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  1. jurkotajny

    Ideas

    Hello, I would like to give you my ideas for Astroneer, and I hope I will see them in next Astroneer update. I am still studying english, so sorry for any mistakes. Buildings And Items Large Auto Arms These auto arms will be big, able to pick up items that are in small and medium sized items, but they will consume large amout of power. Scrap Auto Arm These auto arms will be able to give to shredders any size or kind of debris and if enabled, they will cut extra large objects into smaller pieces, small enough to be salvaged by extra large shredder. Train Station These will be used to navigate and manage trains. Custom names will be possible. If plugged, they will give the energy to the rails. Train stations will be able to share power trough rails. Large Wind Turbine These will work like other wind turbines, but they will produce large amout of energy. Nuclear Power Plant These will produce massive amout of power, but on startup they will need water and to keep them working they will need nuclear fuel that will be consumed very slowly. Fusion Reactor These will be very large, so large, that they will don´t need platform. They will produce very large amout of power, but will need helium 3 on startup. Sings These will be cheap to produce, and they will be used to navigate easily. It will be possible to give them shape of arrow. Helium 3 Canister These canisters if placed in inventory during mining on Desolo will slowly collect helium 3. Decompressor These if placed in inventory and enabled, they will take oxygen made by atmospheric condeser and using some power it will extract oxygen into players oxygen canisters, but if it will be running for too long while having oxygen canisters full, it can kill player. Vehicles Auto Train These will be unpacked in train station and are fully automatic. Player will be able to control the train, but it will be slow. Manual control will be used to attach wagons to the train. It will go according to slected train stations. Train stations will be selected using their name. Auto arms will be used to load/unload train automatically. It will consume power according to number of attached wagons. It will use power from the rail or use the energy from the wagons. It can also give energy to the wagons if in rails that are powered by train station. Wagon These will be possible to connect them to the auto trains and will have large slot on top. Maximum amout of wagons will be 5, if more wagons than the limit will be attaced, they will start to slow down the auto train and double it´s power consumption. Rail Creator These will be used to create rails using resources and some power. It will have 2 medium slots to increase storage capacity. Auto Rocket These will be unpacked on auto landing pad, and will travel between selected auto landing pads. They will consume hydrazine and will be only able to transport small items. Resources Helium 3 Helium 3 will be possible to get from mining on Desolo using helium 3 canister. It is used on startup of fusion reactor. Oxygen Oxygen will be possible to extract from Sylvas atmosphere using atmospheric condeser. It can be used for breathing using decompressor or using chemistry lab turned into water. Water Water will be possible to create in chemistry lab using 2 hydrogen and oxygen. It is used during startup of nuclear power plant or using chemistry lab turned into sulfuric acid. Sulfuric Acid Sulfuric acid will be possible to create in chemistry lab using water, oxygen and sulfur. It is used in chemistry lab to make nuclear fuel. Uranium Uranim will be possible to find on Glacio deep underground. It is used to make nuclear fuel. Nuclear Fuel Nuclear fuel will be possible to create in chemistry lab using uranium and sulfuric acid. It will be used as fuel for nuclear power plant.
  2. Disclaimer Hey, since there is a lot of traffic in the suggestion here, I'll do you guys a favor and make list for the most suggested Features and the one that has already been confirmed by the Developer. Let's keep this topic more organized, So please read this list before posting a thread here Now Available! Gallery of Feature, Fanart, and Fluffs related to Astroneer. Link (Google Drive): https://drive.google.com/open?id=0B8Yf0lwrL9OZLXkwSXcyZXZ2dlU LISTING INFORMATION Reddish For the Most Wanted suggestion, Posting a red marked suggestion may result in your thread getting locked down Ratio of 10-20 post per month, will be the red flag, further posting the same topic may result in said action Between 3 to 10 post per month won't be flagged as red, but still listed in this post. Sources used for planned features come from within roadmap: https://trello.com/b/UoZgKrd3/astroneer-development-roadmap And remember! NO GUNS ALLOWED,YEP NO GUNS, NOPE STILL NO GUNS Asking for guns in the game will instantly get your thread locked Last Updated: December 21, 2017 HIGH PRIORITY !!! (Most of these will be in-game by the end of Q1 2018) Research System Encourage exploration to other planet Adding skill curve into the game Research Points Ability to decide which to research first Sense of progression Resource-Based Terrain or Terrain-Based Resource Chemistry Modularity Vehicle built parts by parts Modules are also built parts by parts Bases are also gonna be built parts by parts All above will be interchangeable, augment-able, and may provide many different functions Thus allowing different complex structures Includes a new type of printer (guessing it as the small printer) UI Update Making the UI elements cleaner, more diegetic and provide more information Interaction Refractor Improve the current controls for controller & keyboards Complex Encounter/Discoveries Combines a lot of mechanics to make discoveries more exciting More Aggressive Floras And Faunas (but that's a far stretch) Weather Systems & Complex Hazard Temperature (Heat vs Cold) Radiation Poisoning Meteor Showers Rains, I guess? Black Box and other narrative element MIEDIUM PRIORITY !! (Might be added after or alongside the High Priority Features, They're not working on it right now, but will have the feature ready by the end of Q2 2018) Terrain 2.0 (What is terrain 2.0?, well to simply explain it would be a feature that will substantially change the way planets generate within the game) More Integrated Biomes Better Caverns, Chasm, and Mountains Variation to Terrain Density Unique Resource Distribution Larger Planets Soil system Special Tutorial Planet Crafting Revisiting to the crafting system and recipes Broaden the crafting progression Multiplayer Imrovement Up to 8 player in a server Dedicated server Online Presistence Personal Online Profile Dedicated Servers Trading Between Player Server Browsing Player-Driven Economy Public Multiplayer Servers Player Customization Let Players choose and customize their appearance Also customize the "mark they leave", Graffiti, Footstep, Modules, not sure what else Unlockable Suits with different functionality More Features World sized Puzzle Linux Version LOW PRIORITY ! (Will be added in-game farther into the future, Preferably by the end of Q3 2018) Automation Allow modules to be programmed in a way for Large-scale, and High-cost projects Conveyors, Sorting, Elevators, anything you'd expect from a large-scale mining In-Game bug reporting mechanics More Features OSX Version New Planets New Resources New Vehicles New Modules New Augments New Stuffs Achievements OTHER ROADMAP CONTENT (not sure whether they'll be added early or later into the game) Modding Decorations (static & interactible) Farming System Farms, Biodome, Seeds? Not the one you gotta eat wait? there might be the edible kind too? dis 4 real guys? More automation Liquids on Planets Faunas (agressive) Player Home (Personal Space) Cartography, Map-making, and all of it's sorts NON-ESSENTIAL FEATURE (Doesn't make it to the Roadmap, but still have chances to be included) Making it easier to drive trough rock Geothermal Power Custom Beacon Icons Improvement on mechanics Improved Vehicle Driving Sprint Toggle (Xbox Controller) More Feature on the Augmentation More compatibility to other modules Constructing Large Module on top of a Vehicle More resource types Iron, Carbon, Astronium Variation to the terrain tool and it's function Local Splitscreen 2 panel split screen 4 panel split screen Steam Workshop (User Generated Content) Creative Mode Improving Tutorial CONFIRMED FREQUENT SUGGESTION, BUT NOT WORKED ON AT ALL (suggestion that will make into the game, but is in the lowest of all priority) Breakable Base Module, most likely by storm Power-ups and Consumables Local Splitscreen 2 panel split screen 4 panel split screen Manual Spaceship Flight A Space Station Building said station with wrecked part Jetpacks Consumes hydrazine to fly "Yes it's that specific" Grappling Hook Physical Liquid Underwater Cavern Ocean Planet Save Editing Duplicating Naming FREQUENTLY SUGGESTED (Suggested many times by user, Eitherway.. Unconfirmed by the devs) ANIMALS "Yes everybody want's an alien lifeform to be added here; hostile, passive, and friendly, form packs and stuff" Minimap, Gps, Satellite More reliable means of navigation Adding more survival elements Not adding more survival elements Fuel Condenser & Trading Post Nerf More Research Options Names for researched artifacts Tech Tree/ Research Points Large Habitat with interior and stuff Recycling Bigger Storage Silo or other form of enclosed storage Building vehicle storage on large platform, or just allow it to be built over without forcing you to put in other module More Vehicle Astrobike/ Hoverbike Giant Drill Trains, and similar minecart/rail system Hovercraft Larger Vehicle Mech & Exosuits Shape & Size options for terrain tool Shields Shortcut to move content of inventory between a storage and the player's backpack More Planet types Ocean Planet Ice, Lava, and other biome specific planet Gas Giants Some better way to differentiate copper and aluminum "Either make their color more contrast, or change one of it's model" NPC, and Lore Items Companion Creature Drone (working and stuff) Tames/pets, (dogs or apes or whatever companion animal suggested) Mining Elevator More & Bigger Power Sources A plow of some sort for vehicles to push trough rocks Modular Indoor and Enterable Habitat Terrain Tools Option Option for ramps with different angles (45º/90º) HUD improvement Weather Predicting Radar Permanent Upgrades (inventory, oxygen) Scheduled Update Robot Astroneer that consumes power instead Command Console (in-game debug mode/cheats) World Generation option: Seed, Size, and Resource difficulty An EXIT button Space Diseases Transporting POWER between bases Wind turbine to generate power during sandstorm First Person View Landing Pads ALREADY A FEATURE But suggested anyway Sprinting "Press L3 if you're on xbox" Road/Ramp Building Increasing Terrain Flattening Ground Mining Vehicle (Crane and Drill) Realistic Gravity, Physics, Solar System Rare Resources unique to each planet types Minigame/Puzzle Garage "Dev suggested you to build it yourself using terrain tool" Custom Keybinding (PC) Removing Base Element and Vehicles (use dynamite) Storm Shelter "Just get creative with your terrain too ffs" Gallery of Feature Fluffs BONUS (In case you somehow read this long thread this far) Old Dumb Astroneer Fanfiction I used to make Do note that this was made before I learned about Dialectic UI, so please do Understand.
  3. Thank you for such a great game. I have hundreds of hours into it and thought id share a few ideas with you.. As an astroneer that uses a drill rig a first prison mode or moving the camera so i can see in front of the rig better would be a huge help. A way to lock a grade when cutting would be a huge help as well. this would allow for cutting slopes, roads and such in a more controlled manner. Extenders in my mind should be either the same length as tethers or slightly longer due to the resources used. They should also be able to be placed on top of tall platforms without them returning to a storage mode. this would allow for a cleaner and more protective connection as the are currently able to be knocked about at times and disconnected. Would love an option to lock tethers to the ground. Make it a clickable option. Also a colouring system on the tethers would be nice. This would help facilitate routes or use mixed or patterned colours to mark off areas. like a red and black for danger, yellow black for loading zone ect. A means to add floodlights to a larger rover seat. as the drill or other attachment remove the lights.
  4. Please create a function that allows you to specify multiplayer options for each save. Load Rename Copy Delete Back To Load Rename Multiplayer Option Copy Delete Back Additional options display when Multiplayer Option clicked Allow Not Allow
  5. Whenever I play the game Astroneer, it's with my friends because it is more fun that way. But I can't seem to render them in at all without being close to them. I know that it is about optimization from updates and what not. But I would love to have a view distance slider in the settings menu. I can't doing anything about my render distance being bad. My brother seems to think it's about RAM. I have 16gb of ram and he has 32. When I'm in game I walk out 20 feet and he disappears even with his beacon. But he can see me across the world. All I'm asking for is a render distance slider or setting eg. Low, Medium, Epic, Extreme.
  6. Landon Kirkland

    Atmospheric Thruster?

    A thruster that runs on the atmospheric gas and provides unlimited launches but needs time to refuel or recharge at a station or something while being provided with power. I think the best materials that would be needed to craft this would be a nanocarbon alloy as well as a piece of ammonium. The thruster could have to be charged/refueled at a station the would be crafted via other materials. Tell me what you think of this idea.
  7. The following are cosmetic items I thought I would suggest now. These could be used in some sort of 'Summer Event' Have a suit that has a fish bowl as a head with a fish inside that is wearing sunglasses (to act as the visor). I think it would me Funny to see some thing like this. It could be called "Fish Bowl" For the Visor You could have a derpy looking fish on it with bubbles surrounding it. You could call it something along the lines of "Fishy brain" (I ran out of ideas on this one) My idea for the emote is the character would do a weird swimming motion but then falls and starts flopping like a fish. This could be called "Fishy Business" I trust your guys' judgment, Hope your 2020 goes great, ~CreateTeen
  8. It's not comfortable to see the blurred background when an alert was appeared.
  9. Please. Because I've just lost one save's game progress when I'm trying to save a game. Why the Astroneer isn't auto saving? It is only auto saving when we a entry to shelter or riding vehicle and rover seat! But why? That's useful but at the same time risky. Saving the game too often to one save file can cause performance degradation. This puts a heavy load on the computer and eventually leads to a game crash. Please, make a manual saving function and change the existing auto saving function.
  10. Yeah, we have a Trade Platform and EXO Request Platform. But it is using a space lander, right? So I thinking about "How about using drone?" thing. That's my idea: Here is a this module's features: (The units of power follow the units used in the official wiki.) Delivery Platform is using unmanned aerial vehicle(UAV). This module's is delivery a materials purpose. It can be attached on Tier 3 Platform. There is exist it's own network. This module has powered it's own solar panel and supply power to drone without wired(Wireless powered drone). If the In-game time is night, It can be powered by base's power(Supplied by platform). In this case, it consumes 2 U/s as much power. Drone landing pad's power capacity is 128 U, and drone's power capacity is 32 U. Drone is have exist Tier 2 slots. But only can attach a storage modules. Of course other drones may not land on a pad that has already landed. This module has a controller. So you can inspect it(Interact to control a module). To use this module, you must first specify its location name(It can be edited in controller interface. Max number of character is 16). You can place a total of 5 drones per planet, and there is no limit to the placement of modules. Delivery Platform: Byte cost: 7,500 Materials: Tungsten Carbide, Graphene, Copper Medium Cargo Drone: Byte cost: 7,000 Materials: Titanium Alloy, Lithium, Copper
  11. You know, In Astroneer, when you print the RTG, you need a Nano-carbon Alloy and Lithium. But in real world RTG is not using Lithium! that's using Plutonium. (More scientific info: Plutonium 238) And I wanted a new power generator. The Fusion Reactor. You know the Astroneer is Sci-Fi genre. But why not add a fusion reactor? Fusion reactor is so VERY fascinating power source! Fusion reactor is using Deuterium or Tritium, this will be more powerful than RTG, It is very excellent energy efficient, and you don't have to worry about the reactor exploding. And the fusion reactor is create helium after reaction. Please add a new elements. Plutonium is must be added on Atrox. (With much deeper in the mantle.) Tritium is can be must combining in Chemistry Lab modules. And finally, add the Fusion Reactor If you can.
  12. My idea is this: Vehicle Shelter Now this is really 'moveable' shelter. I know recently SES added a new shelter it's called "Field Shelter". But it can still be used by only one person at a time. I already came up with this idea before it was added. My idea is that it's much easier to move around and can be used by more than 2~4(or above) people at a time. And it can be attached on Medium Rover and Large Rover. One day I will design a 3D file to explain this idea in more detail... (But not now... Because I'm busy. I already have my another project...) The materials don't have any ideas yet. But the byte can be a rough. Medium Vehicle Shelter Byte: 8,000 or 8,500 Large Vehicle Shelter Byte: 15,000 or above If you have additional suggestions, Please let me know what you think.
  13. GeneralMayonaise

    Email to System Era Support

    I wanted to post my email to SES for public viewing. Maybe if enough emails are sent, the devs will finally start paying attention here. Comments are welcome and I'm hoping I will get a response from them eventually. Any response would be better than nothing. ----------------------------------------------------------- Hello System Era, I am writing this message in the hopes that you will read it and reply, or at least take it into consideration. To start, I very much enjoy Astroneer. The concept is awesome and it has great potential for expansion into something greater. The ability to sculpt the planets however I want is something that has kept me playing. Also, space is one of my favorite subjects and was what got me interested in your game in the first place. Having said that, I have been met with many disappointments. The greatest of these is the fact that you, the developer and creator of the System Era forum, have no real presence in said forum. There are a multitude of posts on bugs and crashing issues (mine included) that have gone ignored. In your latest update, 1.1.2, a number of members have complained of crashing within the first 30 minutes of play which is generous to say the least. This was originally an issue in the 1.1.0 EFT 'beta' you held on steam that carried over to 1.1.2. Other members also posted this game breaking bug, who also went unheard. The latest semi-stable version is 1.0.15, which I have been able to play for several hours before crashing which would usually freeze the entire system requiring a hard reset. I purchased the game after reading reviews on Steam, YouTube, and various other sites. After watching several YouTube game play videos and seeing the smoothness of the frame rate I decided that I would pay the $30 to get the game. I started playing version 1.0.7 which also had crashing and whole-system freezing issues. From that moment, I thought that this couldn't be the full release version of the game. I was wrong. Thus the second major disappointment. Astroneer went from alpha straight to a 1.0 'full release' without having a beta test to work out the bugs of the release version. From what I have read on the forum, the game was more stable in alpha than it was after 1.0. I have played many games over the years and very rarely have I seen a game that had more issues post-release than pre-release. The third disappointment was that I was excited for a well-made game with a wealth of future updates from what seemed like a group, however small, of experienced developers. I have played many of the games that some of your developers had a hand in creating. The fact that quantity over quality seems to be the name of the game when it comes to Astroneer was very unexpected. For example in the latest update, we were given access to the extra large scrapper. A number of us were unable to use this because of the crashing issue that carried over from EFT. I couldn't get past the first two to five minutes after loading my save before crashing to even be able to craft it. Content updates are all well and good as long as the game is playable. Which at this point it is not. Many games that are worth-while and satisfying aren't pretty but they are more than functional. I am not saying the game is not worth-while but it has become less than satisfying. I have enjoyed the game enough to the point that I went through the frustrating process of downgrading to a previous version so I could play a semi-stable version of the game. Which brings up an important point. If you are going to update the game and ignore the bug reports, at least give us the courtesy of including the previous version under the beta tab in Steam. Other games have done this simply because some players enjoy certain versions over newer updates. In this case it would give us, the players, something to fall back on in the event an update goes haywire. Recently, a fellow member came up with some great ideas on how to improve communication with your player base. mystikro, a member of the forum had this to say, addressed to SES_joe: "Choose a team of free QA testers/players that get early access to builds (daily, or as soon as you have one ready). I think steam can help you with this, they have beta codes and stuff where you can enter that and gain access to it. The community can enroll and log bugs for you guys (JIRA or anything open source). You get free QA, the players feel like they are part of the development." https://forum.systemera.net/topic/52701-is-astroneer-no-longer-supported-by-devs/ He continues further down with: "And all you need is one QA manager. Someone to supervise the QA process. Someone that is active and interacts with the QA and the forum. You took refuge in the Discord server and don't really care for the users on Steam or on the forum. I think that is a bad approach. Get one community manager to have daily contact with the users so that the forum doesn't feel like an empty echo." https://forum.systemera.net/topic/52701-is-astroneer-no-longer-supported-by-devs/ None of this is unreasonable. In fact, this would be extremely beneficial to System Era. It would increase your player base which would in turn increase positive feed back and word-of-mouth advertising which is highly cost effective thus increasing profits. Currently, as I'm sure you're aware, Astroneer is $30 on Steam which in my personal opinion is at least double what is should be considering the state the game has been in for some time now. Another point I would like to make is about your Discord page. Wyvyrias posted: July 19, 2017 "To make sure everyone is aware that we have a Discord server for the whole community! The developers (and Joe) are around as well and sometimes chat with us, too. We'll also try to keep you up-to-date about important events about Astroneer. Feel free to join if you haven't already (and don't forget to read #information)..." https://forum.systemera.net/topic/29926-astroneer-discord-server/ After becoming frustrated with the lack of communication from SES on the forum, I decided to join your Discord server and try to contact someone there. I became extremely confused when I read through your rules, specifically rule 10 and #5 under additional notes: 10. | Do not ping the developers. Face it, SES is busy and can't take care of the individual messages of thousands of people. Use the forums or talk to the community. (5) Do not DM or ping anybody (especially not the staff/moderators) without a good reason (for example, you are free to DM a mod if someone is breaking the rules). This is somewhat misleading regarding what was posted on the Discord announcement post on the forum. It seems to tie our hands behind our backs seen as any kind of System Era presence is non-existent on the forums, almost as if the community is expected to fix issues with the game or given a single choice and that is to live with said issues. That's like me saying to you, "Buy this overpriced car, with warranty, and if it breaks give me a call. Oh, wait. I forgot to tell you the warranty is void and I've turned off my phone. But here's the number of a plumber who I've never met." I don't want a refund, I want a working game. That's all. I don't think this is too much to ask especially when I paid my own hard-earned money for it, along with many others. I believe Astroneer holds great promise for the future and even with all of the major issues it currently has, it is still a beautiful game. When it isn't crashing. I hope someone from System Era will respond to this email and the issues within resolved. I don't expect it to happen overnight. I understand that such things take time, energy, and of course money. At least take the time to read this as I have also spent my time and energy trying to get Astroneer to work, as well as money spent purchasing your game. -Thank You, GeneralMayonaise Active System Era Forum Member -----------------------------------------------------------
  14. yoavmal

    A request

    I would like to see more players on the suggestions channel, and providing ideas to the game. Right now it looks like i dominated the whole area, and all i do is just thinking of ideas 5 minutes a day. Please go to there and try to offer up some ideas. sometimes the idea may seem extremely bad, or not functional or creatable; offer it anyway; the talk provides more ideas. Thank you for reading my thread and my request.
  15. gameventor

    Game Suggestion

    I have been playing the game since a little after it was released and have become addicted. Although the game is fun I have a few suggestions; First of all, it would be nice to have a "Keep Inventory" setting. Second, it would be nice to make a creative mode. Thanks!
  16. Kurtis Scaletta

    Frequent crashes on Windows 10

    Dell G5 15 - 5587 running Windows 10 (updated to most recent release) 8th Generation Intel(R) Core(TM) i5-8300H Processor (Quad-Core, 8MB Cache, up to 3.9GHz w/ Turbo Boost) NVIDIA(R) GeForce(R) GTX 1050 with 4GB GDDR5 graphics memory The game simply crashes -- freezes up or quits, often when I'm doing stuff quickly (like running or using boost mod). It crashed several times last night, often when I'd done stuff for several minutes to an hour without saving. It's frustrating; any suggestions for settings that might ameliorate the problem? Having more control over saving without quitting would be nice; also to be able to copy a save so I have a backup if one becomes unplayable.
  17. A giant spaceship should be added to the game which would be able to carry a lot of cargo + should be able to deploy spacestations and if other solar systems ever get added it should be able to go there but to launch it you will need a special launch platform where the rocket stands on a grill where the fire can burst out of the sides (like a real launch platform) everything in the path of the flames coming out the sides should be destroyed/killed
  18. RedZX

    More Progression

    Hey I’ve had a few ideas for some new things to add to this wondrous game. Im not asking for a total rework of the progression system, but I’ve noticed a lot of complaints that there isn’t anything to do after unlocking and building everything except expanding. While this problem can’t really be resolved totally, more progression should be added. Even though I know more things are going to be added, here are some ideas. Dangerous weather is a must, to make things a little more interesting. I’m thinking snow on Terran and blizzards on tundra, heat storms on arid, and acid rain on exotic and radiated, not to mention heating/cooling protection. Adding an Astroneer/ vehicle upgrade system through, say, an engineering bay would include such things, as well as additional slots and durability. More resources in addition to the ones added in the crafting update should be added. I’ve looked toward the periodic table for inspiration, elements such as Osmium(super dense, upgraded titanium sort-of), Vanadium, a durable metal that is cheaper than titanium but of similar strength, and lead, which does not allow radioactive particles to pass through it, maybe to protect the astroneer from acid rain and general radiation, to name a few. An advanced chemistry lab should be added, as well as larger, more advanced power sources, vehicles, and crafting stations,and platforms to accommodate these. Examples: Maybe a solar tower, or a geothermal form of power, a larger scrapper for larger debris, a larger rover with a space for a seat imbedded in the front, or a flying machine, with flight cap(of course). Fission power could be a thing, as well as fusion power, but these would have to be extra large, and not fit on platforms(but you can do what you want). Uranium, as well as a way to make Deuterium or tritium for the fusion reactor, as well as magnets. Rivers and lakes would be cool, but that just means making more animations. If added, hydroelectric power should also be thrown into the mix to utilize those. Ive also seen requests for space stations. These would be great, but there’s a few logistical errors. First off, how would you build these? I considered this for a while, then thought: Rockets. A larger version of the vehicle bay with a launch pad would build either a small or a large rocket. These would function like shuttles but carry more items. The “rocket bay” should also build space station parts and put them in the rockets cargo bay. A “nexus” should be the starting point and include a “station printer”. The station printer would have an interactive menu, organized in a grid. This grid should have options for building and deleting. After designating what the printer should build, and finalizing the changes these really expensive station parts would then be built onto the station automagically. Second, how would you access said station after you built it? I think solving this could be difficult, but I have a few ideas. Making a hangar bay for a shuttle or rocket is necessary because of access issues (I don’t want to spacewalk any more than the next guy). Space stations should orbit the planet/moon it was launched from, have a beacon, and be accessed like a planet would be. These are my ideas, and I congratulate you for making it through my extensive post. I know this would be a hassle to add to the game, sorry if I repeated someone else. I look forward to the next update (and maybe steam workshop support)!
  19. I bought the game as soon as it was released and I played a lot at the time, but I spent years without playing it and this weekend I played a lot again... Here are my considerations about the game so far... First I would like to say that I enjoyed a lot the new research system, graphics, and general improvements, but I still found a lot of bugs that I'll enumerate here... Tethers - Since it was released this was a problem in the game, but I must admit that you have improved it a LOT, but is still a problem because if you still place a lot of them the game starts lagging. Terrain cracking - It was a big problem, but I am still seeing this problem happening, it happens when your save starts having more than 10 hours of continuous play. Multiplayer - Again I would like to say that it has improved a lot, but yesterday I was playing from a guy that lives in Central America and his ping was high, so when I left the rover it started spinning crazily and I spent almost 30 min trying to recover my rover... Planets divided - While I was on the space the planets were split in half... Saving the game - If you are the host of the game, everytime someone (that`s not you) enters in a vehicle, the game saves - As a host, I would like the game saves just when I enter in a vehicle, not others. Flying around the vehicle - Sometimes when you are playing with other people, when you enter the vehicle you float next to the vehicle and does not sit on the chair. Just a small suggestion Car upgrades - I would like to have a possibility to add a turbo on the rover or rocket engines like you can do with the terraforming tool. Small flying vehicles to explore the planet - this would be awesome, something like a helicopter. That's pretty much it... I know that you are working hard to improve the game, this is just to help you. Thank you!
  20. I didn't see anything on this topic in here and thought that elevators would be a nice addition to getting up and down vertical shafts. Possibly a lift for vehicles too?
  21. SpaceCadet_Psylo

    Ideas/Suggestions

    Hi! Here are my 2 cents on the topic : - a planet map! right now the only map that pops up is the one you get when you're in orbit, but it would be nice to get a certain overview of the whole planet, better locate beacons (!) - make beacons visible from further away - any way/tool to transport salvage in addition to the winch or carrying, or just make them "pluggable" into available slots - make it possible to salvage larger pieces, like broken platforms, because we are able to carry them around, but nothing else - add a keyboard shortcut to flip the vehicule, there's no reason we have to exit it first, then flip before going back in again - give a functional purpose to the non-broken satellites one finds, like the golden one - enable repairs, at least to some degree, like be able to repair something broken until its made salvageable - make it all possible to dislodge modules from platforms, maybe at a cost, like, to be able to get a platform free at the cost of the module that was on it, or the other way around, save the module at the price of the platform its stuck to - in the same category, make modules generally speaking un-deployable, like the dropship. Once deployed it won't budge (wont even blow up with dynamite, although this I reckon is a bug) - make it possible to dislodge modules from rovers and shuttles (like extra large storage, crane) - make it easier to discard modules and different constructions without having to use Dynamite - make it possible to craft the circular habitat, the one you get when you start a game. I know that I can use the dropship, but it would be nice to be able to have that little home-pod on other planets and moons
  22. Please consider adding a mechanical parking brake to all rovers. One that doesn't require power to stop the rover when occupied. It is quite the experience to run out of power down a hill, and have absolutely no way to stop your rover from falling into a pit. A mechanical brake is common on most vehicles as a safety measure, since it requires no active power to engage. Please consider adding stabilization arms to large rovers with cranes, these will lock in place when the crane seat is occupied. There is still a problem with entering a crane seat and the rover starts sliding down a hill... and since you aren't "driving" it, there is no way to stop it, without exiting. The world isn't flat, and shouldn't be. But having no way to deal with inclines when in a no power scenario is a real problem.
  23. Not having wind turbines spinning and generating energy during powerful wind storms seems ridiculous to the point of being frustrating.
  24. Aside from the classic "key binding" and "volume bar", I'll like to see this implemented in one way or another ?. 1) Automatically insert research pod to research chamber: I know that the idea of the research pods having variable research point distribution is to add a bit of a challenge, to think what pod and when you want a pod to be researched, or at least it is what I remember from when research 2.0 came out. That's cool, but there is one big problem with that idea... you need to be in your base. For an exploration type game, being in your base should be the least important thing. Thus, I think that having the pods going into the chamber automatically a good incentive to not stay in base to continue research. Or just to be out exploring. 2) Medium batteries and energy producers to have a base similar to smaller ones: One thing I don't get is why the smaller, lighter and, obviously, with the less space to hold cables, energy producers (solar panel, etc) have the option to be on the ground without a proper base, while the bigger ones don't have the option. It is not consistent. If it is because storms, that makes less sense. Also, I think that a less restrictive use of the medium equipment could potentially be a door for other things. For example, imagine that you went spelunker-mode into a cave and you find a strange artifact that need to be power up. You can bring the medium battery on your rover and use it to power it up. Furthermore, people would still like tidy things, if they want to have a nice looking base they'd use platforms. 3) Short button press less restrictive: This is one of the things that I have problems with Astroneer right now. The short press frame is too short. I have a lot of problems trying to open the backpack. If the long press is, let say, two seconds, it is fine for the shot press to be one second before the game thinks I want a long press. 4) Add the option to change things from long press to short press and vice-versa: I want to set-up somethings faster. What I mean is, for example, I want to change the colors of the beacon fast, with short presses. Other thins would be to turn on and off the generators or the printers. 5) Research tech with their material needed for construction: I think that add in the research panel the information on what are the materials needed to build something a good thing. It would help newbies to decide if they want to research something knowing if they have or not the material to do so. It would also reduce the chances of mistakes or for returning players (or if there is a change in the recipe). Now that every material has its symbol, just putting the symbols (indicating material and quantity) would be more than enough. The following would be nice to have but is not particularly important (for me, at least) 6) Two dedicated slots in the Astroneer suit and one in the terrain tool: I'd like to have two slots to put an extra oxygen tank and/or battery in the suit without taking space from the very limited Astroneer suit. The same for the terrain tool. This would give a sense of progression within your character. Something that I feel it needs. It may be researched or found.
  25. Malachite

    More Survival Ideas

    Astroneer is a great game as it is but it is in it's alpha stage meaning there is lots for to add. One of my ideas is that Astroneer should contain more survival like essentials. Here are two of my ideas: 1. Food - I believe food should be an item in this game to make it more challenging but before creating a server there would be a difficulty option which change the amount of food you would need daily to survive. Food could be obtained from destroyed ships, killing plants, and from organics. On the hardest difficulty you would need five units of food each day. On medium you would need three each day. On easy you would only need to eat one. 2. Drinking Water- Just like food, water would add a more survival like aspect to the game. Changeing difficulty would also change the amount needed. Water could be abtained by filling a canister with soil then extracting a material, using the material extractor, leaving behind a canister with some fresh ground water. On a hard difficulty you would need to drink five units a day. On medium, three, and on easy you would need one.