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About Me

  1. Currently in Astroneer, the character has only one death motion, asphyxiation. (Robot character has 'Head explosion' motion) But sometimes we fall from a high place and die, died from poison gas, thorns, or explosions. Okay, that's brutal. But it's true and more motion is cool, right? (And more reality)
  2. Please when you press the launch key make a popup saying: "do you really want to launch?" sometimes i press c when not looking and i fly off again and you waste a thruster
  3. Adding other types of mods for the terrain tool, I think most players would like it. In the last 100 hours of gameplay I have enjoyed the alignment mod a lot, for its ability to create a flat (curved) and pillars perpendicular to the ground. In particular, I also like this last function because it keeps the direction of the tool locked, giving the possibility to create perfectly vertical columns. It would be nice to have other similar tools to create horizontal or top-down pillars, even a slow mod would be appreciated for working surfaces with greater precision. I am not an artist, however this tools will be valuable both for creative players, but also for those who would like to build something interesting, such as long columns for the transport of electricity through extenders. Let us remember that these orizontal columns can be very useful in the future for Trains and rails. And you gamers, would you like to have more terrain tool mods to play with them? Thanks System Era
  4. Perhaps its time to take a look at landing sites and landing pads. If you plop down a landing pad within a landing site you get this circle within a circle making it more difficult then it really needs to be to pick the correct one from orbit. Particularly if its off to the side of the planet. Just have landing pads override and remove landing sites circle if they are present and restore if the pad is removed. In the event the pad is occupied remove the pad circle and restore the site circle. Would definitely be a nice QOL improvement.
  5. Does this process look's familiar ? But Imagine something inspired but this: So... If you will be close enough you would be able to "connect" yours terrain tool with trailer through suction pipe. To transport all resources that you are going to mine right into those trailers. If those trailer are armed with storages those will be filled too (you will fill all empty space). If it would work in both direction so we could also use it to unload trailer!!! But it will be quite slow, so there still be a reason to use auto arms. I think that this could look and behave similarly to Cables, but more like a pipe attached /connected with trailer, through which the resources will be transported. Maybe using this should required energy either from vehicle or backpack. (this function will be very powerful and useful) Maybe this pipe could be made with glass (be transparent) so we could see the animation. *With the last photo... just use your imagination, pls *To activate hold F while aiming on trailer or something like this
  6. I mean, RTG is still great nuclear power but, I want a new technology of nuclear power generation. The Nuclear Fission Reactor and Nuclear Fusion Reactor. My idea is this: Fission Reactor is using Nuclear Fuel Rod and Coolant. And release a Nuclear Waste. Fusion Reactor is using Deuterium or Tritium. Or both for more efficiency. And release a Helium. Fission Reactor is generating powers to 100 U/s. Fusion Reactor is generating power to 250-500 U/s. (Why not a thousand? Because that's too much and useless.) Nuclear Fuel Rod can be crafted to use Enriched Uranium and Empty Containment Canister. Deuterium and Tritium is can be crafted to use Hydrogen or Water in Chemistry Lab. Coolant is can be crafted to use Water in Freezer. Nitrogen can be crafted to Liquid Nitrogen in Freezer. Of course it can be used to coolant for Fission Reactor for more cooling efficiency. But it is have some risks because the Liquid Nitrogen is extremely cold! Concrete is can be crafted to use Soil, Water and Compound in Chemistry Lab. Water is can be used to craft Hydrogen and Oxygen when using Electrolyzer for more efficiency. If your base is doesn't attached any Oxygenator, this module can provide a Oxygen to your base when the Electrolyzer is activated and produce a Oxygen. And Water is can be gathered in Sylva with using Liquid Extractor. Ice can be gathered in Glacio with using Drill or Drill Mod attached Terrain Tool to digging. Ice can be used to craft Water in Smelter. Water and other liquid can be transported with using Small Canister, Medium Canister and Fluid Pipe. When transport a fluid with using Fluid Pipe, you must attach the Fluid Pump. (Imagine about Satisfactory's fluid transport and production mechanism.) Fluid Pipe is can be connected to Fission Reactor, Fluid Pump, Liquid Extractor, Freezer, Electrolyzer and Medium Canister. Fluid Pump is similar functions Extender. It can extend pipe's length. Nuclear Waste is contained Depleted Uranium. It is totally useless... But maybe can be used to other things? Depleted Uranium can extracted from Nuclear Waste. It is still extremely radioactive but strength. Maybe can be used to... shield or alloy something? Nuclear Waste is can not be shred in any shredder. (Think about it, you don't wanna use the radioactive scrap, don't you?) Uranium, Lead, Plutonium and Radium* can be extracted from Uraninite in Chemistry Lab. Uraninite can be gathered from the Atrox. (Because Atrox does not have any primary and secondary resources, that's weird. It's impossible.) Radium is can be used to craft Radon in Artificial Radioactive Decay Unit. Or it just decayed to Radon in natural. Radon is can be used to craft Lead in Artificial Radioactive Decay Unit. Or it just decayed to Lead in natural. (Let's farming to Lead for the future...) Radium is can be used to craft Hydrogen and Radium Hydroxide with using Water in Chemistry Lab. Uhhh... So how to we processing about Radium Hydroxide? *: Cancelled, not a important. (Unofficial dummy data) Radium and Radon is too complicated so just ignore this two resource. Nuclear Fuel Rod is two different of variations: U-235 and Pu-239. (RTG is using Pu-238.) If Nuclear Fuel Rod shred or exploded, it causes nuclear explosion. (Yeah, let's some fun!) Fission Reactor is release a high radiation. Fusion Reactor is does not release any radiation. Fission Reactor is can be meltdown when your reactor's cooling system is failure. The Fission Reactor's cooling system can be monitoring in reactor's inspector or just using Remote Maintenance Panel for monitoring all connected reactor in far away. When meltdown is getting started, you are too late. It will increasing radiation release rate, then after few seconds it can be nuclear exploded. After exploded, that area becomes extremely radiated for long time. Of course all structures(exclude Gateway Chamber, Gateway Engine and Gateway Portal) near the reactor is destroyed. And you too! Remote Maintenance Panel is can remote maintenance, control and monitoring all modules include reactors. (For example, it can be used to monitoring battery modules capacity.) (The panel is attached the antenna so how it can remote control the other module.) You can monitoring reactor's status with this. You can protect yourself from the hazardous radiation with using Hazmat Protection Equipment and Hazmat Protection Shield. (Why not hazmat suit? Because I really have no idea how to equip actual 'suit' items in-game.) (If you can make actually equip-able 'suit' items, just rename this Hazmat Protection Equipment to Hazmat Suit.) These can be attached in your Backpack. Hazmat Protection Shield is just same functional with Hazmat Protection Equipment, but it is generate a sphere shape shield like a force-field shield in other Sci-Fi games. And can be toggled on/off. Fission Reactor's research cost is 25,000 Byte. Fusion Reactor's research cost is 50,000 Byte. Nuclear Fuel Rod's research cost is 10,000 Byte. Empty Containment Canister's research cost is 2,500 Byte. Electrolyzer's research cost is 8,000 Byte. Freezer's research cost is 5,000 Byte. Liquid Extractor's research cost is 5,000 Byte. Fluid Pipe's research cost is 1,500 Byte. Fluid Pump's research cost is 2,000 Byte. Remote Maintenance Panel's research cost is 5,000 Byte. Hazmat Protection Equipment's research cost is 7,500 Byte. Hazmat Protection Shield's research cost is 12,500 Byte. Fission Reactor's crafting cost is Nanocarbon Alloy, Lead, Concrete and Nuclear Fuel Rod in Large Printer. Fusion Reactor's crafting cost is Nanocarbon Alloy, Lead, Astronium and Hydrogen in Large Printer. Nuclear Fuel Rod's crafting cost is Enriched Uranium and Empty Containment Canister in Small Printer. Empty Containment Canister's crafting cost is Lead in Backpack Printer. Electrolyzer's crafting cost is Aluminium, Copper and Steel in Medium Printer. Freezers crafting cost is Aluminium, Plastic and Compound in Medium Printer. Liquid Extractor's crafting cost is Aluminium Alloy, Glass and Compound in Medium Printer. Fluid Pipe(Bundle)'s crafting cost is Aluminium Alloy in Backpack Printer. Fluid Pump's crafting cost is Aluminium Alloy in Backpack Printer. Remote Maintenance Panel's crafting cost is Glass, Graphite and Diamond in Medium Printer. Hazmat Protection Equipment's crafting cost is Nanocarbon Alloy in Backpack Printer. Hazmat Protection Shield's crafting cost is Nanocarbon Alloy in Backpack Printer. Well, what you think? it is good idea?
  7. Before you judge I want to say I love the new update with the compass, missions and large wind turbines and solar panels, but me and my friends think that some of those rewards make the game too easy. I am not saying they should be removed, but let me tell you this: All our playthroughs before the update went something like this: - Land on Sylva, research items, gather resources for a small space shuttle and gather some zinc for batteries later (1 - 2 hours) - Travel to Vesania for titanite and lithium (for medium batteries), make batteries and collect resources for later (1 - 2 hours) - Next Planet is Calidor for wolframite for things like the chemistry lab. Here we usually get the medium Shuttle and travel with more resources (about 1 hour) - Glacio is next because of iron. We usually end up staying here the longest because we mostly have all the resources we need and can work on RTGs (4+ hours) - After all that we travel to every planet and power the structures on there to finish the planets The reason to why we spend so much time on some of those planets is because we mostly have to wait for power or just think about what we should do next. Because of the rewards from most of the missions we ended up spending half or less of the time on one planet than before. I mean on Vesania we got a large wind turbine and large solar panel thrown at us just for gathering lithium and printing a medium battery. From this point on we almost never had to wait for power anymore. I have nothing against the QT-RTGs. Those are pretty neat, but they also kinda just get thrown at you. Same goes for some of the schematics. I rather have to work for something hard to get it than just some "space god" sending me stuff for gathering 3 pieces of lithium. Because when I work for something hard to get it it feels more rewarding than just getting it gifted for something really easy. What I'm trying to say is that most of the missions give you rewards that feel too overpowered. At least for me and my friends. Now what do me and my friends really want? I do understand that those rewards help beginners a lot and make it easier for them to understand the game, but I rather have the option to disable those missions or have like a difficulty setting which then adjusts the rewards of the missions. I could imagine it being like this: Beginner - Rewards are the same as how they are now Normal - Rewards make the game a bit less easier Veteran - Rewards basically only consist of bytes and rarely include small things like QT-RTGs I don't need help - Missions, but no rewards or just rewards consisting of a few bytes (just to have like a guide you can follow) I know what I'm doing - No Missions, No rewards Those difficulty settings don't have to only influence missions and their rewards. They could also cause other stuff to get harder or easier too (more or less sandstorms on some planets for when they get added -wink-) I know we could just not use the mission log, but we still get those missions and it also kind of feels weird to not do something a game gives you. That is why I rather have a setting limiting those rewards to add an extra challenge maybe.
  8. Hi! I realy miss these old days when i was exploring and unexpectedly debris storm flew over me. I wish they'll come back soon.
  9. "Prioritizing items that player do have enough of resources to create" I would like to open a Printer and see *in the first place items that i am able to create right now. Not to be forced to scroll through the list almost each time. Here, I can create tractor but i still need scroll to find it, why? It such a waste of time (Especially if you already know the recipe) It could just pop up first *If you think that this is irrelevant. The more items will be added the bigger "mess" it will be, the harder it will be navigate. So it will not "only" help now but it will be also prevent this problem from becoming worse.
  10. Since the ability to manually lock / unlock platforms was added, I noticed that during the game, it often happens that I accidentally unlock platforms, by accidentally pressing f, when maybe I want to use modules or printers. But the big problem is when I accidentally take the platform just because it was accidentally unlocked, which is really annoying and frustrating. Keeping the F key pressed for a second, to lock / unlock the platform, would be the most obvious and simple solution to implement. And you players, have you encountered this problem or is it just me, the poor wretch who runs into this problem?
  11. Hi To "allow" players to travel on to planets in a different order than they did in their previous playthrough, some key items could have "alternative recipes". For example Chemistry lab or small battery could have recipes that would allow couple of items, something like this: Small battery -either 1 lithium or 3 Iron or 4 Tungsten or 6 Copper Chemistry lab -1 glass -1 ceramic -either 1 Tungsten or 4 Iron or 4 Titanium So players still have a reason to wait till they reach planets with more "worth it" resource, but it creates a possibility to make those items earlier, waiting becomes a player choice, choice that will be rewarded. If you want to play the game many times, it's horrible that Desolo and Colidor are such a obvious choices as a first planets (wolframite = tungston = chemisty lab), i think that we should be able to choose almost any planet at the start. It would add a lot of repeat value to the game.
  12. It's nice to go around the map to get scrap from the debris you find lying around. This is generally done with a Rover with Shredder on. However, it is really boring to wait for debris that needs to be shredded in order to insert more. A debris container could be the solution! Through this module, players can collect debris and insert it into it, up to a certain amount or produce very fast and low-energy Debris Bundles. A grab on the crane could be useful for taking debris and pouring it onto the Conteiner directly from the rover without the need to get off it. You could also try to drive the rover from the crane itself in order to save space and not require a seat. In this way it would be much more engaging and dynamic to collect debris around, even more profitable, relaxing and satisfying, for players. And you players, what do you think about when you collect debris? Do you have fun, or are you bored? Let us know, your feedback is important! Thanks Era System.
  13. Hi I would like if RTG would work not as a generator but more like a amplifier of energy. So, RTG would require (let's say) 6 units of energy to run with full efficiency, and if you achieved that. It will "produce" 10 units, so you will have 4 more then at the start, kind of like right now. But it will not work on it's own! This will make RTG work as intended, it will enhance building a endgame structures, but because it will constantly require energy all the solar panels, wind turbines and most importantly batteries (combined with battery sensors or power sensors) would still have their application in game, even after unlocking RTG. I did spend a few hours making high platform for solar panels and some simple automation for the auto arms, and generator. RTG makes all of this completely pointless, because instead i could just put 2 RTG and it would achieve the exact same :( *For creating mode you can add another generator that would behave like a standard RTG.
  14. When using drill and paver on rovers, the only options just sign in or turn off both. However there are times when you would like to deactivate paver, and others when you would like to harvest vegetation without digging soil (as an inhibitor). A leveling block mode (which does not go up and down) for the paver could also be interesting for building smooth floors. Adding digging options , perhaps using the selection wheel, as you are doing with compass, would give players more control when using these tools. Great System Era, can't wait for the next update! PS: We also want Large Canister, and an automatic soil extractor / materialization system :)=
  15. The crane is an interesting multiplayer tool to play with friends. However, it is quite uncomfortable to play alone. Give the crane the functionality of a seat and the ability to drive rovers right from there. It makes sense because in any case due to the bulky space of it, it could be worth it. At present, the reason to creating the crane is more for fun than real utility. Thanks
  16. Too often, I find that I have to attend to my auto extractors by simply clicking them and putting them right back where they were so that they detect the resource nodes right under them. It's odd finding extractors that say there's nothing available when they're surrounded by big, beautiful resource nodes. So, could the auto-extractors periodically (like every hours or so) reanalyze the area around and under them as if they'd just been placed there again (without actually moving them)? I think they'd be able to acquire more resources that way without having to be babysat. Thanks!
  17. so the flaw i see in the extractor is that it doesn't have the slot the auto arm does to pick a specific resource because some resource deposits are mixed together like the one i am at now ammonium and compound. Ammonium is what i need but its mining compound kinda hope this can be fixed it's rather annoying.
  18. It would be really cool if you guys added a rover similar to the Opportunity rover! I would love to have it roam around for me and send messages, or you guys can put an easter egg in Calidor referencing the opportunity rover
  19. So, I'm on another play through of the game and I'm enjoying it just as much as the first. This time, I tried something different. I made a personal rule that I HAD to complete all surface portals before the core portal could be unlocked. My last game I landed in areas next to portals so that my base's power could be used to power up the portal quickly. This has been a bit more tedious but I still enjoy it. I'm finding myself trying to optimize mobile power generation in ways I never did before. This got me to thinking how some subtle tweaks could increase replayability: 1) Add option for how many surface portals have to be enabled before core is open (defaults to 1 for normal mode) - for the moons it could be rounded down? or both? 2) Option for indicating landing areas to be away from surface portals (defaults to false). This forces the player to figure out a way to get the power to the portal without extenders (or at least without a butt load of them). 3) Option to randomize the final ingredients of the planet cores (same ingredients, just move them around a bit, so I have to figure it out... honestly, if this could be a special recipe I need it would be even better). Perhaps the blueprint is downloadable from the center portal once you gain access. 4) Ability to apply a multiplier to tech costs (for example, I may want to pay 2x or 5x the amount of bytes for researching things to slow my own progression down). I went to Glacio first this game and I am almost done with the entire tech tree. 5) Could have an option for how fast Oxygen depletes. I think these would be simple... 'mutators' that could be added to the game pretty easily and really changes up the game play.
  20. Cześć, mam sugestie, co można dodać do astroneera. Jest to laptop i można go odblokować na określoną liczbę przynęt. Żeby laptop działał, trzeba by gdzieś wysoko postawić antenę i podłączyć ją kablem do laptopa. (antena byłaby dołączona do laptopa, ale drukowałaby osobno w drukarce, byłaby podłączona zwykłym kablem). Możesz mieć internet na laptopie, aw internecie kupować różne surowce, np. Gaz czy minerały. (byłaby wtedy specjalna waluta, którą płacisz w internecie). Zarobiłbyś na sprzedaży rzeczy. Nie zawsze możesz kupić to, czego chcesz. Rynek może odbywać się między graczami lub między botami. (boty w tym sensie, że gra sama wybiera, co ma pojawić się na rynku iw jakich ilościach ma się pojawiać.
  21. I love the Rover Drill/Paver combination but it isn't the easiest thing to control. I would like for example to create a 'corkscrew' shaped tunnel down to the core of the planet but maintaining the correct downward angle and left or right rotation of the rover consistently is very difficult at the moment. If there were a slightly more sophisticated H.U.D. interface that would allow the player to 'lock' the down/upwards angle of attack for the drill/paver as well as locking the rover left/right direction to drill and pave with greater precision… I think that would be super cool! A more sophisticated H.U.D. interface and control for the drill/paver might also be a solution to the third-person camera issue when tunnelling underground. First person is out of the question (at least it was a few months back…) because of the diegetic nature of the game however the H.U.D. for the drill might offer a solution if it were to be redesigned a little and contained more information such as compass and artificial horizon and angle of attack indicators similar to those you might find in aircraft. This system might even be extended further to allow for the player to create small program sets (shapes) for a rover autopilot module to allow for the sculpting of really precise shapes quickly and efficiently. Inspiration: I can imagine using this system in other ways to such as building nice clean straight true-flat roads, tunnels and bridges. Useful on planets whose terrain is difficult for the rover to traverse. I really like the idea of the rover as a sculpting tool. It kind of is a sculpting tool right now using the drill/paver combination but it's pretty cumbersome to use and control. I usually end up making a big mess even when tunnelling in a straight line! A better interface might be the solution!
  22. I must say it frankly. This game as an enormous potential. I say that because I think it's missing ONE thing that would make this game truly amazing. It's missing the one thing that make me not want to come back and enjoy it fully... wiring @astroneergame. The foundation for wiring is there, @astroneergame , it's there. So much potential is wasted because no form of wiring is there. The ring platform where you go in it and it activate ? Cool, but useless because it's only there. If only there was wiring so I can connect it to other. See this firework field (WIP) ? If only there was some wiring so I can connect all of them together which would allow me, with the press of a SINGLE button, launch them all and enjoy it. Without it, I need to walk up to them, press a button, have time to distance myself and not enjoy it, because I can't be fast enough to activate them all and enjoy it from far away. If only there was wiring, so I could do some cool lighting setup which, on the press of a button, could light up in some way. Combined with logic gate, I could make a calculator, a computer, all of that in Astroneer. ONLY if there was WIRING. Please @astroneergame , add wiring. This was copy-pasted from my Twitter. So sorry for all the mentions. Wiring is the main suggestion here, but of course, this means that more things need to come with it to make wiring truly good. Here are the suggestions I can think off the top of my head. Not as detailed & explained as my take on wiring above, but enough to get the idea: • Logic gates: Logic gates would allow people to make some really neat circuit which could be combined with a lot of stuff. These mostly goes along with the other suggestion below • Colored lighting (At this point, colored tether too): It's christmas all over again ! Except this time, you can choose the color and activate it with wiring ! Along with logic gates, do all sort of crazy stuff. But what if ? • Sensor: Sensor for night/day, sensor for "is machine activated/working?", sensor for player, sensor for vehicle, sensor for "item in storage", sensor for everything ! Now, you can make your colored halloween light go on only at night ! Hmmm, this make me think. • Vehicle de-loader !: Now, me and my friend sometime (A lot of time actually) goes on "planetary expedition" with a rover setup that allow us to store A LOT of stuff. So much so that when full, it can take us from 30m to 1h to unload it and store it correctly. Imagine this. You come back to your base with the vehicle and you just position it at the side or under or whatever systemera give us and it unload automatically ! Now, if we can only get... • Conveyor ! Or something that can organize item on storage (I'm thinking Buildcraft mod in Minecraft): Now this. Combined with the vehicle de-loader, would allow us to just have your vehicle deload and the conveyor will organize it between the setting you put on the storage or the machine you decide ! No more time lost because you need to make your storage all organized ! Gosh, so much time saved. • Piston ! Or some forms of it: Now I'm daydreaming, but if SystemEra can pull this off, maybe I'll not be daydreaming afterall. Some forms of machinery that allow us to move stuff. Or to make stuff disapear. So you can combine the previously mentionned player sensor to do something like a door to your base... or some kind of trap, if you are that type of player. Just make sure if you do a trap that you collect the stuff dropped by the victim with the conveyor Do you have any other idea to add ? Don't hesitate ! I'm sure if we say the immense potential this have for Astroneer, SystemEra will give it to us ! So continue to give idea to show them how good it's gonna be if they implement this ! Also, don't forget. Stay safe Astroneer ! Firework field is there if you want to see it: Sorry for the double post. But apparently, we can't edit post after we posted it. So I need to re-create it again. Hope you understand, mods. Thanks !
  23. An update feature suggestion! An ocean update! Where mostly the whole planet/moon is an ocean and you'd need a submarine or something to explore and there can be insane coral structures and cave systems with warm lava-like mantle layer. When on the surface you can experience tsunamis just like the movie Interstellar. I'm really proud of this idea and I hope this message can be seen!
  24. 1. Add a auto rocket which you can schedule routes for and it will follow them, maybe you can add a special module that it can land on, and then unload contents, there will be threee tiers: the first one has the cargo size of a small shuttle and needs a 2 pin module to land (the landing module will have a double slot instead of a quad slot seen on things like a smelter) the next one will have the cargo size of a medium shuttle and require a four pin modulle and the last one will have the cargo size of a large shuttle and require a 8 pin connection(a extra large shredder one). these auto rockets will be super expensive and required a f ton of things to make. 2. Add a crane mod that will conver the crane into a auto arm that picks up two resources at once and double slotted things. 3. modifiers for cranes and auto arms, these will make it more quick change the pickp and dropoff area and do other things. 4. Locks, these will prevent auto arms and canes from grabbing something, a lock would be a tool or a function of the space suit that would allow it to press f on for example hydrazine and prevent it from being grabbed. 5. Buses, these busses are like auto rockets but they will go along a certain colour on the ground or a pre planed rout to transport things from base to base. 6. Clone/ctrl+c, ctrl+v , this feature will clone a held item and sumon it when ctrl+v is clicked. This will also copy anything on a storage thing or a rocke or a rover. This is creative only. it would be helpful for creating bigger better and more powerful dynamite missiles(I made a large shuttle with nothing but tnt and a second one with hydrazine, the explosion was huge and visible from orbit / space).
  25. my chemistry lab auto consumed some of the graphene when i scrolled over the option to make a diamond when i wanted to make titanium alloy. the machine assumed that because i had the resources to make the diamond that that was what i wanted (obviously not) and when i switched to something else i couldn't retrieve the graphene back from the lab, instead it forced me to make the diamond in order to make anything else. my suggestion would be to make automation of these processes, the making of individual items, optional or something that would require making a repeater and attaching it to the machine so this doesn't happen