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  1. This may sound stupid for some people but I come from FPS games and it really feels awkard to move the camera around with the acceleration (the camera does not move instantly with the mouse like it does on a FPS game). I really think this ruins a bit the movement experience. I know this is really easy to fix so it would be awesome if you could provide an extra option to disable this on menu or either removing the acceleration completelly. Related to this is the item acceleration when moving stuff from anywhere to anywhere (i.e. backpack to storage on your base). I know that an inventory s
  2. 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
  3. 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
  4. 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.
  5. 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
  6. 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 optio
  7. 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 bot
  8. 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 mor
  9. 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
  10. 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!
  11. 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 rocke
  12. 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 mac
  13. I think it would make more sense while you are in your inventory, that you can use the "Context Left" and "Context Right" buttons to navigate the inventory crafting recipe. This would also make the in-inventory crafting more accessible, as well as preventing the accidental placement of context items while you're crafting.
  14. Can we please get an Eject button on the storage silo where when you press, or double press the button on the silo it will instantly eject all resources? This would be killer.
  15. Hello all! As I just recently discovered this thread, I thought I’d share some of my ideas. One of which is increasing the maximum player limit to around 5-6. The story behind my proposition is that I simply have around just that many friends who are trying to get into the game, but I can’t play with all of them since the current limit is 4 players. I always have to just tell them whoever joins first gets to play which always ends in someone being left out. Overall, I believe 4 is an average amount, but 5 or 6 would not only get more players engaged, but allow for satisfaction for larger
  16. The game gets more easy the better your power sources are. At some point, power isn't even a thing that you'd think of. What if gave base building and machinery a huge overhaul with a simple mechanic? We do it by making machines/power sources generate heat. The more machines, power sources in your base, the more heat that they will produce. Eventually your machines/power sources will overheat and they won't work anymore until they cool down. A gauge will be on every machine and power source displaying how hot it is. This way, the game would make you think more about which mach
  17. It would be great if backpack had power cord like platforms and generators have. So we could feed objects with power without taking power giving items off backpack. For example, I can use three small generators to open EXO Dynamics Research Aid, but I need to take them off, place them on surface, connect them together. If I could just use power cord from backpack it could simplify such things greatly. Also it will be possible to charge backpack from platforms and items that have no tether.
  18. I would like to see keyboard and mouse implemented into Astroneer it is very important to me on Xbox. The game feels almost unplayable on Xbox due to the lack of maneuverability and the precision needed to play the game fluently. I am sure the game devs could work something out and implement keyboard+mouse support, because there is not much work to do left, half the work is already done, keyboard support is in the game, they just need to add the other half. I have already tested the keyboard and it works just like it does on PC, I know this because I have played PC version. I would love to see
  19. Beacons can be seen from space with relative ease to mark landing sites but they have very limited use on terrestrial applications 1)beacons range needs to be made from all points on the planet A)either through the use of a transponder/other device B) adding a compass bar at the top pointing you towards the beacon (using shortest distance and color coded to that beacons color) C) utilizing the compass feature when hovering over your player that marks a colored indicator for the beacons direction (shortest distance again)
  20. I have one big PRETTY PLEASE. Change default T2 slots orientation on large storage silos A and B Because: Of course I can always rotate things manually, but that creates a huge issue when moving medium storages between large silos and large storages. Because: Putting it into words: Default slot orientation on large storage and silos do not match. When I interchanging med storages/silos between different kinds of large storages I either have to constantly rotate them or just cope with non optimal aligning.
  21. So I want to suggest an option to build your own satellites and launch them into planet's orbit "1 Per Planet" The point of these satellites will be to orbit around the planet and show the locations of every radar module that is on the current planet "Just the radar Module" This will let us track other players that have radar with them during their planet exploration also this satellites will allow us to see incoming weather hazards. This satellites will be built out of different parts such as: Thruster Fuel Storage "Optional for better Thruster if planets will have different g
  22. I would like to see pollies, ladders, and ropes. I have a problem of making slopes with the terrain tool disorienting me while I built slopes. Pulleys can kind of be like a dumbwaiter where you can pull a rope and go up. Ropes you can just stick them right into the ground and feed the rope into the hole. ladders would be cool if you can make two story bases out of them and possibly make underground bases to. I would personally have limitations on the pulley system and the rope systems. The pulley system can have high, medium, and the low, buildings and maybe they can also have an items pulley
  23. Hi Astroneer team, I love playing Astroneer. I have one suggestion to improve quality of life. Could you please pause oxygen consumption during the warp animation OR allow custom naming of warp points. Often I have to teleport once or twice to get to the right warp point on a world as my memory is not great. So I can't remember where I left my car.... Most of my warp points don't have an oxygen source nearby. So I end up dying while trying to find the right warp point. It's frustrating, but it shouldn't have to be. Thanks
  24. dxy5

    FPS cap?

    If my settings are lowered, the fps seems to be capped at 100, if my settings are maxed out, my fps is capped at 50. How can i disable this? i have a high refresh monitor and 50 fps wont do it for me. This game is beautiful, so i want to play it on max settings. I definitely have the hardware to push it. I tried going into the note pad and editing the max fps, however when i launch it, it rewrites the line. I am on windows version, not steam. Is this on purpose? If so that is pretty unacceptable in 2020 to have capped fps on pc
  25. First time posting here, loving the game enough that I signed up to post and to discuss this. I think that if a mini map were to be implemented, it would be pretty sick, but should be implemented as a research-able module that attaches to your arm instead later down the line (doesn't waste backpack space). That way there would be an additional sense of game/ tech progression, where you start out using the primitive methods of path finding (line of beacons/ looking at stars/ compass), slowly upgrade towards better path finding methods aka cartography and then start pushing towards GPS technolog