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  1. I was giving a break to the game and now I started re playing it I just saw there is some info at the research pad and I was like cool cos I ussually go to wiki if I want information and I tought I dont need to go to wiki for any basic thing I guess than I saw the platform info at the pad and I was like why al of them are same? I think System Era should add a simple info at the platforms more than it can provide oxygen this info can be stored in to the oxygenator. What was in my head is Lets say u are wanna research platform "Extra Large Platform C" the description should say "it contains 1 Extra Large Slot and 2 Large Slots" or "it contains 1 8 Doted Slot and 2 4 Doted Slots" etc. I think it's so simple and can increase qol nicely.
  2. malopil.ostrolucky

    Research

    I had an idea about some leveling of research. I allways gave up my old fancy base to begin a new adventure (old save feel kind of pointless to continue) - What about NOT to be able to research all I found. I mean, old good research building will accept anything and with any amount of research points I found. Is it possible to somehow diverse research buildings, research stuff (availability / amount of it in single game / difficulty vs. amount of research points). I would love to find something I can't research and in order to research it make some more research. Another one: - What about to diverse the research to adapt to a specific planet? Now I can go anywhere (sometimes I just change my outfit "to feel in my role better") - you can also adapt your SHOP to it Another one: I like mystery and adventure (and also have no friends online ). That is why I play Astroneer in single player ( GREAT game 'thumbsup' ). But with finishing all the research and setup and collecting all the resources, my game is kind of pointless. - I wonder if those nice weird shape resource boxes from probes can contain also small suprises. Like mystery boxes (not all, but some). You could crack it open to find points and possible something else (credit points to shop, skins, hats etc...)
  3. I have been unable to get the "Can I Borrow This" achievement. I have researched in another 'neer's game multiple times but cannot get the achievement to unlock. It is the last achievement I need before the mastery "unlock everything" achievement, and it is driving me crazy! The two 'neer's games I have joined have assured me that they never played on creative mode, and I've even been able to unlock other achievements while playing in their game. Please help!
  4. The current Auto Arm (which could alternatively be called a Small Auto Arm) can only move tier 1 items. Having discovered that they can be used to continuously load Research Chambers with Research Samples, I think that at some point in the future we should be able to get a larger, Medium Auto Arm that can move tier 2 items like Artefacts, for the same purpose. The item would be built with the Medium Fabricator and would take up a single tier 3 slot, like the one on a Large Platform A. The area that it would grab tier 2 items from would also be larger, to accommodate the larger sized tier 2 items.
  5. Not sure where to put this on the forums as there is no dedicated place for Tips and Tricks, but I’ve discovered a useful trick using the new Auto Arms to create a continuous research system for getting Research Bytes, and I wanted to share in case anyone reading this had not discovered it themselves. Two things to know firstly: 1) Auto Arms can grab Research Samples off the bushes and stones that they spawn on 2) Auto Arms can deposit Research Samples (and other materials) into a vacant Research Chamber Locate a bush with 1 or 2 Research Samples, then put down a medium platform (A, B or C) with an Auto Arm on top, positioned so that the bush is within the Arm’s Green ‘grab’ circle. Next, put down a Large Platform A In the Blue ‘deposit’ circle, with a Research Chamber on top. You’ll also need a Storage Sensor to trigger the arm to start working initially, though I’ve found once it’s set up you can remove the sensor. Now you just have to power the Arm and the Research Chamber (3 units of power per second in total). An RTG provides ample power, but in early game you can use a combination of Medium Solar Panels, Medium Wind Turbines and Medium Batteries. If you use a Large Platform B instead of the M. Platform A for the Research Chamber, then you can use the side slots to put a couple of power sources on it without having to create another platform. If this is on a dedicated Server, you can set this up and then just leave it to slowly acquire research points for you whilst you are either in or out of the game. And if you have more power options available, you can have the first Auto Arm deposit onto a Medium Storage, with two or more Auto Arms feeding from it on to each their own Research Chamber, for an increase in speed in getting Research Bytes. enjoy!
  6. KavemanGamer

    The Million Bytes Club

    If you've reached this milestone by researching items, samples, and resources: congratulations! You've finished the grindiest non-achievement in the game. Go ahead and give yourself a pat on the back by posting a screenshot of your Research Catalog.
  7. Please can you make the button you click to do research a bit more forgiving, I often click it fairly quickly a few times and what happens is it opens the button flap, then starts research and then also cancels it. please add a good delay in clicking start and being able to click cancel. i lost so many research items due to me miss clicking. I know it’s my fault, but a delay would be nice :)
  8. xttweaponttx1

    Request for some sound files!

    Hello! I love the sound design of this game, and would love to have a clean copy of the sounds the backpack makes to use as my phone's notification tones in real life! Specifically, when an item completes crafting it makes the "bee-boo bee" sound, and when you open the research center it makes the 'buh-duh' sound. These are a couple of sounds of many that I think would make great ringtones -- but lack the knowledge to try and extract them from game files! So here I am! Thanks for such a great game, in every way. From the sound design, to the art style, and especially the modular nature of the attach points on everything. This game is a masterpiece!
  9. I was up early and came up with the idea for reintroducing the Exo Request Platform (ERP) outside of just events. It is somewhat hinted in the game that this module is meant for quests and i have some suggestions for it. - Using bytes players can unlock different levels of quests ranging from common > rare > epic > legendary > event > seasonal at different byte costs. Each new quest will cost a specific amount of bytes and is randomized from a pool. You can only embark on 1 quest at a time but you can choose the difficulty. while event and seasonal quests will persist throughout their featured duration. - common quests can be something where players will package or deliver backpack crafted items or tier 2 items - rare quests can be something like use the radar to find a specific non scrapable/indestructible object in the world and attach a radar to it. but requires completing the first radar feature in the planet (this would involve adding the radar widget to some of those indestructible objects) or maybe adding a repair tool that can be used to repair salvage or simply repackaging specific salvage to be delivered via the rocket. - epic quests can involve performing or delivering certain tier 3 or 4 objects to the gateway chambers and others this would involve adding some what for them to consume these objects - legendary quests can be something that requires the player to generate a certain amount of power to launch the ERP rocket. The above quests can be abandoned at any time, like cancelling research. - event quest can remain the same as they are now and are only available during certain events the devs feel necessary eg. Halloween, Christmas, charities, etc. - Seasonal quests is something i would like to see added to the game where you can start a New Seasonal Adventure and the season will last say 3-4 months where players have a limited time to unlock some Seasonal exclusive rewards cosmetic and other features during the season. however the seasonal file will be deleted or become non-seasonal after this period. These quests will only be available on a seasonal file and can range anywhere from completing the game or completing x number of deliveries eg. 50 common, 20 rare, 10 epic, 5 legendary missions to unlock the seasonal reward. Now those are just some suggestions as to what the quests can entail with multiple variations for each level as the developers see fit. as for rewards for each tier of quests its up to devs but my suggestion would work around -common - other materials, or items eg. trade 4 medium platforms A for 2 malachite or 3 scraps or 1 medium platform B -rare - can reward with a fixed version of salvage or some harder to obtain resources. so returning 3 salvage medium generators will reward with 1 working medium generator or materials crafted from chemistry lab epic - these quests can reward with rarer items like an RTG or canisters of gasses like hydrogen. legendary - quests can be something that can reward with in game currency used in the cash shop when that's implemented or for rewarding players with items a tier above the input. eg. deliver 4 tier 3 objects to get 1 tier 4 object Seasonal quests are meant to be long term undertakings since they will be required to start a new seasonal file per season. This is a relatively long post but I really enjoy this game and would really like to see it grow. These are just some ideas I have and hope to post more in the future. The TL:DR version Use bytes to unlock quests in the ERP that reward players with resources or items of equal or greater quality.
  10. Hi. This is a quite complex idea for some new technologies in the game and the way they can work and improve the experience. I understand that what I have written is enough for a whole new update, but why not? Satellites I believe satellites should have slots for sensors and for other devices, so they could be customised for our needs. They need to be powered by solar energy and have a built-in battery. Now, a perfectly working satellite with enough power would update sensor information every 5 minutes. But the further from the sun, this time would obviously be longer. Also, at night the satellite would not be able to use solar energy. So it would either stop working when the battery is drained, what would happen some time after dusk, or it would go into energy saving mode and only update data once per night. To receive any information from the satellite on the ground you would need: 1. Satellite control system/computer – some kind of big platform located in your base that would download satellite data every few minutes. This would for example show maps and location of objects on ground. This system would have a limit of satellites it can control. One computer should be able to control no more than 3-4 satellites. So if you want to launch more satellites, you have to have more computers controlling them and use more power. 2. Additional modules for this system/computer to be able to receive data specific to each type of sensor. 3. Personal computer/Tablet to receive the same data when you are away from your base, to see the map and your location, if you have all sensors and modules required. We could also decide that the data from space needs to get to your base first, in order to be decoded or merged from all different satellites. Then, to get to your personal computer/tablet it would have to be relayed using a network of communication/telemetry stations. Each one would transmit the data within a specific radius. The most logical would be to the horizon, like in reality. So you would need to place telemetry stations in some high places all around the planet to have global coverage for your personal computer. They should be two ways of launching a satellite: 1. A special rocket launched either from a launch pad or from a special platform. 2. By releasing the satellite from cargo space of a space shuttle. Once launched, satellites should be stationary on the orbit and cover only a part of the planet. So to cover more ground, you would need more satellites. There should be a way to manually place each satellite in the exact point you want it. Satellites can be available in 3 sizes: 1. Small: 1 medium sensor slot and one additional slot for another small module. 2. Medium: 2 medium sensor slots and two slots for small modules or one for a medium module. 3. Large: 3 medium sensor slots and two slots for medium modules or one large module. Sensors: 1. Camera – that would allow mapping from space. (Colours of the ground, vegetation and bigger objects only). Camera would update the map every few minutes. So if any player digs a hole or removes a forest, you would need to wait some time to see the change on the map. The camera would not be able to penetrate clouds, so with each map update some of the terrain would be covered by clouds. 2. LIDAR – that would allow for creating elevation map, but without colours. Lidar would give you a monochrome map with heights of the terrain. It would penetrate clouds. 3. Meteo/Infrared sensor – for providing information about weather events and average windspeed in different areas of the planet, so you know where to put wind turbines. It could also penetrate clouds. 4. Geological sensor – to map what resources are on the surface and in the ground (but not too deep. There should be a limit how deep can this sensor penetrate) 5. RADAR/radio wave receiver – for finding all kind of crashed spaceships, probes, etc and for showing location of all the beacons and vehicles. Other modules/devices for satellites: 1. Satnav module – that would provide LIVE tracking of your position, as long as there is enough power. If you have any kind of map available (from a camera or any other sensor), it would show your position on the map as well as show your track in the last 20 minutes (so you could go back the same way). If you have no mapping sensors available, it would only show your current position, your track and the position of your base. On distant planets and at night, when there is not enough solar power, the module can go into energy saving mode and instead of live tracking, it can provide your location in intervals. Also, to make the satnav system work, you need at least 3 satellites with the satnav module and they have to overlap. 2. Telemetry module – provided that you cannot directly receive satellite data onto the tablet and a network of telemetry towers is needed in the game... Then, a module like this would be installed on a satellite instead of a telemetry tower on the ground. It can actually be exactly the same telemetry module that you either install on a satellite or on a tower. 3. Battery – (small or medium) would make sure the satellite has enough power to operate constantly. It could be installed as a device or instead of a sensor. So during the day on planets distant from the sun, it would shorten the interval between map updates. During the night it would either extend the time the satellite operates before the battery is drained, or it would give and extra map update or more. 4. Telescope/Radio telescope – would allow for searching for other planetary systems to colonise and would generate research points when players are actively using it or when they find something. 5. Space lab (large module) – would work on different research projects and for each of them it would require players to send a rocket with specific resources, as well as plant seeds and other biological material. Because a lab module needs extra power, it would only work during the day. To extend the time of operation and speed up research, player would have to place a batteries in sensor slots. Drones I think they would also be a good tech in the game. The way I see them is: 1. Small drones – one small sensor, one other device (small) 2. Medium drones – two small sensors or one medium sensor and two small devices. 3. Large drones – four small sensors or two medium sensors, one medium device or two small. Possibility to convert it into a quadcopter for one astronaut, when a special seat installed in the device slot. The sensors for drones can be almost the same as for the satellites, but mostly smaller: 1. Camera – you would be able to fly into every hole and see if it is safe to walk in, provided it is not too dark or you have extra light installed on the drone. 2. Infrared – you would be able to see in the dark, but without colours. 3. LIDAR – elevation. 4. Geological – mapping resources 5. Radar/radio receiver – probes, spaceships, vehicles, beacons. 6. Research sample scanner – for scanning small research samples, mapping big samples and assessing their byte values. To fly a drone you can either: 1. Control it manually and then you see what the drone sees. 2. Control it using AI, for which you would need an AI/autopilot module installed in the drone and a drone control computer nearby. In general, drones would give you a chance to explore places and checking if they are safe before sending an astronaut. They would also provide updates to maps on the personal computer/tablet, but on a small, local scale, mostly on demand (for example in between satellite updates). However, they would be able to do it also automatically, if auto-piloted. Also, they would not have any problems with clouds as they would fly below them. They would be able to fly only within a specified range around the pilot or when auto-piloted, around a drone control computer (medium size device). This range could be extended by telemetry towers. But then the drone would need extra batteries to be able to safely go further and come back. Drones would have to be charged. There should be two ways of charging. 1. By plugging to a generator/power grid/rover. 2. By landing on a large drone landing pad. Small drones could start from ground or backpack; medium drones - from ground or vehicles; large drones - from ground or landing pad (which could also be attached to large rovers) Devices that could be installed on drones: 1. AI/autopilot – flies the drone automatically on pre-defined missions (a number of them, a queue of different missions or on loop until autopilot switched off) over pre-defined area. This module requires a drone control computer on the ground/rover and satnav coverage in the flight area. So until you have a working satnav system, you can only fly drones manually. 2. Light – for flying in the dark. 3. Horn – when the atmospheric conditions are bad and you want to signal other players. 4. Battery/small solar/generators – extend the flight time. 5. Tether placer – a device that would allow for placing tethers from the drone. 6. Small item dropping device (medium module) – would allow you to drop two small items where you want them. For example when you want to quickly deliver an oxygen filter, a battery or anything else to another player or when you want to place a beacon in a specific place you can only access by drone. 7. Seed planter – a device for planting seeds. I can see the use of it when the drone is auto-piloted. Players collect seeds and leave them on the drone landing pad and drones automatically plant them in a specific area. 8. Item collector (medium module) – can pick up one or two small items from the ground. The same module could be used on rovers to put item on trailers without the need of stopping and getting off. 9. Special devices for EXO missions – locating x-mass presents, etc.
  11. 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
  12. 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.
  13. 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!
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. 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
  20. 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
  21. 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)
  22. 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)
  23. 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.
  24. 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.
  25. 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: