Search the Community

Showing results for tags 'suggestion'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Astroneer Forum
    • Announcements
    • Patch Notes
    • General Discussion
    • Suggestions and Ideas
    • Support + Suggestions
  • System Era
    • Announcements
    • General Discussion

Calendars

  • Community Calendar
  • Astroneer Livestream Calendar

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Found 221 results

  1. When a canister containing soil is placed on the same platform as a Soil centrifuge, it is automatically transferred to the soil centrifuge to empty the soil contents of the canister into the centrifuge module's internal soil buffer. This functionality is great, but has a minor flaw. A canister which has just been emptied in this way will be replaced by another canister containing soil, to continue filling the centrifuge until the centrifuge is full. However, once the centrifuge is full, an empty canister is left on the centrifuge's canister slot (assuming that two full canisters were used). While I understand that this is done to facilitate the storage of a partially filled canister on this slot while the centrifuge is in use, it has a major downside on the quality of life while using the centrifuge with large batches of soil. As the empty canister is left on the centrifuge, a slot on the medium storage from which the canister was taken is now empty, allowing the contents of the centrifuge operation to empty into this slot instead of the canister, which is still on the centrifuge slot. This means that the canister and items must manually be moved around, which is annoying for bulk centrifuge operations. My suggestion is to add functionality for the centrifuge to eject empty canisters from the centrifuge slot to other platform slots. This would allow for complete separation of canisters and centrifuge products, allowing for easier and more efficient use of the module. Current Result: Desired Result: Thank you to SES for all your hard work, and I hope that you will consider my suggestion for implementation.
  2. As you travel each planet, landing zones become really cluttered. It would be nice if we could color code and name each landing zone as needed.
  3. TheMister13

    Save

    make automatic backups every 30 minutes
  4. How about a printable elevator that can be placed like a landing pad. Visually something similar to mining elevators, with a cage the player can enter. To operate, the player must first dig a hole straight down to desired depth. Secondly, place the elevator module over the hole and supply it with power. Maybe the elevator could have a Tier-2 slot for storage or an oxygenator.
  5. Right now the compass widget is extremely difficult to see on a bright white terrain, like on Glacio. What I suggests is to add a black outline to the compass shape, that will makes it visible in all conditions. I understand this can be not an easy, two-click task, 'cause it looks like the texture of the compass is used in a mask mode and therefore can't have two different colors at once. But nothing impossible. And it'll be extremely useful to all.
  6. KOR_APUcard

    Large Wind Turbine

    Can you add Large Wind Turbine? Like this: A helical Darrieus wind turbine Or just like this:
  7. --------BEGIN TRANSMISSION // Fellow Astroneers, I have been exploring this vast ocean of stars with friends for just over a year now, and like many of you, I have grown to love this game and it's beautiful depiction of it's solar system. Being heavily inspired by the feeling of pioneering, the intensity of a storm, the adrenaline of exploring strange worlds where no one has been before, I sought out to compose an album of 10 musical tracks that represent what Astroneer means to me. I realised as I composed, exploring the Universe was never a happy feeling, rather it was loneliness mixed with a sense of grandiosity. There was something comforting about seeing an impressive world with its' mountains and flora, even though I was the only creature to exist is such a vast system of planets, but the sense of being alone never halted. I tried to capture this emotion in my album titled, 'An Ocean of Stars'. My album consists of 10 tracks as listed below in the tracklist as well as a Prologue that features a sentiment to set the mood. I figured it was necessary to utilise electronic sounds that had a melancholy tone, as well as an orchestra which symbolised the imperfect and organic nature of humanity amongst the synthetic. I knew that the start of the album had to be hopeful, that the astronaut leaving Earth had to carry the aspirations of the entire Human species, and that as the album went on, the astronauts hope had to fade into a realisation that he would sacrifice himself for scientific advancement, leaving behind a legacy that would shape the future of our species. Incorporating all these elements into this album was a challenge to me, but it was something I thoroughly enjoyed and I am proud of. With the finished album available now on Spotify (and iTunes/SoundCloud), I feel there is more use to it, and after testing it out as a backing track for the game, I realise that it actually suits the game very well as an ambient soundtrack. I would like to offer my album to Astroneer for free, if you (the community and devs) enjoy it. If you have any feedback, I also welcome that. Why for free? Because, like that astronaut, I am willing to provide my music generously in the hope that it improves players experiences in the game even further with some new and different music. If you would like me to compose more music other than what I have already released just for Astroneer, I would also be honoured to do that! Feel free to contact me at my email if you would like tailor-made music for the game. MAIN TRACK: FULL ALBUM: Tracklist: 1. Prologue - Voice Explanation 2. NASA - Epic 3. Launch (The Blue Danube) - Trailer style Epic Remix 4. The Overview Effect - Calm Ambient 5. An Ocean of Stars - MAIN TRACK AMBIENT 6. Planetary Landing - Calm Ambient 7. Searching for Answers - Upbeat Ambient 8. Solar Storm - Epic/Intense 9. No Way Back - Main Ambient 10. Event Horizon - Epic 11. A Flicker of Hope - Calm Ambient Let me know what you think of the album, it works great even playing it in the background with Spotify. I hope you enjoy the experience as much as I do. Thanks for all the work on the game, Astronaut Sidapede. // END TRANSMISSION--------
  8. One thing that pique my interest in astroneer was the old storm system, it gave a sense of danger to a new player since they wouldn't know the games features that well however, after a few days you learn these features and the storms became a nuisance because they came so frequently and sometimes back to back. They got removed of course and I was happy until I realized that the storm system gave suspense to the early game and could potentially give more suspense even to a end game player at some points. Here's what I got so far Sylva/Vesania- wind storm -storm doesn't do direct damage to the player -make movement a bit hard -can move items that are not protected by the wind or arnt on platforms or connected -can move the astroneer if they arnt behind some object redirecting the wind (this can lead to falling of a ledge if you were farming soil and didnt do it somewhere safe and went careful) Desolo-falling rocks or meteor shower -since desolo has no atmosphere and is a rocky moon with craters this would make sense -would prefer it to not make object not protected into debris but that's up to you since it can also encourage players to make a underground base or a base with a roof -meteors do direct damage to the astroneer but wouldn't auto kill them -area of affect impact but not to huge -removes chunk of land but not by much on impact Calidor: dust storm/sand storm -why not bring back the original storm -flying rocks still appear -hard to walk -obscures visibility Novus- no storm -since I've seen some suggestions for animals in the game why not make novus populated with some hostile animals would make sense for a forested moon Glacio-snow storm or hail storm -Snow storm -Obscures visibility -makes astroneer very hard to maneuver because you are cold and some wind is in affect -hail storm -hail falls down causing damage to the astroneer if not protected -hail comes down fast and many come out making a roofed base or underground base a must Atrox- gas cloud -since Atrox has a chocked atmosphere with sulfur and methane being some of its components and it being known as a radiated planet it would be the perfect fit -huge cloud comes in making the air around you have a poison affect -roofed base will not protect you -any base not underground will need a habitat, preventing new players from just going to the planet without consequence -gas cloud is more frequent then the other planets storms in order to make it truly be the games hardest planet as of yet Please tell me what you guys think and I worked really hard on this. P.S: these storms will not happen as frequently as the alpha's storm, maybe for the gas cloud though.
  9. Can you please allow the PO to last much longer? Or maybe give us a portable energy, like the RTG but portable. This way we be good to go for long time without tethers.
  10. At the moment, if I get lost, the search for my base can be described as agony.
  11. This is something I've been hearing basically EVERY player complain about; the lack of viable navigation tools. i propose a few different tiers of navigation tools to help with this,along with some basic tweaks to make these systems make sense. -for once, beacons would not be visible from orbit by default unless the shuttles range is boosted by one of these kind of nav modules. -secondly, beacons should be made line of sight exclusively (to the symbol, not the beacon its self) with a reduced range. -thirdly, fireworks should have a very large render distance so they can be used as flares in multiplayer games. -additionally, landing pads should have their own power input, taking 0.5U/s to display their own beacon (changing the colour of the landing bubble like a beacon) t1- Enhanced compass. made at the small printer with iron and copper. this backpackable module would display your compass at all times when equipped to a backpack and on foot or while equipped to any vehicle and seated. as well as the degrees to which direction you're facing on a small hud in the corner, it would also extend the range of viable beacons visable though line of sight significantly while underground and obstructed beacons would become visible with a reduced range. it does not consume power. t2- Navigation system. made at the medium printer with graphine, steel, and copper. when connected to a rover/shuttle, and a player is seated in the same structure, it would bring up a HUD that shows the direction of any beacons, rovers, shuttles, shelters, past bodies, and other players within a larger range. anything in the game that has a beacon. line of sight distance remains boosted like for advanced compasses. additionally, it would display your elevation, forward facing angle relative to center (tangential, for steering a drill equipped rover underground), and display the advanced compass in the corner of your screen, similar to a flight display. it consumes 1U/s t3- Radar station. made at the large printer with graphine, copper, silicone, and nano-carbon alloy. This larger nav system would display beacons of any vehicle, player, launchpad, settlement, and large wreaks, above ground within a very large range, or directly in line of sight, to any player or vehicle in that range or in line of sight (allowing it to transmit locations to orbiting shuttles.) consumes 5U/s of power
  12. PsyberWolf309

    Using the Crane

    So, first I want to say that I love what you've done for the crane! It works awesome! However, I noticed that the rover thinks that I'm in the cockpit while in the crane. I was thinking, what about putting outriggers on the rover when the crane is attached? Or, just have outriggers anyway so that you could "Park" the rover when you need to get out.
  13. Given that transport often falls underground, this is a very good idea. And in general, for navigation it is not bad.
  14. tommy80505

    Conveyor Belts & Ladders

    My suggestion is to put in conveyor belts with slots for items, as well as elevators/ladders for mines. This would help the game a lot and would make it a lot easier to play.
  15. Sometimes localization done by outsource is lacks of quality. Sometimes a lot. This is just the case with russian one, it's terrible. It's lacks of terminology knowledge, sometimes has awful translations for common things and even not fit in game panels and menus. Frankly speaking, it would be far better if the devs entrusted this work to community. Please SES, reconsider this and make localization files (and fonts if it appropriate) accessible for community. I'm not asking for full modding support yet, just this one. It's not the matter of money or fame, it's all about quality of a great game, quality which we, the community, can and will help you with.
  16. Baldi Defaulti

    "Sleep" mechanic

    Some sort of feature for time to pass by quicker. Maybe when you enter the shelter, you would have the ability to skip half a day in-game, since currently the shelter is only used for saving and a small bit of power. This would be useful if you had to wait for a vehicle to recharge, something to finish printing/scanning etc.
  17. At the moment, markers of beacons often overlap with clouds. Because of this, the last time I could not find a base for 2 hours.
  18. It would be nice to add a map of the planet, for example, as a small module which, when installed on the ground, would project a holographic map of the planet.
  19. Chromie

    Exploration is weak.

    This may be an opinionated post, but it’s a common opinion on this aspect of the game. You guys have got to do something to make us want to explore more of the planet other than just to look for the surface nodes. So far, every time I land on a new planet, after spending about an hour on it, I’ve already seen it all. I could go all the way around the planet and just be seeing the same formations and terrain the whole time, and this allows for so many opportunities to improve this. People have suggested map making (I think it’s somewhere on the roadmap too), which would give incentive to explore and fill up a map. I recently suggested you add more structures such as ancient alien ruins, which would be amazing in my opinion. Please consider these ideas and opinions on the current state of exploration in the game. I and many other people would like to have a better reason to explore these beautiful planets. Thanks for reading
  20. The backpack contains a small amount of oxygen and power. I think it should contain a small amount of soil as well. If you don't have a canister on your gun, you're not playing the game correctly. Period. Mobility of any kind requires a soil canister. I think soil canisters should be the dirt equivalent of batteries and oxygen canisters-- helpful, but not strictly necessary. It's an artificial limitation on an already small inventory.
  21. I understand that most players do not enjoy the storms that were in Astroneer. These could be completely changed with a few implements into the game. The idea of a thunder storm was to be both useful and annoying to the player. You could either harness the electricity from a bolt of thunder, or die due to it. This is where the storm shield comes in. Its a type of generator, fuelled by the developers choice which emits a glowing shield across a set area. This can protect the player and is something else in order to grind towards. These could also be upgradable such as small, medium and large. The implementation of a new method of creating electricity would be to harness the thunder. Metal rods could be added to the game, these harness the electricity into an output. A good use of these is up high on a mountain where it is more likely to be struck. The storms can be both good and bad. They could also be a beautiful implement into the game adding dynamic lighting and fog. The types of storms and how to harness them can change on each planet. Like an acid storm on the Exotic based planets can be used to burn product and turn it into electricity. This also means you need to be better prepared for these environments. Thanks for reading! Leave a comment on your opinions below! (Discord qio#7575)
  22. DaThomas

    Wolframite veins

    I got 52 wolframite from 2 veins on Barren. From 3rd vein, I got another 19wolframite. So now I have 71 of it... From 3 veins. That's a bit overkill. Maybe you should decrease it by a little bit, since the last update I feel like I'm getting way much more of everything. I think that it wouldn't hurt to decrease it and do the same with other resources.
  23. I suggest modules get locked to platforms while the power cables are connected, just like the platforms get anchored and unmovable while connected. If you want to remove a module, such as a research chamber from a large platform, simply unplug platform, move what you wish, and reconnect again. Why? avoid accidentally picking up module while trying to insert resources etc. Feels more solid I like the movable modules but the current system can cause unwanted item juggling. Havent personally access to 1.0 yet but got this from watching streams and videos.
  24. Astroneer_Fan

    [Suggestion] Health Bar

    A feature that should be added to the game is a health bar. This would be good to keep track of how much damage an aggressive plant would do and it would be an overall quality of life improvement.