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  1. It would be cool to be able to assign an item type to storage so that it only holds that type of item. Ex: If you could assign a different resource type to each column of a medium silo (or the silo as a whole) so that when you output materials to it, they would appear in the column that has been assigned to that material type or if the storage does not accept that material it would not be stored there. Simpler example: Assign a medium storage to only hold resin. Any other materials would not be able to be placed on that storage.
  2. Not sure what direction the game is taking. Like many new developers, they seem to take their cue from core players. Also like many new developers, they begin changing the very things that made it Unique and enjoyable to the core players. I would offer this penny wisdom. When you hear that your core players want things to be "harder" or "more challenging" you are making it that way for everyone, including brand new players. Many of the same players who ask for the difficulty and challenges will later ask for “quality of life" items. In terms of development hours, you are making it hard, then creating all new "and a growing" lists of artifacts to offset the grind or Difficulty. Every time these changes are made, you'll hear "well that's great, but still not quite right" or "they did this, but what about that?" By far the very worst requested additions or outright changes are just plaguing games. I term them these requests as, "gamers who want to play dress up in their barbie house on the farm, while being far, far away from the west side trolls, who want to overly engineer their lair full of stolen items." Commonly referring to more skins / appearance controls, base building, farming and pvp. There is an expectation of restarting a game during Alpha and Beta play. Core game players knows this. The game is Under development, which includes testing, breaking, and fine-tuning items and mechanics. The core players are acting as debuggers first, giving feedback second, and in some cases may make suggestions May make it into the game. Once released, out of beta into full release the game is done. New players in Full release are not debuggers. Development that continues on a full release should not occur, unless the full release has bugs not reported before, due to a larger audience. By continuing to develop and making major changes and additions to a game, puts the game Squarely Back in Beta. It is Not a Full Release. The concept of working on a full release game with patches to fix issues was not meant to become a way of life in our games. Introducing any of this into the Original completion line messes up the new player base. Players who came to the game to explore, discover, and accomplish needed tasks deserve to revel in the same atmosphere, learn the process, and enjoy uncovering the mystery. This is not only off-putting and grindy, it's downright unfair to those who are using what free time they have, to attempt to get to the end game, That's the Gift. It is not a gift to lose progress because of updates and game breaking mechanics. Forgive me if catering to the current players and their revenue stream is the priority. Please understand, as I approach 1200 hours, that I include myself, even as I have created multiple ways of playing, but do not stream. What makes things worse are the requests made by players that are not Playing the game. They are done with the game, some never played the game, or they are in exile from other games. They ruin games by cutting off the legs of great concepts. Allow me to repeat, THEY ARE NOT PLAYING THE GAME. These players are intent on building a McMansion or the Scariest Armed Private Settlement. Including but not limited to, furniture, decorations, windows, flooring, etc. By and by the requests lead to "creative mode". It's not cheating, because they Don't want to play the game.” Other players chime in with "we just want to get our stuff back." Playing multiplayer with the creative McMansion players is not a game. Instead they bring other member players in to fetch them things while they create something inside a game that already has a quest line. On the other end of the spectrum, the adversarial players who brings in a small group of like-minded antagonists, hell bent on demoralizing and burning down everything outside their territory.Was that part of the game? Playing through the challenges and surprises to get to the end, only as long as we didnt have to lose anything? Or is it more a consequence of making too many changes. To be fair, the Original game quest line was not overtly difficult, so this mode is not about the game being hard. If there was no clear idea of How to expand on the Original concept, and development is still taking place, then take more time to consider how to keep it Unique and less time Morphing the game into a clone of another game, “ It sort of reminds me of InsertGame a little. I wish it had xxx”. Having said that, if I may offer some examples that I feel emulate the Unique concept and still manages to grant the non-players a way enjoy gaming their way. Old suggestions always return for a reason. The Origin end game should allow the player to enter a new universe, with new planets. Not Additional Planets in the Same Core Completion line. Not the same planets with a new look. (At least not so similar that it's an obvious reskin) This would give long time players the difficulty and challenges. If it cannot be implemented because it is so much work that it's really another game, and no sarcasm intended here, perhaps stop working on the finished game. The completion of one area Without bringing in items from another completion line offers a new challenge for players and less coding. Being brought to or landing in a new quadrant or universe without old objects also allows for greater stability and all new dynamics. (If time and code permitted, wormholes for travel would stay in concept, if connecting these places ever took place.) Challenges do not necessarily involve making every planet and place more and more hostile, but could offer more realistic challenges. Non rotational gravity gradient moons and asteroids etc.. Abandoned space stations objects and satellites to investigate, scavenge, repair or destroy. Occasionally finding meteorites. Meteors, asteroids and other celestial debris offer many different things in terms of craftable materials as well. New objects, "including appearance related" outfits and or uniforms with specific equipment attached to each that is needed to even go to a planet. Like any new environment, many things that works on an M class planet do not work everywhere. With new quadrants or a new universe come new travel. This would allow a Defense Force Astroneer a PVP system of their own with molten ground areas, heavy gravity, habitable and inhabitable zones and radiation. Terrain tools that can be modded to spray say, cataplant like orbs. Larger ships to carry more people. Some of these environmentals and objects can cross over to the New quadrant or universe as well for quest line players. Having One M class planet with a stable atmosphere, would be a surprise and welcome change for a Farming Astroneer, that can plant and grow a variety of space plants, both eatable and craftable. It would however carry with it a metric for depleting health on such a world. Using seeds and spores found throughout the system give them a quest line as well. Planting eatables and fiberlike plants that produce other crafting materials. They could create potted, vertical and full in ground farms. Sharing such crafting objects with a Terraforming Astroneer, who can do the same thing within a portable atmospheric field and mini hydroponics. These players could be working toward terraforming specific planets or moon types. Items that can extract water vapor from propellants. Upgrading a portable atmospheric field to create a large artificial atmosphere by recycling gases locked in sediment, up to a cyclotron, inside a Bio-dome like structure. These challenges include getting to another planet just like now. However, rockets may not work for some explorations. Realistically, not every place would permit large ships. Some places are truly made up of liquid while others or too hot or have zero gravity. Taking a Shuttle for small hops, or deployment craft from an orbiting mass may be the only way to get there. There will also be a need for Specialized vehicles, tailored to those environments. Again, realistically, some places cannot use a buggy, or rover, but a hovercraft, or subterranean craft is needed. With ancient knowledge, scattered throughout the system in various forms, is the information on How to reach some places otherwise inaccessible. These objects may contain some specialized material or item that is needed to get there. Creating a forward base, having telescopes, specialized life support, a compass or GPS, a communication relay, energy beams. All this would be a great adventure for an Explorer Astroneer. Creating Hydrogen cells, Solar cells, and Methane cells, for energy. Or all new forms of energy never heard of, for a system that is not like our own. Jump drives, Hyper drives, Warp drives, The aforementioned worm holes, black holes and Einstein-Rosen Bridge seeing what a place looked like before. To me, this is so much more awesome than making it harder, adding quality of life items, making surfaces perfect, playing games with the game, adding more, bigger, or additional controls on already existing items. Save it for the bigger game. This game is a wonderful experience, and I truly appreciate all the work that has gone into it.
  3. j.a.b

    Resource Styler

    System Era, please add a Resource Styler that can allow a player to style a resource as they please. Example: Style an Astronium chunk as a star with the Astronium texture.
  4. Summary: 1.3.13.0 - Steam - Exposed resources disappear when loading the game Description: When I start mining and it exposes new resources, if I save & quit the game and then reload it, the newly exposed resources disappear. Here is before the save: Here is after reloading the game: Platform: Steam Version / Build Number: 1.3.13 Specifications: OS: Windows 10 Pro x64 | v. 1803 | Build 17134.915 CPU: Intel Core i7-4790K 4 GHz GPU: EVGA GeForce GTX 1070 SC RAM: Crucial Ballistix Tactical 16 GB (2 x 8 GB) DDR3-1866 Memory Drive: SAMSUNG 850 EVO 2.5" 500GB
  5. SpaceX24

    Brainstorming

    Okay, I'm just going to brainstorm all the ideas I've ever had for Astroneer. PLANETS Sylva Resources: Sphalerite, Malachite, Nitrogen, Hydrogen, Calcium Appearance: *Same* Aggressive Flora: Popcoral, Daggeroot (found near core) Size: Medium DESOLO Resources: Wolframite, Sphalerite, Silver, Calcium Appearance: Same but less gravity again Aggressive Flora: Daggeroot, Popcoral Size: Small CALIDOR Resources: Malachite, Wolframite, Sulfur, Hydrogen, Magnesite, Cobalite, Calcium Appearance: Same Aggressive Flora: Daggeroot, Wheezeweed, Spinelily, Popcoral Size: Medium VESANIA Resources: Lithium, Titanite, Nitrogen, Hydrogen, Argon, Silver, Calcium, Mercury Appearance: Same Aggressive Flora: Lashleaf, Thistlewhip, Lobber, Popcoral, Daggeroot Size: Medium NOVUS Resources: Hematite, Lithium, Hydrogen, Methane, Calcium, Magnesite, Mercury Appearance: Same but add blue splotches (idk why) Aggressive Flora: Lashleaf, Thistlewhip, Cataplant, Popcoral, Daggeroot Size: Small GLACIO Resources: Titanite, Hematite, Argon, Gold, Calcium, Mercury Appearance: Same Aggressive Flora: Cataplant, Boomalloon, Popcoral Size: Large ATROX Resources: Gold, Stibnite, Calcium, Pyrite Appearance: *Same Aggressive Flora: Spewflower, Attactus, Wheezeweed, Spinelily Size: Large so those were my old planet ideas RESOURCES *The ones you’d find in atmosphere or ground* SILVER Found on: Desolo, Atrox, and Vesania. Found mostly in: Mountains and deep caves. Used for: Portable Oxygenator, Small RTG, large wind turbine, can be traded instantly instead of scrap. Rarity: Rare Appearance: White and Shiny Laterite GOLD Found on: Atrox and Glacio Found mostly in: Caves Used for: Portable Oxygenator, Large Solar Panel, can be traded instantly instead of crap oh i mean scrap. Rarity: Rare Appearance: Golden Compound MAGNESITE Found on: Novus and Calidor Found mostly in: Deserted plains Used for: Magnesium in the Smelting furnace Rarity: Uncommon Appearance: Beige colored spines, similar to old Malachite but not square shaped. COBALITE Found on: Calidor Found mostly in: Caves and Mountains Used for: Cobalt in the smelting furnace Rarity: Common Appearance: Spheres on top of one another making spines. (kind of like stacked compound) STIBNITE Found on: Atrox Found mostly in: Plains and Caves Used for: Antimony (smelted stibnite) Rarity: Uncommon Appearance: Thick Black and Gray striped spines CALCIUM Found on: All except Atrox Found mostly in: Caves and near the core Used for: Large oxygen filters and Crates Rarity: Rare Appearance: Dark Red Resin MERCURY (ATMOSPHERIC) Found on: Glacio, Novus, and Vesania Found mostly in: *atmosphere Used for: Extra large shuttle, Platinum, Mercury Thruster Rarity: *50 ppu on Glacio 100 ppu on Vesania and 25 ppu on Novus Appearance: Silver Substance PYRITE Found on: Atrox Found mostly in: The valleys on Atrox Used for: Extra large shuttle, Platinum, Rarity: Rare Appearance: Orange Square-shaped compound URANIUM Found on: Novus and Calidor Found mostly in: Caves Used for: Radon, Large Battery, Large RTG Rarity: Rare Appearance: Same as Lithium but Dark Blue that fades to black RADIUM Found on: Vesania Found mostly in: Caves Used for: Radon *Can kill the player if you get too close Rarity: Rare Appearance: Graphite but green and glowing and much thicker MAGNESIUM Comes from: Magnesite Used for: Extra large shuttle Appearance: Blue Resin COBALT Comes from: Cobalite Used for: Large Thruster, Mercury Thruster (idk why but sounds interesting) Appearance: Dark blue cube with a red dot in center (dot optional) ANTIMONY/CUBED SULFUR Comes from: Stibnite Used for: Double Cable (Used to put a small cable into a large input, eg = trailer + medium rover), Extra large shuttle Appearance: Orange Compound MODES Creative Mode: Can be used to do whatever, make infinite resources and zebraballs etc. oxygen and power dont run out Adventure Mode: It is normal survival but resources are more common (like laterite quartz malachite etc) and you dont run out of oxygen. Classic Mode: An older mode of Astroneer, preferably around 9.2.0 1.0 Mode: For the future when we go into 2.0, so we can have 1.0. Survival Mode: Normal Astroneer game. Spectator mode: Good for making shorts and videos, you have access to multiple camera angles. I also think there should be full customization like you can play around with: Visor Color Lights color (some have lights on them) Antenna size (small, medium, large, not present) Antenna shape (wiggle, straight, curvy, flexible) Body Accessories (Exo Suit Pipe things, buttons, etc) Body main color Body secondary color Arm 1 color Arm 2 color glove color 1 glove color 2 Head stripe color Helmet color Arm length (small, medium, long) bicep size (large, medium, small) tricep size (large, medium, small) Muscular (yes/no) Forearm size (large, medium, small) Forearm length (large, medium, small) Astroneer width (Large, Fit, Thin) Astroneer height (Tall, Average, Short) Leg size (small, large, medium) Leg length (small large medium) More Ideas Coming Soon
  6. SpaceX24

    Brainstorming

    Okay, I'm just going to brainstorm all the ideas I've ever had for Astroneer. PLANETS Sylva Resources: Sphalerite, Malachite, Nitrogen, Hydrogen, Calcium Appearance: *Same* Aggressive Flora: Popcoral, Daggeroot (found near core) Size: Medium DESOLO Resources: Wolframite, Sphalerite, Silver, Calcium Appearance: Same but less gravity again Aggressive Flora: Daggeroot, Popcoral Size: Small CALIDOR Resources: Malachite, Wolframite, Sulfur, Hydrogen, Magnesite, Cobalite, Calcium Appearance: Same Aggressive Flora: Daggeroot, Wheezeweed, Spinelily, Popcoral Size: Medium VESANIA Resources: Lithium, Titanite, Nitrogen, Hydrogen, Argon, Silver, Calcium, Mercury Appearance: Same Aggressive Flora: Lashleaf, Thistlewhip, Lobber, Popcoral, Daggeroot Size: Medium NOVUS Resources: Hematite, Lithium, Hydrogen, Methane, Calcium, Magnesite, Mercury Appearance: Same but add blue splotches (idk why) Aggressive Flora: Lashleaf, Thistlewhip, Cataplant, Popcoral, Daggeroot Size: Small GLACIO Resources: Titanite, Hematite, Argon, Gold, Calcium, Mercury Appearance: Same Aggressive Flora: Cataplant, Boomalloon, Popcoral Size: Large ATROX Resources: Gold, Stibnite, Calcium, Pyrite Appearance: *Same Aggressive Flora: Spewflower, Attactus, Wheezeweed, Spinelily Size: Large so those were my old planet ideas RESOURCES *The ones you’d find in atmosphere or ground* SILVER Found on: Desolo, Atrox, and Vesania. Found mostly in: Mountains and deep caves. Used for: Portable Oxygenator, Small RTG, large wind turbine, can be traded instantly instead of scrap. Rarity: Rare Appearance: White and Shiny Laterite GOLD Found on: Atrox and Glacio Found mostly in: Caves Used for: Portable Oxygenator, Large Solar Panel, can be traded instantly instead of crap oh i mean scrap. Rarity: Rare Appearance: Golden Compound MAGNESITE Found on: Novus and Calidor Found mostly in: Deserted plains Used for: Magnesium in the Smelting furnace Rarity: Uncommon Appearance: Beige colored spines, similar to old Malachite but not square shaped. COBALITE Found on: Calidor Found mostly in: Caves and Mountains Used for: Cobalt in the smelting furnace Rarity: Common Appearance: Spheres on top of one another making spines. (kind of like stacked compound) STIBNITE Found on: Atrox Found mostly in: Plains and Caves Used for: Antimony (smelted stibnite) Rarity: Uncommon Appearance: Thick Black and Gray striped spines CALCIUM Found on: All except Atrox Found mostly in: Caves and near the core Used for: Large oxygen filters and Crates Rarity: Rare Appearance: Dark Red Resin MERCURY (ATMOSPHERIC) Found on: Glacio, Novus, and Vesania Found mostly in: *atmosphere Used for: Extra large shuttle, Platinum, Mercury Thruster Rarity: *50 ppu on Glacio 100 ppu on Vesania and 25 ppu on Novus Appearance: Silver Substance PYRITE Found on: Atrox Found mostly in: The valleys on Atrox Used for: Extra large shuttle, Platinum, Rarity: Rare Appearance: Orange Square-shaped compound URANIUM Found on: Novus and Calidor Found mostly in: Caves Used for: Radon, Large Battery, Large RTG Rarity: Rare Appearance: Same as Lithium but Dark Blue that fades to black RADIUM Found on: Vesania Found mostly in: Caves Used for: Radon *Can kill the player if you get too close Rarity: Rare Appearance: Graphite but green and glowing and much thicker MAGNESIUM Comes from: Magnesite Used for: Extra large shuttle Appearance: Blue Resin COBALT Comes from: Cobalite Used for: Large Thruster, Mercury Thruster (idk why but sounds interesting) Appearance: Dark blue cube with a red dot in center (dot optional) ANTIMONY/CUBED SULFUR Comes from: Stibnite Used for: Double Cable (Used to put a small cable into a large input, eg = trailer + medium rover), Extra large shuttle Appearance: Orange Compound so those were my old resource ideas yep dats it
  7. Martin Sedovic

    Medium rover bug

    So i started playing astroneer 2 days ago AND ALREADY had to make 2 madium rovers. I found out that when you flat the floor around the rover the rover will go into the ground and will disapear with all of your stuff now i have nothing and im disgusted to try getting the resources again
  8. Hey folks, This is my first post and my first time suggesting an idea on this forum! Happy to be here, and I'd love to hear you folks' feedback on what I have to say. To get to the point: I've been thinking for a long time about a hydrocarbon-based crafting system that I've felt has been sorely needed. My proposal is intuitive, uses existing features currently implemented in the game, and the little it changes would be relatively easy to implement. Hydrocarbons would exist either in the depths of planets in oil-saturated rock, or on the surface of some planets as tar sands. Calidor, for example, could hold tar pits dense in hydrocarbons, whereas Glacio would have them in patches deep underground. They would also be craftable in the Chemistry Lab at the cost of a canister of Hydrogen and a block of Carbon, though the slow speed of generating artificial Hydrocarbons would make harvesting from deposits a more expedient process. Having them be craftable would also make them more accessible in the early game. These Hydrocarbons could then be "cracked" in the Chemistry Lab with some other element as a catalyst to produce Plastic, Rubber, and other oil-based products, like fuels and lubricants. Hydrocarbons and their products could also be used to create artificial Methane, potentially fuel Tier 3 generators, and act as a late-game, high-efficiency rocket propellant. I believe that the addition of Hydrocarbons in the manner I've suggested would increase impetus on exploration, as well as add new and realistic reasons to establish permanent footholds on other planets. I don't really know how to finish this, and it's 3 in the morning, so I hope you enjoyed reading.
  9. What happened to these graphical features making it into the game? I’m talking about how the ice looks in the ground as you mine it, how it’s embedded and looks shinier and has a different color than the surrounding soil. I thought these looked awesome and you should add them back once the game is fully stable And bug-free
  10. As a beginner I found it hard to figure out where to find some resources in Astroneer. So I spent my 6 days playing this sandbox game collecting infos and gathering them in an excel Spreadsheet. Credits to Gamepedia for a lot of what's in there. I post thereafter a link to the Excel file I patiently build those last few days. This way you can edit it and add/remove whatever you want. You'll also find in the .7z attached a .psd with all the png+transparency icons I used. In the excel file : columns with numbers correspond to my own stocks. Every time I leave a Planet, I take a minute to count my stocks and I write down how much I have of each resource. This way whenever I come back I know precisely what to bring in the shuttle. It also helps to see which places offer the most of each resource to gather. So get rid of those numbers and write your own. Ultra useful. You can see a preview of this excel file at the web link below. Took me some time to do that as I was playing. Hope you'll find it useful Cheers. Astroneer Resources Guide Preview : https://docs.google.com/spreadsheets/d/12F0RyGGRIzoJ8eKaBZGkn6REKpfG4HXxuTFEnCR6lWI/edit?usp=sharing Astroneer Resources Guide (Excel Spreadheet) + icons http://hansolocambo.com/wp-content/uploads/Astroneer-Resources-Guide-Hansolocambo.7z P.S : I'll very probably modify and improve a few things in the future. Those links will be updated when necessary.
  11. Contrary to what the title might lead you to believe, no, I'm not suggesting more insane resource distribution, I'm suggesting that it be fixed. This is currently what is happening: I find one deposit of laterite or quartz or whatever, giving me 20-30 nuggets. Welp, that's enough for the entire rest of the game. I guess I can ignore every single subsequent aluminium deposit I find, and they're far from rare. Same for hematite. Same for titanium. Same for wolframite, etc. etc. Do you get the picture? You're spawning TOO MANY RESOURCES. It is TOO EASY to get amounts that allow players to build every single damn thing on the tech tree without running out, and all from ONE deposit. About the only difficulty is the tedium of having to make two or three trips with a fully loaded tractor train to haul back all the crap I've gotten from a single deposit. Don't even get me started on storing it all. That is completely insane; it's like you want to sabotage your own game. What's happening is people are blowing through the tech tree, partly thanks to you essentialy giving them a cheat plinth baked into the world gen, and leaving bad reviews because the game is boring. Well, duh, no wonder it's boring when you use cheats to give yourself infinite resources. That's essentially what you've done, baked infinite resource cheats into the standard game, and it is a painfully unsatisfying and tedious experience for those of us who want to play it properly. Let's also talk about distribution. Currently all planets feel samey because, well, that's what you've done. You've made resource distributions on planets samey. Compound/resin/clay on the surface, the rarer stuff below ground. Plug in whatever that planet's uncommon minerals are, spawn those on the surface rarely, and more often below ground. Nope, that's boring and flavourless, just as boring and flavourless as you've managed to make wrecks. They're all, large or small, identical and instantly forgettable, spawning the same 4-5 identical pieces of wrecked equipment. Well, you've done the same with planets. About the only positive change in 1.0 as regards terrain generation has been how pretty some of the planets and biomes are, the painfully saturated neon hues excepted, even if their fixed colour palettes get stale fairly quickly. Revert the resource deposit sizes and planetary disitribution to what it was in SEA and you'll be doing a-okay in my book. Which is something a good few weeks of honest playtesting would've told you - the new easymode, infinite resource world gen doesn't work and doesn't make for interesting gameplay. It is worse than what it replaced. I'm sorry if this comes across as scathing or abusive, but it is beyond frustrating to see game developers do the ol' three steps forward, four steps back dance when they had it right before trying to fix what wasn't broken. Make something good and stick to it vs. changing everything around for the worse simply to keep busy.
  12. ROBOTS My brother and I were playing the latest version last weekend and started setting up atmospheric condensers on different planets to gather specific resources. We would go do other things and then planet hop back to those planets to gather up the resources that were made. This led us to start talking about how cool it would be to be able to build mini resource gathering bases scattered all over the solar system, where you have a team of robot workers that would do the gathering for you. All you do is setup these bases, let them do their thing and then return to gather up what they produced. Obviously, you don't want this feature to be easily accessible, where you don't have to do any scavenging yourself. Once it's up, there could be maintenance that is required. Robots break down and require specific resources to repair. We love the inter-planetary travel aspect of this game really enjoy jumping to different planets to gather resources. Thought this would be a cool idea to expand your base and resource production to a new level. WINDMILL I was also thinking about how there is the larger solar array for solar power but there is no "large" equivalent for wind power. There should be a large windmill that you can create. Have a wind farm to get all the power you need for your base!
  13. Well, i would like another machine (Like a... umm... Moleculizer or something like that) that could generate more rare materials (like titanite, hematite, wolframite and other resources like those) like a Soil Centrifugator but with rare resources that are on other planets. The ""craft"" would be something like: -1 Titanium alloy -1 Steel -1 Nanocarbon alloy (or diamond or something like that) -1 "Undefined" (the object that you can found on the core of the planets, any of those works for the "craft", but this one isn't really necessary, it could be astronium to finally give it a craft use) This machine would generate those rare resources with a lot of energy, or something else...
  14. How2Shrek

    Disappearing Resources

    Sometimes if I partially dig up a deposit of resources on the surface (this has happened with clay and ammonium), go far enough away so that part of the map unloads, then come back later, the rest of the resource that was left behind has disappeared. I don't know if this is already a known issue, but I figured I'd report it.
  15. I’ve gone down all the way to the core but I can’t find any graphite on vesania, the wiki says it’s a primary resource on that planet but I can’t find it anywhere. pls help
  16. Skippy The Magnificent

    New Resource Designs

    Now that 1.0 is out all the veins of resources got a make over. I think the resources on your backpack should change to. Wolframite is now more like cubes so the resource should be too.
  17. Hi SES! This is probably just a small mistake but the symbol at the core of Glacio does not match correctly and exactly with Diamond, for players new to the game this may be hard to understand as the symbols are quite easily mixed up, but they might go and make nanocarbon alloys instead of diamond and then be dissappointed that they did all of that for nothing. Just thought I would make you aware. Thanks!
  18. MarcusUniversee

    Soil types and resources

    Different types of soil you can collect in canisters (or different canisters for different soil). Certain types of soil must be found in caves or on different planets. In the soil centrifuge, different types of soil can give you different types of resources. Example: Surface soil on Terran only gives you basic resources. But a soil found deep in a cave can give you laterite. Another type of soil on a different planet gives you compound, but twice the amount a normal surface soil would give you. Let me know what you guys think!
  19. Hey folks! Just looking to get some info to my astroneer clanmates. I would like to know the new 'tundra' that will have both hematite and wolframite. And really just looking for confirmed resources on each planet to compile a new full list, i will post when complete. Thank you very much for your time! Tactile
  20. Ok i mined half of resources node and when i was full i went back to base on the surface and when i came back to mine the rest and it disappeared by time i came back and tryed reloading my game and it still gone. Resources disappered at area between surface and planet core. Xbox 1x version 1.0.1.0
  21. David G

    Deconstruction

    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!!
  22. Serious??

    Regenerating minerals?

    I have a question are the resources regeneration during afk or during total offline from the game or arent they regenerate
  23. BarnBurner

    Automation

    Adding some sort of drones that can mine for you would be awesome, or some sort of railway system with automated trains that can bring materials to and from a mine to home base and automatically put them in a smelter or something. Having to EVERYTHING manually gets kind of annoying after a while so maybe adding some sort of automation.
  24. For gas storage you'd have a "pump" or "pipe" construction that you'd place like an extender with two ends and you'd bury it by building a wall on it with the ends sticking out both sides, one you'd connect to a machine or something and the other would check if it's side was a sealed volume whenever you try to turn it on and if so it'd act as gas storage equal to the area's volume, naturally if by digging it's ever connected to a volume that's too large or not sealed it would all be lost, if it's connected to a volume filled with some other gas(like air) it would instantly mix and be unusable until filtered which could be an attachment to the pipe. there would be other possibilities like having an airlock that'd be like a pipe but would allow passage without gas flow so you can build atmosphere specific things, for example titanium refineries would only work without a purely unreactive atmosphere like IRL or planters would only grow with their home atmosphere and a source of lighting(or transparent terrain to let the sun in). Beyond that you could have simple liquids that would just fill up an indentation up to a flat level depending on volume, once the level reaches an edge it would send out a "stream" that'd follow the steepest slope from whatever point it's at until it either reaches another liquid surface or a point where there's only up slopes at which point it would make a new one into which the overflow from the originating reservoir would flow into the new one, if the new one fills to the point that their levels are both the same then they mix and continue upwards as one, if they drain past that that point then they split again. you could also do something with multiple levels of different density fluids and if you have a reservoir inside a gas room then the gas room would have a reduced volume depending on how much the liquid takes up. In short I feel the dynamically modifiable terrain should be more important to construction.
  25. I am wondering if the shredder will eventually generate scrap metal if it is fed smelted ores. Right now it is not possible to trade resources since the shredder does not accept metal ingots from the smelter. I assume that more of the wreckage we encounter in the game will eventually be able to be shredded.