fine for the basics, but by the time I was ready to leave Terran to find new resources, I already had all of the research points I needed to unlock everything, and a bunch of extra resource pods that I had dug out but never carried back to base. While I ended up creating a research scanner on the next two planets, I wouldn't have needed to. That seems strange to me - research is one of the few base components that you don't really need to build after Terran. And yet, there are many varieties of research pods, and they are on every planet. It seems like a waste to put all of that diversity into the game just for me to ignore most of it. I think the game needs some of the randomness of the original research system put back in. Basically, give me a reason to want to scan the additional research pods, even when I have already unlocked the core blueprints. My suggestion: add upgraded versions of the core blueprints into the game, and make them random unlocks when you scan a new type of research pod for the first time. The upgrades I am thinking of would be things like: a cylinder that holds 50% more soil, or an oxygen tank that holds 25% more oxygen. Generators that produce more power, etc. Basic upgrades like this wouldn't require visual changes to the items themselves, just to their values in the game. Maybe some of the unlockables could be new items that are not critical to gameplay: a parachute that saves you from falling damage, for example. This idea accomplishes two main things: gives the player incentive to keep looking for the new research pods and scanning them, and adds some variety to the game.
  19. So an idea popped into my head today while playing... Wouldn't it be cool if the generator would know when to stop generating when my rover's battery was fully charged then i thought it would be cool to have smart generates that not only auto shut off but grabbed resources from other nods on the same platform. I got a couple ideas too. If there was a module that was like a research center that granted more abilities or improved abilities. Perhaps increased tether range/ brighter tether lighting. more torque for rovers more backpack nods increased backpack battery increased backpack oxygen the ideas kinda write themselves super easy to think of different things to upgrade. and i think this would give you more game to play with having more things to earn.
  20. For me the most annoying thing in this AMAZING game is carrying research items around. It’s clunky and hard to walk, especially on console. My solution: Have a dedicated single slot on the backpack for research. If you have a research item in said slot you cannot pick up another research item with your cursor and you cannot operate vehicles. It has the same effective functionality as the current system but doesn’t have the annoying mechanic. I love your game and have been playing for a long time! Thanks System Era!
  21. So i've been trying to figure out how to get the medium rover, amongst other items, but the schematic doesn't appear in the research menu. The ammount of bytes I have is irrelevant; the schematic doesn't show up for me to research. Saving and quitting or making a new save file doesn't appear to fix the issue.
  22. I feel like I can pretty much unlock everything in the game inside of a 60-90 minute play session. I know there is a balance between being demoralizing in terms of pace and just handing it out but I just feel like it all goes by too quick. Would be cool if things like the large spaceship, rover, etc were 4-5 times more expensive and the research items on the starting planet capped at X research. This would force the player to build a small shuttle to go to other planets in order to get research that is worth more. Then with the large spaceship you could go to even further planets to get even more valuable research. I feel like there is a foundation for a very solid progression system, it just isn't there quite yet. All that said, loving the game and excited for the future
  23. UndeadDragonKnight

    Gravity physics

    In my 65 hrs of game play in astroneer, I have noticed that objects only have gravity and bounce physics when the player is a certain distance away from the object. The reason I know this is true is because of cave exploration on Terran and ramp building. Usually when walking on the ground of the super low level green caves, research falls from the ceiling. Since the green caves are wide open and tall, I assume that those research objects were on the floor above and you just entered there physics bubble, but because they are only at the outer part of this edge, the game temporarily breaks the terrain physics allowing objects to fall through. Another reason I have come to this conclusion of objects having limited physics reach, I was building a ramp into the sky, just big enough for the small rover, and made with about 60+ canisters of dirt, I drove all the way up and got out to start doing more when the rover rolled right off the edge. At first I wasn't worried, but when I walked to the spot where it should have been, it wasn't there. When I found out about the flying seat glitch, I flew all over for fun, and that is when I noticed that my missing rover was floating in the sky, I got it down because the flying seat, which was actually helpful instead of game breaking. I don't know what can be done about this without totally overworking everyone's system by calculating everything on the entire planet at once (PC, X-Box) but I just wanted to suggest that someone finds someway to improve the physics so that rovers are not lost and free research is not raining from the cave system above.
  24. Cyruss Anderson

    Chose between start up packages?

    I think it would be a great feature in the game to choose what you start with i want to hop in a world and get a moble base asap but by the time i have the materials i dont need the moble base. It would be a waste of resources.
  25. I found a small item with flat top and bottom but rounded sides, in white, with red spot on top. It's tagged as researchable but the research workstation does not recognize it. Neither will the shredder recognize it to shred it. Any idea what we can do with it apart from playing kickaround with it lol?