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Found 133 results

  1. 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.
  2. 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.
  3. 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...
  4. 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!
  5. 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.
  6. 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
  7. 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.
  8. 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!
  9. 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!
  10. 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
  11. 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
  12. 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!!
  13. I have a question are the resources regeneration during afk or during total offline from the game or arent they regenerate
  14. 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.
  15. 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.
  16. 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.
  17. I was going to build the medium rover i had just unlocked, so I put some aluminum on the vehicle bay/printer by shift-clicking the hologram. I didn't have enough aluminum, so I left my piece and went and got more in the caves. I came back, smelted it, and went over to the bay to find my aluminum gone. Was it the shift-clicking? I don't get it. To clarify, there have not been any bug fixes since the crafting update.
  18. Astroneer's resources are exceptionally cool. From the little unique symbols they each have, to the musical tone- sound effect when they're collected, to the way each little particle stacks into the shape of the resource. I think I can safely speak for most Astroneers when I say that when new resources are added, its incredibly exciting. The first time I played a world enough to have every machine, and everything unlocked, I decided to go on an interplanetary expedition and collect every resource. I also made a point of trying to collect every tier 1 research object, just for fun. (I don't think I accomplished that, there are a lot.) I put all the resources on a storage system and upon doing so, I realized that there were several resources that were just raw elements off The Periodic Table. Of course they were, but at the time it seemed interesting to have a handful of perfect elements. The collector in me decided to line them up by atomic weight for decorative effect. After recent updates, more elements have been added, and I've never been more thrilled. With 0.9.2 came Tungsten and Iron, and then with 0.10.1 came Argon, Helium, Hydrogen, Sulfur, Carbon, Nitrogen, and Zinc. I believe this has been the most elements added out of any update. Looking at all off them now, we have (in order of weight): Hydrogen, helium, lithium, carbon, nitrogen, oxygen, aluminum, sulfur, argon, titanium, iron, copper, zinc, and massive jump to tungsten. I' pretty sure that's all of them. Several of these are in order, or at least very close to it. Lining them all up this time gave me this idea: What if we had a Tier 3 module/machine to put one of every element into? It wouldn't serve any functionality other than decoration/information, but imagine how cool it could be to put a resource on a machine, to have it sucked in and stored on a computer for display? The interface would be just like the rest of Astroneer's (gorgeous) graphical interface, perhaps closest to the research catalog screens. One big screen would display the entire Periodic table, while a smaller information screen would be positioned to the right of it. After you put an element into it, the corresponding panel on the table would light up, or be checked off in some way. On the bottom of the machine would be a directional input pad, letting you navigate the table. Selecting any element would open the information window, describing the stats on the element. Additionally, it could include the recipes the elements are used in, and or where to acquire them. This module wouldn't serve any real gameplay purpose, but I think it would be a great addition. Astroneer is about the excitement of exploration and discovery, and a way of cataloging your discoveries along the way is a perfect way of giving the player a sense of accomplishment. For me personally, the exploration is thrilling enough, but being able to physically track your progress as a scientific explorer would make an excellent addition to this awesome game. When I was young, I wanted to be a scientist. I know, that's what every kid says, but I meant it. I've always been genuinely fascinated by the science around me everyday. I loved The Periodic Table from the moment my father taught me about it in Kindergarten, and it STILL intrigues me now. For as long as I can remember, my family has always brought me and my sisters to all kinds of science museums. As a kid, going to these museums let me discover things like chemistry, astronomy, electricity, magnetism, and world of things too small to see. Cells, then molecules, then atoms, then quarks. Learning about the world around me through chemistry, biology, physics, and everything else has always been the way I'd try to quench my insatiable thirst for knowledge and discovery. I think that's part of the reason why this game speaks to me the way it does. I don't know if anyone reading this can relate, but this game makes me feel something I haven't felt since I was a little kid, running around museums, scared of black holes, in love with Tesla coils*, and perplexed by the several states of matter. playing this game invokes a sense of childlike wonder, for me at least. Having a machine in the game to show that, would be golden. (please add gold) Attached to this, I've included a rough sketch I made, with some important details of the machine itself. I think a logical crafting recipe for this could be one plastic, one aluminum, and one glass. alternatively, adding this to the game alongside silicon would logically make sense since its a computer JUST SAYING. I mean come on, its the eighth most prominent element in the universe, by mass. It also makes up a whopping 90% of Earth's crust, in one form or another. I don't think silicon would be ideal for this, but I think it would be really cool to have a resource only available at the top, or near the top of Terran's mountains, since almost all resources are just found on the ground, or underground. It would make for some nice variety. Also, Astroneer is really lacking in some heavy elements. give us some radioative ones, at least some of the well known ones like plutonium or uranium. Maybe the radiation could kill you if you held them too long? They'd be used for expensive and dangerous , yet powerful and efficient reactors. On the topic of power, cobalt is often used in lithium-ion batteries, and I'd love to see you make a bright blue metal resource for us, since they're all gray and red. Perhaps water or ice coolant would be needed to keep the reactors from exploding or giving off radiation? That would be the risk if they aren't taken care of enough, and the reward would obviously be an enormous source of power. Another good excuse to add water and ice. Ice would obviously be found all over tundra, but also on top of Terran mountains?!? I'm getting distracted sorry. Anyway, I hope you like my ideas. Another small additional idea that could also be massive, researching objects would put them in the computer. This would be a separate tab from The Periodic Table, but on the same machine. every artifact could be given a name and a sentence or two about lore or purpose. maybe the machine would have a tier 1 input, and a tier 2 input as well, so you'd have to sacrifice the bytes for the coolness of the computer. Maybe putting them in could also unlock/check-off some elements you'd never add as resources to the game. you'd only have to say that said element was a part of the composition of said artifact. This could also be a way of explaining some cool or fun lore of the zebra balls, even if it just said "unknown" Just as a disclaimer, I'm by no means saying you need to add every last element to the game to make it cool, I'm just saying that more elements are always cool, no matter if they're particularly useful or not. Thank you for your time everyone. * Tesla coils or lightning rods would be super cool. you could add thunder and lightning to storms sometimes. the lightning could strike you (with a 90% chance of killing you instantly) or your base, destroying machines or perhaps just making explosion craters around the point of impact. lightning rods would serve as protection within a certain radius. lightning striking them would give a huge amount of power instantaneously if they were attached to, or next to batteries.
  19. Jcgeek2000

    Backpack

    I've recently been thinking about the backpack in Astroneer. Overall, I think the systems and layout of the backpack are great, but I think an upgrade system could fit in Astroneer. Of course, any extension to the backpack should be tremendously expensive, or almost exclusively late-game. I think the way it could work would be rather simple. At the small printer, you'd use expensivve resources to print a chunk of the backpack. It would be like 2 bars of the battery, and two slots for additional items.essentially, they'd just be extra rows of two added onto the bottom. Two or three would be more than enough, and anything past that would be too much. On the upgrade topic, this idea gave me another as well. Using titanum (like the old days) and glass, you should be able to permenentlu increase your oxygen capacity. Even if only by about 10 seconds, any upgrade to the backpack tank would be awesome. The last thing I thought that pertains to this is the strangest, and has the smallest chance of being implemented in any way. I think it would be quite interesting in the late game to be able to hold ONE tier 2 item. The way this would work would be a tier 2 item slot on the top of the backpack, above the oxygen, and made in a similar way to the other backpack extensions. OR, two item slots on the backpack could be melded together in some way, creating the large slot. A good way of making this NOT overpowered would be a decrease in speed for the player. I don't wanna say removing the ability to run, as that'd be very similar to how carrying tier 2 items works anyway, but maybe.
  20. when playing in multiplayer mode, materials that appear in the host computer are not appearing in the client side. if the client digs the area where they should be, all they get is dirt. Here is a list of clips from the stream. https://clips.twitch.tv/RealBoredChinchillaBuddhaBar https://clips.twitch.tv/WildFaithfulMonitorBIRB https://clips.twitch.tv/PuzzledEnergeticAsteriskCclamChamp
  21. Mortime

    Resources deleted ?!

    Hello, I have a big problem. I had many resources stored in holes. Then I drove around with the rover. When I came back, all resources were gone! I do not understand what happened? I would be very grateful for help Thanks. Mortime
  22. ElliotBatman

    Resource Locator

    I think it would be very helpful to have a device that can point you in the general direction of a resource you need. It took me forever just to find two units of aluminum then I died and can't find them again so I think it would be helpful just to have something to point you in a general direction.
  23. Idk if this has happened to anyone else, I searched but couldn’t find any other info. I play on Xbox One, and since 0.9.0 but also in 0.9.2 (I’m playing on fresh saves for this update) I’ve encountered a strange audio bug when I’m harvesting resources (like compound, resin, the like). I’ve noticed it specifically when using the Inhibitor which I unlock very early so I can clear the area around my base after I’ve flattened and smoothed it. I don’t recall hearing the weird audio when otherwise using the terrain tool to dig out resources normally. It seems to develop over time after using the Inhibitor and I’ve not associated the bug with anything else that has occurred in the game (other phenomena or stuff I’m doing at the time, not yet anyway). What happens is, as I’m harvesting resources (“mowing” them off the terrain) using the Inhibtor I’ll notice gradually there is a change in the pitch or tone of the sound made by the resource that’s collected (often the tone used for the sounds are somewhat musical in nature, those used for ore precursors are more musical than others). The sound morphs into a warbled, disharmonious sound, almost like it’s being duplicated but not fully (like it’s partially overlapped but not the sounds aren’t in tune idk). It reminds me a bit of what we’d call a “trilled” note in music except not a constant held trill, more like just trilled once (sorry, that probably doesn’t make any sense, but it’s not an easy thing to describe). Anyway, just wondering if anyone else has experienced anything like this. If it were just the odd sound, it might not be so bad. But clearly something else has gone wrong in the game because once this weird sound occurs the game starts to freeze. Not just a little either, I’ve never seen Astroneer freeze like this. Lag, sure. Hitch up a bit when a storm forms or you’ve printed something or you save, yeah again I’ve seen all that before. But actually freeze up for a few seconds, not like this anyway. I thought it was just an audio bug and kept going, but the game clearly doesn’t like it and I wasn’t right by the habitat when I first noticed it so when it first froze up I thought oh well the game is going to crash. It didn’t, so I kept going but it froze again....longer. I started back to my habitat which thankfully wasn’t far, but I almost didn’t make it. It froze for about 10-15 seconds, thought for sure it would crash. Not sure why it didn’t, but once it released my character I saved and exited the game. Since then, it has happened several times, in other saved games. Now when it happens, I know to stop harvesting resources immediately, save and leave my game. Unfortunately just leaving the game and reloading back in doesn’t fix the issue. I have to close Astroneer completely and reload the whole game itself. I don’t know what this bug is, but it’s a pesky one. The way the freezing behavior was going, I’m concerned it would’ve locked up my Xbox for who knows how long, and I would’ve been forced into a manual shut down (since it didn’t crash, which is what Astroneer usually does). Anyone using the Inhibitor (to clear their bases of clutter or for harvesting resources) who notices a strange sound when doing those things, one that is almost like a duplicated but warbled or garbled sound (trust me you’ll know, it doesn’t sound right at all) you should stop doing that and save your game right away. Save and exit, shut down Astroneer, then reload into it. Should be ok at least afaik. Hope the Devs will look into this, the freezups are concerning.
  24. Mined out a base area that had some resource in it, rejoined the game and did a dig down into the base and all the resource that I had previously mined reappeared. Was able to mine it again by doing an up dig but it didn't appear in my backpack.
  25. Max Level Adventures

    Currency Balance and MEGA-Modules

    Hello, System Era! First, I would like to say that I genuinely enjoyed the 22 hours I've played so far. The lack of a permanent UI is probably the most underrated part of the game. Well done. I began with the tutorial--which was completely necessary. Thanks for that. After starting a full game, I researched, built, and used, at least one of everything. I drilled to the core by transporting a Rover for Oxygen, which is a gentle way to say "dropped repeatedly for nearly 30 minutes," mined Astronium, then dug back out with tethers. The storms on Terra were interesting and cool, but I do wish we had something to do while we're sitting inside the Hab--even if that just means access to Tier 1 crafting. I loaded up a large shuttle when I felt like I was done on Terra and took off to the moon--mostly because that felt like an obvious progression choice. The new terrain was littered with "rare" resources and research objects that I should have been excited to see, but I no longer needed. However, the new flora and day/night cycle provided a welcome challenge. I look forward to exploring the other planets for the same reasons, but I don't have the avid lust to play like I did during the first 15 or so hours. All-in-all, I'm excited to see where the game is in a year from now! I read the roadmap AND the list of requested/planned features. Please forgive me if anything I say is redundant or not in line with your vision. I also searched the forums, but didn't find anything specifically related to my suggestion, so here I am Bytes: Bytes are the most abundant resource in the game, but you have no use for them after the first few hours. Research objects were SUPER exciting until I purchased every schematic, then I felt disappointed every time I saw one--which is extremely often. I know you're planning to add customization for the player. Maybe that could be a use for it beyond the necessary? Trade Platform/Mineral Extractor The Trade Platform and Mineral Extractor completely remove an expected desire to mine other planets. I found enough Titanium just by exploring salvages to make a winch and several oxygen tanks. I found some Lithium in wrecks as well, then used the Trade Platform to acquire a few more to make a couple backup batteries. These modules completely remove any necessity for visits to other planets--or even deeper drilling into the current one. Maybe you don't want forced visits to other planets. That's fine, but it seems weird that you can easily have an unlimited supply of "Rare" Resources without even going to other planets. Rares Resources Like Bytes, they aren't very rare and have no use after you've made a few Batteries and Oxygen Tanks. For a resource found only on other planets that's suppose to require a drill, Lithium and Titanium are much too easy to acquire. I didn't have to leave the planet, build a drill, use the Mineral Extractor or Trade Platform; I found plenty just by exploring nearby wrecks. When I finally flew to the Barren celestial body, I discovered Lithium and Titanium veins! I was excited until I remembered that I didn't have a use for them by that point. They became just like the once-exciting research objects. Travel Implement user-control for Shuttles. This would massively improve and encourage exploration. It would also add tons of value to Hydrazine since you would need more of it. Not only that, but imagine searching for a large asteroid in space to mine its unique resource! Come on..that's pretty cool, right? Though, honestly, travel is currently pretty fun. Stringing up a bunch of Rovers to go exploring is hilarious and a total blast. Future Resource Uses: MEGA-MODULES! Each one of these structures would require a MASSIVE amount of resources and many modules to construct. Modules currently cost 1-4 resources and require 0-1 base modules. This is cost seemed pretty low throughout the entire game. Adding Mega-Modules would offer a reason to visit other planets for unique resources. These Mega-Modules would require massive amounts of energy. You could even require a constant funneling of Bytes to fund the projects. Wireless Energy Site: Nikola Tesla was working on this back in the 1800's. It's not a stretch for a game like this and could give us a reason to explore and expand. This project would provide the massive amounts of power required for other Mega-Modules, giving value to every past, present, and future base the player creates. Celestial Drill: This behemoth is capable of drilling a wide hole to the core of any planet. Currently, the process is slow and boring, but this would give us a reason to continue exploring and gathering those "rare" resources to supply additional shafts, support columns, and drill bits. Elevator to Hell: This could be built onto the Celestial Drill by swapping out some modules since the Celestial Drill would be immobile. Once the drill is done, you could swap out some modules to lower yourself and a large rover to branch mine for Coal, Astronium, Hematite, and whatever else you add. Interplanetary Teleporter: This would allow instant travel between other teleporters anywhere in the solar system. You wouldn't even need a 3-D view of the solar system, just a list of functional teleporters. The high resource cost wouldn't make sense for bases within a close driving distance, but it would save time and be a cool option for fast intra- and interplanetary travel. TL;DR I love the game so far and look forward to future updates, even if they don't include any of my ideas. Who knows? Maybe something I said will spark an entirely different idea that's super rad! Cheers, Max P.S. I did read the thread suggesting that separate ideas be split into multiple posts. I didn't do that because I had no idea my post would turn into this beast...