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Found 255 results

  1. 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.
  2. 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
  3. 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
  4. 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.
  5. 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.
  6. 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
  7. I am used to playing Cities :Skylines so, for at least me, playing with the right mouse button is very useful. I know that coding can be a hassle, and I don't mean to work y'all, but i do have a feeling that having the option would help a lot of people that are used to certain games. Just an Idea. Another thing is that I was curious about the sand/rock/boulder storms. are they a permanent non-fixture or will they see a re-introduction in the future? Btw wanted to say that i love what y'all are doing in keeping with the original themes and not changing too much <3. I know Paul would be proud for sure; everyone's done such a great job making this work feel really special. Y'all have a fantastic new year~
  8. Defective

    Suggestion: Trash Cans

    I think it would be mightly helpful to us Surface Miners who use the new pavers and trucks to have a trashcan with the ability to set it to only take certain resources like Organic or clay etc. So that we could stop filling our entire truck storage with organic
  9. Let's be honest. I know that it is difficult for a developer to accept everyone's suggestions and ideas. That's why I come up with this idea. How about creating add-on support through Steam Workshop? I think if the developer accepts this offer, they'll have less hard work to do, and gamers who had to wait for the ideas they wanted to be added to the next update no longer have to struggle. Until your ideas are added as official updates, you submit your ideas to the Steam Workshop as an add-on. At first, I recommend creating your own ideas as an add-on, submitting them to the Steam Workshop, and then admitting them to the next official update once they are recognized by everyone above a certain level. (Sorry my bad English.) It is a good suggestion, isn't it?
  10. I hope this is received well. I fallowed the moderator recommendations and did a search for existing threads on this. Found only one older thread which I added to. I am respectfully seeking to minimize clutter. I have read some discussions on steam about adding first person view. I did not hear this perspective much so I wanted to give voice to it. First person camera view is most important for situations where the space is too tight for the third person camera. This is most obvious when taking a vehicle with modules through a tunnel dug by a drill on the front. The low ceiling quickly pushes the camera into or behind the modules on the vehicle, creating zero visibility. There is no work around for this. I can see the game is designed around third person, and the result is excellent in most cases. So I agree with many expressed views I've read, which is that first person view would not suit the gameplay very well. However, it is very important for some situations. Simplest way to accomplish this is to allow the camera to be zoomed in all the way, and not only part way. The fully zoomed camera can then either be within the character's head, or just above the character's head. The camera being inside of the character's head would be the best option artistically and functionally for driving vehicles. Thank you to the people at Systems Era Softworks for such a wonderful and inspiring game Please keep up your good work!
  11. Darkstrider9 0 0 0


    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
  12. With the recent release of the new Creative mode to Astroneer, a creative flight mode was introduced While this is already a great feature which greatly aids creative construction, some minor tweaks to the creative flight mode would render the flight experience all the more smooth and easy to use Some Improvements I would like to suggest: Disable Backpack jetpacks while in flight mode - It doesn't make sense to be using both at once Camera speed - the speed of the camera hardly keeps up with the high speed of flight, often lagging behind the player's character and causing the character to disappear from view, even at flight speeds as low as 3. Ideally, the camera would reliably track the character even at high speeds, keeping the character close to centered on the screen Flight Momentum - When flying directionally then stopping to come to a stationary hover, movement stops as soon as the flight direction key is released (i.e. on keyboard, forward flight stops as soon as W is released). While this enables the player to stop on a dime and position themselves exactly, it makes for a rigid and jarring experience, especially with the aforementioned camera speed issues. Other games which include a flight mode, such as the ever-popular Minecraft make use of flight momentum, in which the player decelerates after flying in a direction, smoothly but reliably coming to a stop. As some players may prefer the exactness of the immediate stop mode, this would best be implemented as an optional addition Flight speed sprint toggle - While walking on the ground, the sprint key can be pressed to make the player run and hence move faster (Shift key by default on keyboard control). However, the only way to change the speed of flight while in creative mode is to use the slider in the options menu. For ease of use when flying, it would be beneficial to include an additional slider in the options menu, which sets the flight speed when the sprint key is pressed. For example, a player might have a default flight speed of 2, which would be useful for player placement precision when terraforming a structure, but the flight speed increases to 8 when the sprint key is pressed, allowing the player to move quickly to another part of their structure or a separate area, without them having to access the options menu to increase and decrease their flight speed. I hope that these suggestions are seen and considered, for the improvement of this great mechanic. As always thanks to System Era for creating such an amazing game Feel free to leave your thoughts or additional improvements - Cinnamunoo
  13. Since astroneer added cameras recently, I was think of ways to get good aerial shots and views. This is my solution. Camera Drone! Can be controlled up to a certain distance away from the player. Can be accessed from a field shelter or a habitat. Has 4 tier-1 slots, in which you can put mods or resources in. (Be sure to also put a small battery on it) You can take photos with it from the air, or maybe even make videos with it! The drone would also be able to drill surface resources and dig up hazards. It would also be able to research consumable pods. It could also be used for scouting ahead the best path, and maybe even place down items like tethers or beacons!
  14. EndersTenders

    Better Recreational Sphere

    The Recreational Sphere is a great addition to the game, good for Astroneer League or just kicking it around like normal soccer; however, I think many improvements could be made. As an avid Rocket League player myself, ball cam is an essential part of the game. I think either adding a GUI to the ball with an option to enable ball cam, or some key binding to enable/disable ball cam would be a wonderful addition. A GUI may be necessary in this case, if there is more than one ball in the vicinity, the player would want to select the specific ball they want the camera to lock on. Furthermore, if a group of people want to play soccer just by kicking it around, it's easy for someone to just pick the ball up and spoil the game. Again a ball GUI might be needed here, with an option to disable players from picking up the ball. The physics of the ball could use a bit of tweaking. I'd like to see the ability to hit/kick the ball very far, this would provide for some very interesting gameplay. Also, I've noticed that when a player head-butts the sphere, it does not apply a lot of force to it. I'd like to see some aerial moves where the player has jetpacks, and is balancing the ball on their head while flying through the air. I don't think that is possible right now, since little to no force is applied upward on the ball when the player is underneath.
  15. DEARON

    (Suggestion) rocket mechanic

    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
  16. BurlierEarth7

    Byte consuming printer

    (Just thought of this, needs lots of refinement,) What if someone has extra bytes and doesn't need them? How about a new item that you can research (It would be a small to medium item) and build it using (in my opinion, and double the amount for a medium one,) 1 aluminum (Casing) & 1 copper (wires) for about 3,750 bytes. With this, you will pair it with a new machine (Name not made yet) that converts your bytes into a small canister of blue (or green) material (Maybe a lower level material for 100 - 500 bytes, and a higher level material for 1000 - 3000 bytes), then you use the material to make useful uncommon - rare ores, such as ammonium, laterite, titanite, or even hematite! The material machine would cost 2,500 bytes, and the power consumption would be 6u/s for the machine and 5u/s for the printer, +3u/s to each for medium-size ones. The medium printers would print out something like a premium catalog machine that gives new items (for example, a reusable machine that repairs debris by using material), for example, a broken solid fuel thruster would be repaired for 1 ammonium, and a broken habitat could be repaired for 3 silicone, etc... you get the idea, this could be used for so much, but I'm getting off-topic, I hope to see this idea in a future version of Astroneer, but that's all your idea, System Era!
  17. superjaja05

    {Suggestion} Soil Printer

    Hey SystemEra here a suggestion for improving terrain manipulation a Soil Printer , when you hold f on it , it open a panel where you can choose a geometrical shape , then you place two Marker (new item craftable from 1 resin , it could be used like that : you place two of them to defind an Area) , then you will have a "Soil Cannister requirement" , the soil printer should have 4 or 5 slot to place soil cannister (and the printer could also pull soil cannister from connected stockage) , and when you start the Soil Printer it print the shape you selected , in the area you definded (and maybe a slot for terrain analyser)
  18. Hey SES Don't know if its been thought off for improving the UI or game but why not add a small transparent minimap with a small range of where you are in a cavern or how close/far you are from your last point of death when you suffocated? This will help immensely cause it's not always easy to remember where you last suffocated location was, also the markers currently in game doesn't give any help. Perhaps it could be shown in the top left or right corners of the screen. P.S. Don't think anyone feels losing resources collected on a planet is worth it. Love the game and can't stop playing, keep up the awesome work and can't wait for future updates
  19. 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 👏.
  20. Im thinking of More futuristic transport on planets. Currently we have rovers in all sizes, a tractor and a buggy. But i think it would be fun to have a flying *car/plane/Craft/vehicle* . Mabye having flying cars.. or rather hovercrafts in the game will make it to futuristic, but mabye just a car looking thing that flyes only like 1-3m over the ground that is'nt affected by the terrain under it. mabye it seems useless or rather unnecesserry*** but many times have i had 2 bases on other sides of the planet and would either have to rocket there… or rover there, and both are inconvenient. since the rocket is for longer runs. Its more expensive to use… and since the rover is made for Shorter runs... it takes longer and the tarrain is enoying to pass the land With... mabye if you comment possible problems or questions i will have more spesific idea for Craft.. i have other ideas like Trains/conveyors and HUGE Space Crafts. Btw if you arent sure of the design, just think of some sci-fi starwars at the sice of a medium rover... please comment
  21. Hi! Love the game! This is the second time I'm posting this suggestion. The game would be so much more enjoyable with a mapping function. a small map that you know where you would solve a lot of running around and frustration to a lot of users.
  22. Recently I was building custom fun tools in Astroneer using existing pieces, such as platforms, research items, plant seeds, minerals, and then I thought that having electronics lab would provide endless opportunities for different kind of creations. So, the suggestions is to implement electronics laboratory, similar to the chemistry laboratory. There will be the following items: - Printed Circuit Board (PCB). - Alternating Current Generator (AC / ACG). - Wire. - Capacitor. - Diode. - Transistor. - Switch for AND, OR, XOR, NOT operators and manual on/off. - Light sensor. - Movement sensor. - Memory (RAM) bit. The electronics lab will consume silicone, resin, copper, aluminum, steel, plastic to print the items. In the future, some (or all) existing structures might receive Electronic Control Unit (ECU), which, for example, would allow to use electrical input in order to instruct chemistry lab to produce an element.
  23. I'm new on this forum. I wanted to see people's ideas and suggestions about new things in Astroneer. I saw that many people have great ideas, and even more: some demonstration/raw projects what for me - just a game fan is something awesome to see all these things. So, my question is: what if Astroneer could support steam workshop or website with mods, somewhere where people could add their own projects. I don't know what about game's compatibility and that's problem if game can't be modded by stuff like this. Tell what you think about it.
  24. I move to new apartment!! YEAH!!! Alright!! I bring some idea again and also, I make some samples for easily to look! When we play Astroneer, we feel need more storage when we get resources other far places or deep underground. So! Here is what I think! This equipment called "Toolbox". I want to design like hard case. so I add iron stick for cover all side of box. You can easily to grab and lay down! Just press "G". After lay down the Toolbox, you can open it to press "F". This is the toolbox's inside. If there are nothing, that green light going to be red or orange. I also want to add disadvantage for this model. Because.... I don't know!! haha maybe, for fun! so what I think is this toolbox has to charge. You can open and close for 4 times (one movement use one floor of battery). After the battery is gone, that box is automatically closed. And one more!!!! (Sorry guys :D) It's not disadvantage actually. This toolbox can put only equipment! not any resources! That's it! Hope you guys enjoy it and if you guys have any feedback or more ideas, Please tell me! Thanks!
  25. 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