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Found 5 results

  1. (Steam version 0.7.0.0) The Research Module when filled with any unknown object wet to be researched, when opened its module menu in order to start its function...(one mouse left click uncover button cap, second click activate green button, but when accidentally pressed following a third click it immediately cancel the research eliminating the current object. Consider adding a 1 to 3 second cooldown so this can be avoided. Also, add to research items, a short description for each.
  2. Summary: On the Moon: Science Item with no gravity Description: I found a science item which was connectet to a sattelite part under the ground, inside a cave. I get it but when i release it of my cousor, it dont fall on the ground like other things in the same room, it flys at the position where i left it in the air. It was fixed at this position and dont move. Now i was able to hit it with my body an it begins to fly slowly around, like in space with no gravity. Platform: Steam Version / Build Number: ?
  3. First of all, great game it has tremendous potential. However, after playing through it I felt this game could use some direction for the player’s goals. So I went back and checked the main Astroneer website and it indicates this is a gold rush type game of space exploration and resource trading in order to "strike it rich". While this prompt somewhat fits, this game has the potential to be about much more. However, the game is currently open and free from constraints on what the player should do and this is also part of what makes the game great. My suggestions on end game would be up to the
  4. Although there are some aspects of the game that will seem magical and violate the laws of physics, such as the terraformer, I think the developers will find success by keeping as much science in the game as is practical. Look at recent examples of highly success films and books such as The Martian and the first 3/4 of Interstellar. They did a great job making sure the science was accurate and imposed realistic constraints, which made the films enjoyable as you didn't have to suspend your disbelief to watch them. These concepts could apply to Astroneer and add some structure, constraints, and
  5. Create a science and chemistry based exploration to discover chemical elements, combine them to create new elements and use them to build stuffs. In conjunction with this add chemical buildings like "element combiner", "element extractor", ... Also tanks to contain elements (I know that is not realistic, but why not?)