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Found 231 results

  1. David Abrica

    Cosmetics

    Just a cosmetic suggestion, maybe add some steam and Xbox related suits, colors, and visors. And maybe like a factory 2fa cosmetic if you have that option here.
  2. james s

    creative

    i think i speak for a lot when i say creative mode was amassing to teach the game try new things experiment with what we can do or just mess around and i believe it would be also beneficial for you because with it more people would look for bugs for you to fix due to it having less effort to get what's needed. thank you for the awesome game you have put together and i cannot wait to see what'll be added next. 👍
  3. Darkstrider9 0 0 0

    I THINK WE MUST HAVE A WIND ARRAY

    Btw we have a solar array, wich is extremely useful on planets like calidor. But what if we turn 180 degrees and look to glacio, on a planet like glacio we need electricity production based on wind, and having tons of medium wind turbines is not just anti aesthetic, it's an enormous waste of material AND SPACE. Thanks for your attention
  4. Researching items and exploring to gain bytes is fun. But what happens when a user buys everything that Astroneer has? Gaining bytes no longer seems fun 😒😞😟 I think to make it worthwhile and to keep the game enjoyable, items should deteriorate or damage (from a storm, from higher drops, and from use). User can repair items or repurchase them. Also, another thing that could be done is to make it so the user has to, perhaps, spend bytes build things with the printer. These are my thoughts. More to come! Made a huge list of (50+) ideas and suggestions as I am playing the game that I will post on this forum soon 👏.
  5. Cinnamunoo

    Shredder Modifier

    I'd like to make a suggestion for a new terrain tool modifier. I would place this modifier as a late game item, but it might be able to be implemented at different game stages if it were balanced correctly. The function of this modifier is similar to that of the shredder modules which are already in the game. These take wrecked modules and platforms, among other items, and shred them into the Scrap resource, which can be used in the trade station. Equipping the Shred Modifier would allow the player to convert wrecks that they find in the world, which they would then 'dig up', into scrap nodes, which would build on the end of the terrain tool and pop into the player's inventory like all other mined resources. This would allow the player to obtain scrap without the use of a shredder. This is a very lucrative ability, which is why I have considered it to be a late game item. However, if put into development, it could feature balancing debuffs, such as providing only a fraction of the scrap that could be obtained if a shredder were used. A potential benefit for implementing this item from a development perspective is it may allow players to shred the majority of game items. Currently, there is no way to recycle large items in the game. The only method of destroying them is by using dynamite, which does not recover any of the resources used to build these large items and modules. For example, the introduction of the Extra Large shredder allowed the recycling of the Large Shredder. However, what can be used to recycle the Extra Large Shredder? Will we need an even larger shredder? And what will shred that even larger shredder? The introduction of the Shredding Modifier would allow the player to shred all of these items, regardless of the size, providing a solution to this infinite series of ever-increasing shredder sizes. Please leave your thoughts below, to continue the discussion 🙂 As always, thank you to SES for your continued hard work and dedication to Astroneer, and I hope that if this is seen then this suggestion is considered. - Cinnamunoo
  6. 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.
  7. Just Another Animator

    Non-Private Rooms

    What if the players were able to start an online room that wasn’t private, have like a tab for them. And maybe you could edit things about the play Through? Just seems like a good idea to me
  8. Belfagor

    Endgame Content ideas

    I just completed another playtrough and I found myself again wanting for more, especially after i have built a few bases scattered across the solar system and stockpiled a lot of resources. Moreover, this time i really felt that the developers made an amazing job in characterizing the inner caverns in the depth of different planets, but unfortunately there is little to no motivation to explore them if not "as a tourist" as the game mechanics really do not give the player any inventive to venture so deep if not on the way to the core. My idea has a wide range of implications and touches quite some game mechanics, but let' start for the beginning, or better let's start from the end... of the current story. SPOILERS AHEAD, if you have not played the games up to the credits you'd better stop reading and get back to the game When you are finally able to activate the gateway portal on the satellite and "zap away", there is actually a "reaction from the universe" and some alien intelligence answers to your intrusion in the space/time continuum. A set of "alien eggs" teleport from outer space and crash land on each planet and moon in the system at different depths. Those eggs quickly start to "infect" the surrounding areas of each planet with their alien goo covering the terrain and resources around making them impervious to human tools (even with drill 3) and spreading nearby. The newly created astroneer's goal is now to clean up this mess in order to avoid that the entire system becomes an alien wasteland. The player needs to research and build new tools and technologies to achieve this new goal and more specifically: A "defense" monolith that once planted in each planet slows down significantly the growth of the alien infection on that planet a new mod for the terrain tool able to "clean" the infection A satellite surveillance system to help the player in finding and tracking the alien infection on the planet surface and, with the proper extensions on the ground, also to identify the alien infection in the subterranean caves mining structures and tools to allow the proper exploration and travel to and from the depths of the different planets I'd suggest that everything related to "fighting" the alien infection has to use astronium as a resource for building the tools and maybe also powering them (like the Hydrazine for the thrusters). More specifically the monolith and the mod. For instance the alien goo can be stored in shielded canisters but the canister explodes after a while unless the player processes the canister at a specific station using astronium as catalyst. Regarding the satellite surveillance system, the easiest way may be to have a station like the trade platform to send surveillance satellites into orbit: 2 may be enough for the moons surveillance while 4 to 6 are needed for the planets. The baseline function of the satellites would be to give the player HUD visibility of the placed beacons and an special monitoring station with an "orbital view" of the planet (the interface may simple be recreating the view the player has while orbiting the planet on a shuttle but with the ability to "move around". Adding the proper upgrade (also astronium based) the satellite system is able to identify and highlight (also on the player's HUD) the position on the alien infection on the surface. To make things even more challenging the basic satellite system is not able to "see" much in depth in the planet and thus the player has to provide additional "probes" to make it happen: I was thinking about a specific module to be installed in each gateway chamber on the planet's surface to leverage the existing alien infrastructure or, to make things a bit easier, maybe only a module in the plant core to give the satellites access to underground scanning capabilities. if you want to add a little lore, we may think that the ancient race that created the gateway system was in conflict with another alien race, responsible for the alien eggs and the related infection, and thus the player needs to leverage the first race technology to face the new challenge. The satellite system would also solve a long standing request from the player base to simplify the navigation across the planet's surface and even more in their depths: you just need to give the player a direction to follow to reach the desired location, may it be a placed beacon or an habitat or a vehicle (a labeling system for each of the above would be incredibly useful, like in other survival games in a aquatic environment, for instance ). With the increased utilization of astronium (so far pretty useless) and the need to venture in the depth of the planets to clear the alien infection, the current set way of exploring the depth and bring back resources and alien goo may be frustrating and boring, given the time need to get down there and back. Thus I'd suggest the introduction of new mining structures able to allow either an easier way to create tunnel and mine shafts (like a vehicle mounted terrain tool and and automatic tether placing tool) or, even better, a fast and convenient transport tool to travel to an from underground locations. Continuing on the same lore regarding the utilization of the alien technology, the play may be able to build a teleport stations of different sizes connected to the habitat (so to make it a bit more useful). The player experience should be as follows: The player upgrades the habitat in order to work as a teleport hub when he/she reaches the underground layer/position to start digging resources/cleaning alien infection, they place the other teleport station the player can now teleport back and forth between those two points, provided that they are powered the teleport station can have 3 different modules: personal transportation (the player alone carrying with him/her only the current inventory), resource transfer (a large attachment slot to place a large storage to be sent to the other end), a vehicle portal (the player can enter in it driving a vehicle and it appears on the other side, like an inter-dimensional garage) Thanks to everyone who had the patience to read all the way to the end of my wall of text: I hope it has some good ideas for Astroneer 2.0
  9. At the moment, if I get lost, the search for my base can be described as agony.
  10. Hey, new player here. Managed to get the hang of this, really fun game. I would like to suggest making a toggle option for mods/augmentations so that they can be turned on and off without removing them. At some point, I have been putting and removing certain mods/augs that it became an annoyance. As an extension to this:adding a swapping functionality - so that objects can be swapped with objects in the backpack or generally in sockets. Great game! Really fun! Co-Op is amazing!
  11. 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!
  12. 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.
  13. KOR_APUcard

    Large Wind Turbine

    Can you add Large Wind Turbine? Like this: A helical Darrieus wind turbine Or just like this:
  14. For a little window of time more than a year ago, SES_dev let us choose our start planet. Those were the days when there was no easily available starter minerals and some games just could not be solved. That is not the case today. I just played a 'contrived' start on Vesania, with no hab available (so better not die!) and it was a week of pure bliss. This was a challenge but doable, if I just kept my head about me. Honestly, I haven't had this much fun in Astroneer in a long time. I know there is a chance to choose 'Starter Planet' slated for the Creative mode. PLEASE don't make us go there to get this available. I like to play this game with challenges and creative mode just doesn't do it for me. On any game. This would be a very easy way to ratchet up the difficulty level for those players who want it. And trust me, approaching 1100 hours in game, I WANT to find enough challenge to keep me interested!
  15. 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.
  16. 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.
  17. TheMister13

    Save

    make automatic backups every 30 minutes
  18. --------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--------
  19. 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.
  20. 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.
  21. 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
  22. 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.
  23. Given that transport often falls underground, this is a very good idea. And in general, for navigation it is not bad.
  24. 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.