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  1. Hey Guys, I was driving along on the surface and stopped to get common element. I got out to get some but when I turned around to put it on the rover, every thing was gone. The truck, two rovers with storage on both, 2 unknown research, a habitat, a solar panel, a seat, a winch, and a few minerals were gone. I looked into the sky and there they were. They were exploded with the wheels completely off. I went to get a closer look but they moved as if they were attached to me somehow. I ran to a nearby mountain, they collided with it and reassembled but I never recovered them as they completely disappeared. I noticed a problem before all of this took place. You see any time I got out of the truck, the truck would try to jump off the ground. I'm thinking it my have something to do with the way Astroneer saves since all of this has happened to me twice. Luckily for me, I have a large base with plenty of resources and I wasn't too far from it, as this was a lesson that learned from the first time it happened and I died. I'm sure System Era will fix this soon, but in the mean-time I would recommend tethering to places unless you have a lot of resources to rebuild. Good Luck !
  2. When editing terrain near the tractor or the rovers, the vehicle sinks into the ground. This can cause you to accidentally lose a tractor or rover and it also can be exploited to do core diving.
  3. I feel like I recall a time when you could connect tethers to the rover so you could drive somewhere, hop out and explore. Is it just me, or was that feature removed for some reason? The rover supplies both power and air, and so it would make perfect sense for it to be a point you can tether off of to explore. It seems odd to not be able to do so. If this feature could be added... or restored... to the game, it would be very useful, even if the rover required an oxigenator like the shuttle does for it to work.
  4. Big Wheels on Rovers A lot of times, I find myself trying to drive my rover, and getting stuck on really silly things... like a small bush with one small resource node on it. And I mean *completely* stuck; having to get out and dig the thing up in order to move. If you added in the ability to research Big Tires for the rovers that would lift it so it wasn't so low to the ground, most things could be much more easily driven over. This would add a cost of 1 Rubber to the medium and 2 Rubber to the large rover, and elevate them maybe an inch or so; just enough to lift them over obstacles like plants, rocks and resource bits sticking out of the ground. The increase wheel radius would also make it so the tires were a lot less likely to get suck in small crevices. Another option along these lines would be an upgrade that would add tank treads to the rovers, which would also be able to handle the terrain better. Maybe add the ability to crush obstacles to the treads as well, so it doubles as a trailblazing device. I also feel like this would make them a lot more fun to drive, since it would make the rovers feel like monster trucks. I don't know what changed in the rover suspension either, but they're super bouncy now. if I tap forward, it's like I jammed my foot down on the gas, then equally jammed my foot on the brakes a second later. This needs to be fixed in some fashion; either stiffening up the suspension some, or making the vehicle accelerate slower and stop slower to get rid of the jerky motions. Terrain Mapping Balloons This idea is to add a device that can be fixed to the ground at a certain point. It would be a base unit, a long tether, and a weather balloon-like aerial part with cameras. It's purpose would be to allow the astroneer to track all of their important markers via a holographic HUD. By pressing M, they would be able to call it up as an overlay that would show objects of interest within the balloon's line of sight. The objects would show as icons or letters associated with the thing in question around the astroneer, similar to how you can see directions around them when you hover the mouse over them. This would also show a basic distance in numbers from their current position. Things that would show are beacons, teleporters, vehicles, bases and dead bodies (aka your lost backpack). This would only work on the surface; it wouldn't be able to detect things underground. And it would have only a certain range, requiring the player to set up several across the planet to get complete coverage, but the distance would be appreciable. So for example, you set a beacon to the south of your base, then return, but it's out of your line of sight due to terrain or clouds. You press M, and to your south, either a 'B' for beacon, or a symbol representing a beacon appears, with the number '123' or something to show how far it is away. These devices would have a long range, but not be world encompassing. Maybe a max range of 500 each or more, depending on how large the planets are in general (I have no idea what units of measurement are used in the game for distance). If the player went outside the range of the balloon, the HUD would become unavailable. These objects would be able to be overlapped as well, so placing a second one on the outer edge of the first one's range would still detect some things in that first one's area. Beacon Icons/Skylights I mentioned this in other threads, but I think two ways to make beacons more useful would be if they had different icons along with colors. Icons for resources, pathing, dangerous areas and so on would make it easier to remember why they were placed. I also feel that the beacon's icon size could be larger, so as to be more easily read. The last idea would be a beacon upgrade. This would add a light pillar that you could also color to your beacon, similar to the light pillars thrown up by the alien teleporters. This would make them much easier to see (the colors would be visible to some extent, even during the day). The second effect of the skylight upgrade would be a kind of 'batsignal' type effect on the clouds overhead. One of the major weaknesses of beacons is they go above the clouds, rendering them invisible to people on the ground most of the time. This would have the beacons project their symbols on the bottoms of the clouds overhead, so even on cloudy days, they'd still be visible.
  5. I have been playing for awhile on Xbox one and while searching for portals on Glacio my rover (set up for power with 24 batteries and 2 RTG's) blew up while driving. Made a hole in the ground and blew the rover apart and destroyed the batteries (RTG's survived). Any idea why this might happen? My only wild guess is that maybe one of the cherry bomb plants hit my hydrozene thruster and caused it but not sure. Oh yea and my thruster was gone.
  6. As stated, if I place Auto extractor on a large rover with 2 RTGs, the rover starts to deplete its battery in motion as if Auto extractor was using all the energy from the RTGs, which makes such config useless. I either have to package the Auto extractor or drive a little, remove it from the rover, let it charge and drive a little more.
  7. So I drove my extra large shredder into a cave, drilling and paving using three rovers connected. As I tried to scrap some debris, I noticed my shredder was closed and has a full scrap on the output. I can't take the scrap and I can't find a way to open back up my shredder.
  8. Hey guys! I will say, I haven't run into a bug since late 2017! Specs - PC Win10 Build1909 - I9 9900K - 2x GTX2080Ti SLI - 32GB DDR4 - installed on 1TB nVme m.2 This XL shredder issue only started popping up after this most recent automation update. I have also done it on 3 seperate occasions just to ensure it was, 1- in fact a bug, and 2 - it was replicable. When running a medium rover through the XL shredder, about a third of the way through, it begins to stall similar to stalling when you don't have enough power for it to draw. Like it doesn't have enough torque to overcome the object. Disconnecting all power, it was still attempting to shred. Running direct power to it from 3 RTG and a few other different setups, it never completed the shred. You are unable to remove the partially shredded rover, or the scrap bundle (in one case it was a full bundle, still stuck attached). When logging back into the game, red doors were closed (no object clipping through the doors like canister issue) and completely unusable. Only way I have found is to blow it up. I have not attempted with anything other than medium rover, it was just what I had laying around. After 3 tests, i think i will wait before destroying anymore resources. If you need anymore information, please let me know and I will be happy to provide!
  9. Driving a large rover without running over any noticeable rocks/obstacles would randomly flip in the air, even leaving the orbit of the planet. This happened twice (with fully loaded rovers: rtg's, storage, etc) during one playthrough with a friend, and I couldn't bring myself to play anymore (along with other bugs I encountered) please fix this, it is very upsetting. thank you for everything you do, i really love this game otherwise
  10. I'd like to have a device, like a drill or paver that lays tethers as you drive. Much like the traffic cone(pylon) layers used on motor(high) ways. Drill and paver on the front of my large rover with tether layer on the back. I could make road/path ways with ease. The tether layer could use tether packs that are stored on the rover, with one pack connected directly to it. Sort of the reverse of the drill action. Placing tethers at the maximum distance from the last. Anyone else think this would be good to have?
  11. I have a large rover which I plugged into a gateway on Sylva. I had a RTG and a full medium battery on the rover. The gatway starts to unlock (pink bars going down), and I can see the battery on the rover depleting. The issue is the medium battery never gets used so the gatway won't unlock, it stays fully charged the whole time. Why does the medium battery not get delepeleted and unlock the gateway? im on Update 1.9.8
  12. Me and my brother built a race track to play with the rovers and we also did some experiments... It was pretty hilarious! https://www.youtube.com/watch?v=iClh66RKuY8&t=0s
  13. In a Co-Op game hosted by a friend I was in a medium rover connected to 1 other with a storage silo on it. Upon entering the back tractor fell into the planet and the front began to float, when I exited the vehicle, my character and the front half of the rover train were transported to the starting planet's core but the planet was invisible. The rover was floating above me and was 'connected' to the back trailer via an extremely long connected cord that linked all the way back to the planet I used to be on. Closed the game, tried to reconnect, it fails to do so. Friend's save file is still intact and the rover is no longer on the planet. Help?
  14. Hi. I want to share an interesting story. Today I was testing winch and towing for the first time. It works really bad and I think it needs to be improved. It is not really towing... it is like stretching a bungee and waitinh what happens. Usually it is the load that jumps on top of the rover, but when I leave the rover it is usually rover flying away... Anyway, I was towing a field research unit and at some point the unit hit the rover and the rover flipped upside down on top of the research unit. I tried to flip it back, but instead, my astronaut left the rover and found himself inside the research unit... I could not get back outside, I was locked inside! Luckily, The rover had a trailer with batteries, so being inside the research unit, I managed to disconnect the trailer cable plug and connect it directly to the research unit. After some time the unit opened and I could leave. I think the easiest way to fix the bug is to make towing more predictable and stable, so it is actually towing, not playing with bungees
  15. I packaged a Rover Seat that I had connected to a Medium Rover, which was tethered to another Medium Rover with a Rover Seat. I placed the packaged seat in my Backpack, and attempted to enter the front rover's seat, causing a crash-to-desktop. This prompts "Saving Game," but the save does not succeed. This does not always create a log when duplicating the bug. I have also tried leaving the packaged seat on the rover, and even leaving the packaged seat on the ground before entering the front rover's seat; this does not change the outcome. The only log files I've gotten from troubleshooting this have been attached to this post. unreal-v0-2019.12.20-00.46.45.dmp 6cb70ec3-0175-412e-ac72-aa50f44c29fb.dmp 6cb70ec3-0175-412e-ac72-aa50f44c29fb.dmp.container
  16. A storage that can convert Extra Large slots to Large slots would be great and it would also increase the viability of mobile bases and perhaps the Extra Large Platform A. One solution that I'm thinking is 1 XL -> 3 L slots. The storage itself would look like a fidget spinner of sorts and can be rotated clockwise 1/3 by using F. All L slots are orientated outwards. This will allow rover mobile bases to have an additional L slot for each part of the train for push / pull storage or a machine. If this feels too overpowered, then perhaps it could be 1 XL -> 2 L + 2-4 M slots. Even though on mobile bases this would mean that you can't attach more machines, it would possibly free up a large slot used by a large storage silo and also allow easier machine item push / pull.
  17. When I use the drill stage 3 on a crane, the canisters on the 4th Rover on the attached large/medium storages are no longer filled. Platform: Steam Version / Build Number: 1.5.8.0 Specifications: OS: Windows 10 Pro x64 | v. 1903 | Build 18362.295 (US Version with German Keyboard) CPU: AMD Ryzen 7 1700 Eight-Core Processor 3,00 GHz GPU: ASUS ROG Strix RTX 2070 8GB OC RAM: 64 GB Corsair Vengeance Drive: 4TB WDC WD40E31X-00HY4A0 Astroneer - Drill no longer fills canisters on 4th Rover.mp4
  18. ASTRONEER 9_21_2019 3_22_06 PM.mp4
  19. I decided to take my Large Rover(with Large Rover Seat) to a nearby mountain as I needed some malachite. Once I arrived, I hopped out of my rover seat and began searching for the resource. After a few minutes, I turned around to see that the HUD prompt to enter the Large Rover seat was still on my screen. I had right-clicked to begin moving my camera, and I hadn't released it yet, so the game still thought my mouse was on the rover seat. I pressed F without letting go of right-click, and I immediately was sitting in the seat, even though I had been on the other side of the mountain. I have just tested this, and it is easy to replicate. I tested it on a Large Rover Seat, a Rover Seat, a Tractor, and a Large Shuttle; They all worked. I do know that this doesn't work with the Shelter, and I haven't tested the Field Shelter. i have included screenshots below. While this bug can be somewhat useful to players, and it isn't detrimental to gameplay, I am certain that this isn't intended to happen. Happy Bug Fixing!
  20. Summary: 1.3.13.0 - Steam - Sitting Down While Not in Seat Description: I picked up a single rover seat and put it in my character's hands. A prompt came up to press F to sit in the seat, and I pressed it. Now, even after taking the seat out of my character's hands, the sitting animation is still there and I cannot use the terrain manipulator. I can still move, jump, sprint, slide, etc, but the character remains in the sitting animation for it all. Another interesting thing that happens is that when I move near base components, my character sinks beneath the ground a bit and bounces before going back to the surface. I was able to revert back to normal by standing away from tethers and suffocating. Upon death, my character was teleported back to where I left the seat, then brought back to the habitat like what is normally supposed to happen when you respawn. The dead body remained in the seat's location, and I was able to recover my inventory. I also tried picking the seat up again to see if it would give me the prompt to sit down again, but it did not. Platform: Steam Version / Build Number: 1.13.3.0 Specifications: OS: Windows 10 Home x64 | v. 10.0.17763 | Build 17763 CPU: Intel i7 6700K 4.0GHz GPU: GTX 1070 8GB RAM: Corsair Vengeance 4x8GB 3000MHz Drive: Kingston SV300S37A240G SSD 240GB
  21. I would like to suggest some changes to the way vehicles handle in the game. I think a core issue with the vehicles is that they are too light and has almost no suspension. I find myself bouncing and getting stuck on the smallest of obstacles all the time, messing up the road i'm making or requires me to get off the vehicle and dig it out. I think it would be possible to fix this by making the vehicles overall heavier and and adding a suspension to it. In addition to this i think we also need more clearance from the ground to the vehicle. It may be easiest to make the hitbox on the underbelly of the vehicle smaller. And it would be nice to have a compass while driving What do you guys think about how the vehicles handle?
  22. The rover will not move while drill is on still. Why hasn't that been fixed?
  23. 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
  24. Tractors and rovers should be able to right themselves by turning while staying in the driver seat.. Grand Theft Auto has done this for ages when vehicles inevitably flip upside down. It'd be way better if we didn't have to exit and violently clip through terrain to the core just to try and flip a toppled rover in a tunnel. Thanks!
  25. Hi errybody! I have some empirical data for you all! I recently built my first large rover and took it for a spin, it seemed to suck on mountain slopes, so I can only assume it must be decent on the flat. This got me thinking about the different speeds of the rovers in general, as i had found the Scout Buggy was not as fast as I'd have liked in real world situations, leading me to stick to the tractor + trailer early on. And so, here is is my efforts to see what vehicle is best for general bouncing over a plain. Obviously This doesn't help with mountain climbing, crater diving or subterranean squirming. I really hate the buggy's propensity to flip. Astroneer land speeds Test: Drive a set distance across relatively flat Terran plains, from my first base to the local Thing and back, circling the resource patch under the Thing and taking the same path between obstacles each time. Each vehicle was relatively unencumbered, having the minimum of an RTG and single seat, or two small power modules as appropriate. - Medium Rover, 95 seconds Fairly standard ride, hit a couple of rocks which stopped us dead twice. - Tractor, 105 seconds A bit bouncier. Hit a rock which stopped us dead. Felt faster than it was, probably due to the small size. -Tractor with a trailer, 90 seconds The trailer seemed to help smooth out the bounces, and it felt like the trailer was putting down power if the tractor bounced off the ground. -Buggy, 90 seconds Reasonably quick, but I don't like the buggy's super bouncy ride, like the shock dampers are blown. From other experiences, this thing sucks at jagged terrain, despite it's great climb angle. Coupled with its minimal power and storage utility, I wouldn't recommend. - Medium with a trailer, 85 seconds Same effect from the trailer here. I really like the medium rover underground, it seems to perform well in most environments. - Large Rover, 90 seconds Feel slow, due to its large size. I've only tested it a bit, but it seems terrible at climbing. Probably the best prairie queen there is. Large with a medium attached, 75 seconds Had a very wide turning radius when negotiating the turnaround at speed. Obviously the large rover will be best for roaming large open spaces with all the equipment you could want. Now that i'm here on this forum, I'm seeing a lot of threads about having multiple Larges trained together, so it must be the Go To strat for mobile basing around. Anyhow, that's my results, if anyone feels the science is not up to their exacting standards, feel free to spite me by sharing more rigorously attained data. Cheers! -Kaz