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  1. The backpack contains a small amount of oxygen and power. I think it should contain a small amount of soil as well. If you don't have a canister on your gun, you're not playing the game correctly. Period. Mobility of any kind requires a soil canister. I think soil canisters should be the dirt equivalent of batteries and oxygen canisters-- helpful, but not strictly necessary. It's an artificial limitation on an already small inventory.
  2. --------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--------
  3. Sometimes localization done by outsource is lacks of quality. Sometimes a lot. This is just the case with russian one, it's terrible. It's lacks of terminology knowledge, sometimes has awful translations for common things and even not fit in game panels and menus. Frankly speaking, it would be far better if the devs entrusted this work to community. Please SES, reconsider this and make localization files (and fonts if it appropriate) accessible for community. I'm not asking for full modding support yet, just this one. It's not the matter of money or fame, it's all about quality of a great game, quality which we, the community, can and will help you with.
  4. I understand that most players do not enjoy the storms that were in Astroneer. These could be completely changed with a few implements into the game. The idea of a thunder storm was to be both useful and annoying to the player. You could either harness the electricity from a bolt of thunder, or die due to it. This is where the storm shield comes in. Its a type of generator, fuelled by the developers choice which emits a glowing shield across a set area. This can protect the player and is something else in order to grind towards. These could also be upgradable such as small, medium and large. The implementation of a new method of creating electricity would be to harness the thunder. Metal rods could be added to the game, these harness the electricity into an output. A good use of these is up high on a mountain where it is more likely to be struck. The storms can be both good and bad. They could also be a beautiful implement into the game adding dynamic lighting and fog. The types of storms and how to harness them can change on each planet. Like an acid storm on the Exotic based planets can be used to burn product and turn it into electricity. This also means you need to be better prepared for these environments. Thanks for reading! Leave a comment on your opinions below! (Discord qio#7575)
  5. DaThomas

    Wolframite veins

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

    [Suggestion] Health Bar

    A feature that should be added to the game is a health bar. This would be good to keep track of how much damage an aggressive plant would do and it would be an overall quality of life improvement.
  8. This is a pretty minor thing to suggest, but I figured I'd do it anyways. When hitting 50%, 25%, and 0% oxygen levels, the same red icon is shown. The text is obviously different, but the red icon makes them all look the same. The only reason I bring this up is because hitting 50% oxygen and seeing the same red icon that comes up when I'm out of oxygen can make me panic sometimes. So perhaps 3 different icons could appear at the three stages. For example, yellow at 50%, orange at 25%, and red when suffocating. Just a thought!
  9. So, Microsoft released a new os update in November that enable (finally) keyboard and mouse support for Xbox One. It would be much apprecciated if, before exiting Alpha, you consider as an option to add that support for console. At now few games are enabled (like Warframe eg.) but having at launch a fully supported mouse and keybard with console maybe could add a big value to this game (starting form no PvP setting type game) linking more friends from different Platform. I'm playng both PC and Xbox, but obviously KB&mouse kick Controller 10/1. Just an idea, that might make me very happy and a PC turned off.
  10. 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 system update is planned so I just wanted to suggest that if drag and drop is not going to be changed at least remove the acceleration so the items move instantly with the mouse so you can perform faster and smoother operations. I have been developing some personal projects with Unity for 3 years now, accelerations may seem to be good for smoothing but for some things like user input it just hinders the user experience. As always thank you for your attention
  11. orion6969

    Space station

    The space station could be a fuel depot will be able to hold a lot of fuel possible a shall ship or a landing area and you could put the station into orbit like build the parts on the ground and make it bigger and better every time you go back
  12. I've run into a problem where, I would build a bridge and use it for my vehicles. Due to circumstances I left my vehicle on the bridge and accidentally fell off. I re-spawned and went back. The rover(medium rover) disappeared. I couldn't find it and it turns out it fell down. I think it's the rendering issues. Maybe you could make so that the land renders a half second earlier?
  13. Hi, just a suggestion to add a terrain anazlyer module for spaceships to scan the surface of planets for good landing sites. Another idea would be to add a remote launch feature so you could have a rocket launch and have it land on another planet remotely. Also add an independent rocket orientented launch station instead of the stupid vehicle station.
  14. Since the crafting patch the medium shuttle has mostly become useless. You can make one pretty close to as soon as you leave the first planet and before the large shuttle. But the medium shuttle only works off of hydrozene and by the time you have the materials to make that you can make a large shuttle and there is very little research point difference. It seems like one of the following should be true. 1.) the large shuttle is hard to get materials for or requires more research. 2.) The medium shuttle can take solid fuel thrusters to allow you to carry more to new planets near the beginning. 3.) hydrozene can be made without needing Iron. Maybe doesn't require gas to create?
  15. Huge fan of the game, I appreciate how the background of the game is like a Gold Rush in space where it is a haphazard Expansion into a new territory (it isn’t a government program or military expansion). I feel like an old timey miner heading west to California except you have a terrain tool instead of a shovel. I love no map, no GPS, it should be rough and people suffocate and freeze to death. I don’t like the trade rocket because it makes the game too easy. I have restarted multiple times and “finished” the game multiple times. I think the end should be an ongoing massive project. Build a giant automated mining facility that pulls resources out of the ground automatically that you sell for profit (generates cash, not building materials). Build a giant terraformer that changes the atmosphere and the face of the planet (Aliens 2 style massive piece of equipment). Build a spaceport that allows for future commmerce. Build automated farms that are ran by robots. Something that gives you currency or isn’t building to build more materials.
  16. The game has gotten so much better when I decided to string large rovers together. specially having a mineral extractor is great when you dig, being able to extract all the resources you desire. unfortunately 4 large rovers move pretty slowly and they can't climb any hills. because only the first one actually moves and the other ones are dead weight. you gotta make it so they move their wheels (straight forwards at least) I see how making the AI for the vehicles to move smoothly is a challenge, but if you make it so that they move at half speed they wont ram into you while you drive but they ll slow you down much less. Also I d like to increase the limit of only 4 rovers in a row to 6 or so. having them in a row is actually less jumpy than just one rover so there wouldn't be a need to limit the number of rovers. they drive well enough. Also there should be a feature to push a rover on foot so you can move them without a seat... just very slowly. it's a pain in the ass to get the rovers into position to hook them up to each other without a way to push them.
  17. This thread is expanding on an idea I previously mentioned in response to another topic. TL;DR: Add stack-able structure bricks, made from compressed soil. ⇩ Summary As it turns out, this isn’t an entirely original idea. Bricks/blocks made from compressed regolith is a real strategy, and has been seriously considered for colonizing Mars, and beyond. The entire idea is reminiscent of when settlers made houses from the very sod they walked upon. The more things change, the more they stay the same, and otherworldly habitats may very well come in the form of compacted dirt. Still, you might wonder, why make bricks from soil? This is an important question; especially in a game where the surface can be remolded at will. Well, here are some reasons: ⚒ Durability Terrain that’s accidentally swiped using the Terrain Tool - without an Inhibitor Mod - will be torn up by mistake. Compressed terrain in the form of building blocks stops this. Making interior spaces would be very easy; bricks could be placed in a large mass, then removed after terrain is molded around them like a casting, creating nicely uniform interiors. An inner wall of bricks could be left to prevent damaging outer terrain by mistaken digging. ⚐ Signs of Life Nature will always take back what belongs to it, and terriformed soil is no exception. Over time, molded terrain reforms to the natural environment; becoming dirtied with debris and coloration. This is often deadly. A storm shelter that was dug to protect Astroneers fleeing poor weather becomes camouflaged against its surroundings. Beacons might be a solution to finding hidden bunkers, but this clutters the UI, and can actually impede getting to safety at distance. Teathers can highlight routes to safe zones, but over large distances this is not always feasible. Bricks would be dense (as material only mineable with drill heads). Hardened blocks would not be sullied by flora regrowth, coloration shift, or debris deposit. Small stacks of bricks could even be used like road signs to mark pre-explored routes; allowing Astroneers to traverse with rovers more easily along paths they know are easy. ⚖ Standardized Unit Terrain does not expand uniformly. Being able to lay down a uniform block of compressed terrain opens up new worlds for building systems. The game already has modules, but they act more like internal components of nonexistent buildings. A brick system allows forming structures around bases, and help stabilize modules. ☄ Future Considerations Future updates may create more demand for durable, modular construction. Meteorite bombardments, liquids, and hostile fauna additions could be held at bay with walls, moats, and bunkers formed from compacted soil bricks. So, tell me what you think?
  18. Resources Sperrylite Smelter processing into Platinum Trade resource Sale value of 16 Gas Hydrate Fuel Condenser processing fills Canisters with Liquid Propane Liquid Propane produces doubled energy output in Small Generator; triple energy output in Medium Generator Isotope Smelter processing fills Canisters with Tritium (hydrogen-3) Fuel Condenser processing fills Canisters with Helion (helium-3) Modules & Equipment Atomic Battery = Tritium Canister + Copper Roughly size of canister Provides 100.0 Bars at 2.0A Spent batteries can be used as substitute for Fuel Condenser Helion production Great for late game solution to portable power (widget compatible) Fusion Reactor = Iron + Titanium Attachment space for four Helion Canisters Produces 6x Power Stack equivalent per canister Flywheel = Tungsten + Copper Large, powerful immobile energy storage (non-lithium based) Stores twice the amount of energy produced by a Fusion Reactor; provides at 2.0A Scrubber Printed using Filters Acts as indefinite oxygen supply when powered Greatly benefited by equipping Atomic Battery Vital late game upgrade for Astroneers needing medium-term independence from external oxygen supply; without burning through resources Other (For possible future addition of Space Stations) Space Elevator Solution to fuel demands late game May use rare resources, but allows for movement of larger objects into space Bulk trading using docking spacecraft with station (late game resource procurement)
  19. First, this game is great. I am excited to see what the future holds. I first searched for my topic as per instructions and did find some things related. I also noticed the last relatable suggested post was in January of 2018. I thought it wouldn't hurt to put this request in again to advocate for those of us with that inverted touch. Suggestion: The inverted option works in traveling mode but once the backpack is opened or LT is pressed, the cursor is no longer inverted. Please keep cursor inverted throughout all applications. Thank you.
  20. vvhorus

    On-Suit Computer

    This game being supposedly 400 years into the future, I wonder why our astro-suits don't have an on-suit computer similar to Jarvis. It could have advanced sensors and GPS capabilities. It could be something we need to unlock from the catalog. It could warn us of incoming storms, their level of intensity (hint, hint), and the direction that they're coming from. It could locate objects and resources on a X-meter radius. It could guide us home when we're lost. It could talk to us when we're feeling lonely.
  21. cakes73

    A fixing system

    i was wondering maybe we could add a fixing system in game that requires I don't know maybe half of the ingredients needed to make the original object that would be amazing like I always see a broken wind turbine or solar panel and I would love to see a feature that allows us to either 1 fix debris (like broken rovers) 2.a feature to fix wrecked items or 3. both 1 and 2. It can also make more good uses for debris other than scrap metal and I don't know in order to balance this new system make wrecks a bit less common to find?
  22. Gillberd Törötukka

    Distance indicator

    Here has been lot of request of map or somekind position system. So far what i need most is just distance meter to planet core. Beacons and compass has been enought so far at surface of planet, but when go under to caves, it would help a lot if i could now the distance to planet core. Good place to meter is at compass, when you move mouse over player avatar and it opens compass, the distance number could shown at ground like directions.
  23. As explorers exploring unexplored caves, ropes and zip-lines should be essential tools of the trade. Imagine your astroneer rappelling up and down a deep cave, or zip-lining between two distant points, say, two mountaintops or a cave entrance and down its depths. Harnesses, ropes, cables, anchors, pulleys, grappling hooks and their delivery systems, all could be unlocked from the research catalog and crafted using already-available materials such as iron, tungsten, titanium, aluminum, or copper. Another idea: we could even hook anything and send it up a rope or across distances using motorized pulleys. It would be glorious. It would truly bring exploration to a whole new level...
  24. Mattbatcraz

    Gotta move that gear up!

    Hello my friends, tell me, have you ever had a moment where you find a launch pad, put things on it, then think "Hmm, something better could go here, but I can't remove these things!" Well fret not, because I have thought of a solution to this problem, Repack! Yes, yes, pull out your good ol' mining tool and hold (well, for Xbox) hold B, and watch as the structure shrinks back down and shuts itself inside a box for easy transport, no longer will you have to worry about a bad placement ever again, think of the resources saved on Platforms and buildings! "But Matt, why do you sound like you're selling this?" Because I am! It's the best thing since the Buggy, and all You need to do, wonderful Dev team, is make it possible! Don't delay, add it to the next update!
  25. sure the multiplayer right now in game may be laggy cause the game isnt optimized for it yet but with the trailer we got for 1.0 we'll be able to invite at least 6 people into our worlds and since its already very laggy getting 4 people in a world i think that 1.0 or updates before it will have optimization for multiplayer if that's the case then how cool would it be to have servers in the game like a raid and alliance system server where people can loot other bases and ally with other bases to help each other out while we are at it or just general co-op play with multiple people would be very nice as well. now honestly i dont expect to see this soon since system era is a realativly small studio when compared to other companies so it would generally be hard but if they get more people down the line and make astroneer successful when its near its full complete or during the beta (since we are still in early alpha which is before beta) i can actually see this not only work but be a good boost in sales since alot of sandbox players (not all) like to play with multiple people .