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Found 273 results

  1. 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!
  2. 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.
  3. 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
  4. 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.
  5. Woloryy .

    Suggestion

    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.
  6. 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!
  7. 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 !
  8. 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!
  9. 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).
  10. 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
  11. 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.
  12. 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.
  13. Duz any1 have a bench

    Increase Multiplayer Player Limit

    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 groups all over the world.
  14. 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 machines to run or when to use the right power sources, basically making the game more challenging and fun. So what if you didn't want your base to constantly shut down? Introducing base cooling: For early game, you could use an exhaustion pipe which you can put on any tier 1 slot. It only works by hand and once it's used, it will release heat and temporarily make the heat on the platform/machine go down. The first step to actual cooling is, water. How are we going to get water? Well we could have a new machine called the "Liquifier" which basically turns gases into liquids. It will come in 3 sizes: Small [fits on a tier 1 slot and can also be placed on the ground], medium [fits on any tier 2 slot] and large [fits on any tier 3 slot], the effectiveness of cooling will depend on the size. Step 1 of base cooling is done, the next step is: The cooling system itself Water cooling will work in a way similar to how power cables work. Your liquifier will actually have a new slot which is like a cable slot but for liquids. All base platforms will also have this slot which will be placed next to the power cable slot. If you click on the slot, a pipe will appear and follow your cursor, you can connect it to other pipe slots. If you connect it to an extender, it will turn into a pipe extender, same goes for the splitter. By default Liquifiers won't produce a lot of heat, so that you won't have to cool them. I'd love to see this feature being implemented into the game, it would make base building a lot more fun than it is, especially during endgame/post endgame. I hope that System Era will see this!
  15. 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.
  16. 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 this feature added to Astroneer not only to make the game more playable to the Xbox community but to also help with problems with controller. I absolutely love this game and almost have your completionist achievement for my first run, I think I am 5 achievements off. I don't know if the game devs will ever see this but I hope they do and I hope I can do my part and see this awesome feature added. Thanks again to Astroneer.
  17. Abaddon

    Beacon changes

    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)
  18. 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.
  19. 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 gravity" Satellite Module "Tier 1 = No additional Space, Tier 2 = Space for singe items such as small solar, wind generator and Tier 3 = For large items such as Medium Battery" Top of the satellite Note: Satellites will require power to work Now to limit the size of the satellite we will need different levels of Thruster, let's says that: Tier 1 Thruster will be able to have up to 6 modules Tier 2 Thruster will be able to have up to 10 modules and etc. Note: Thruster will not be counted as Module so with T1 whole satellite will be made out of 7 parts Now the best part, to actually use these satellites we will gonna have to construct Stationary Radar Node which will require a large platform to be placed and constant energy supply to work but just like the furnace you will be able to turn it ON and OFF however turning it ON again will require some time to connect to the satellite again before the player will be able to use it. "Running out of energy will reset Radar and it will gonna have to reconnect again" Note: Satellite will be able to see stationary Radar too Additionally player will be able to install modules to the satellites which allow them to check the percentages of the defined resource is left on the planet or if devs will add some additional hazards or events such as "Meteor Shower or Wind Direction" this will be very flexible for future stuff. And now small Q&A about that: Q. What if there will be more than one stationary radar on the planet? A. In the case of this, players will be able to select what they want to see if there are more than one Module installed For example, players will be able to select what they want to see so that one player will be able to check the percentage of resources that are left and others will be able to see in which direction is wind going "It will be based on Client-Side" Q. What will be required to build a stationary radar? A. My idea was to make it Tier 2-3 structure but I leave this to devs if they decide to add this. Q. What about the requirements for satellite parts? A. Same as in the question above for tiers higher than 1 Q. Only one satellite per planet why? A. I guess this will be the most optimal way in term of satellites and stationary radar however again I'm living this decision for devs. Q. What if we want to change the satellite or modules? A. You cant... Just kidding, a player will be able to take satellite back on the planet and modify it but this will affect thruster and fuel too. Q. This is the only purpose for the satellites? A. Nah that's just the beginning in future, for example, devs might be able to add stuff like meteors passing threw solar system and with satellites player will be able to collect samples for SCIENCE! Q. What's with the hazards? A. Using an example of a meteor shower, a meteor might be able to hit it and send it back to the planet most of the parts damaged off course. Optional: Meteor that will take down the satellite might have a chance of shooting it into space or on to another planet and if there will be warp holes with different solar systems than it might be possible to send our satellite on a planet in the different solar system. I guess that's all for my idea, I tried to be as much descriptive and predictable as possible to decrease the time of planing out this idea Hope System Era will consider adding this into the game :D
  20. thomas bautista

    Rope, pulleys, and ladders

    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 which would carry up items to the surface. Ropes are smaller but can be climb faster than a pulley system put the rope can I let go a certain range. I'm sorry that I have no pictures or videos. I just thought of it when I was playing astroneer.
  21. 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
  22. 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
  23. 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 technology. If a mini map feature is added in the future, it could open up other features/tech trees that further extends the longevity of the game itself. ex. tech layout Starting/Primitive period - Usage of beacons to create basic paths, study the stars and planet positions, usage of personal compass Research Basic cartography period - Create map module with limited features, have top-down terrain projection limited to players pov of the horizon (mini map with you at center and your horizon = map boundary, or make it a set distance), include the home icon but no other icons (just pure terrain + home). Attach to arm and not use backpack space? Have the module be brought up like the research windows when you click on it (hotkey M?), or like a pipboy from fallout? Research additional cartography features - Upgrade of map module range (stick an antenna on it?) and add the ability to track beacons/ home/ ship icons on map when in those objects are in the Map's range (outside of characters horizon range/ distance) Early Space age cartography period - Research and fabricate the GPS satellite block, carry and release out with mid sized rocket while orbiting the planet, have the ability to build/customize the satellite like you would with a rover (Research chamber (more bytes in space?), Solar cells, Battery, Camera... etc?). The satellite could then add zooming properties to the map module, have the ability to spot/show home, beacons, resource icons. Additionally, now that we've arrived at the space age of cartography, we'd have upgrade to the map module's next evolution which is to fabricate a screen/monitor big enough that it needs external power + transported on a rover or just placed on platform. (Just fabricate the screen and stick the module on it, print another to put on the arm if character far away from screen/monitor) Also, to further sprinkle some difficulty, having the satellite orbiting the planet, means you can only get the pros of the satellite's abilities when it is passing over you (add cool down timer?). To overcome the satellite downtime issue, you would need to saturate the skies with enough satellites that there wouldn't be down times when spotting resource icons. This could be then up to the devs to set a limit of how many GPS satellites you would be need to saturate planets orbit (10? 20? 100?). Late Space age cartography period - The next stage would be getting online Large GPS satellites that can only be brought into space only with Large space shuttles. You would need less of them to saturate the orbit of a planet, have more space to customize them. Gain additional ability to ping the map module of a specific location (have a laser light from outer space?) show up at the scene of the ping mark. Could also have add on's that can Only fit on large satellites that can spot/ show home, beacons, dangerous plants (red dot), debri (yellow dots), icons for Alien temple landmarks, resource nodes and subsurface nodes with depth measurements ((LIDAR?) too op/broken endgame object?) Late Late game, Space age?- Load up the Satellite with a dynamite launcher? troll your friends and shoot at them from space? blast at dangerous plants from space? Large Satellite laser drills? Like a space 3d cutter that carves the planet, can draw/design things to be carved with your Map screen ¯\_(ツ)_/¯ idk or 3d print things. (design and place in space a complex power array to power space laser?(super power hungry)) Create Space station+Satellite extension? (space base) More bytes gained from researching samples in space station? Space elevator that connects to station/ satellite? (A large Monument/Wonder, Large construction project?) Space dock that connects to elevator? ship resources to parked ships, reduced ship thruster damage when parked in space Right now as the game stands, it's kind of lacking on the space content, things are mostly done on the ground/underground, so adding more space gameplay would be pretty cool (manually flying ship?). The skies the limit with your imagination. The beauty of this game is that research and technology tier evolution is a part of the gameplay, things do get get phased out and become obsolete, but they're still usable in some practical way. If something like a mini map/ cartography system is implemented, you could still just play through the game with the path finding method of Starting primitive period while not exploring/ investing resources into the whole cartography tree, but it can be there off on the side as a gimmick that could later be explored to further enhance your gameplay. Again these are just some basic ideas/ game layout suggestion that just kept bouncing around my brain while I was playing this game.
  24. Bobthe28th

    Naming storage

    I think that it would be very nice if it was possible to name storages and possible name buildings/boxes. When I play the game I spend lots of time planing my trips but one I travel to a planet it is hard for me to remember why I put what in the ship/storages. If it was possible to name storages that I would have this issue.
  25. Soooooo so long time! How are you guys doing? Alright! It's might be too late to showing this because, there were so many updates while I made by animation. However, this Digging elevator can be more comfort to going up and down than Jetpack! Digging elevator can saves more time and don't have to make slope for going up. Digging elevator going straightly to underground, so if you start to dig other planet that you didn't setup anything for digging, you don't have to bring many stuffs for going down. Digging elevator can be one of the best way to going down. You can question it, "You can also going straight if you use Jetpack?" For the answer, Digging elevator can save resources. As you know Jetpack use 2 hydrazine to flying the sky, but Digging elevator only use electronic that is same as vehicles. Once you make Digging elevator, you don't have to use resources while you going up, and save more hydrazine before you use in underground. It can be bring much more effective advantages! final.mp4