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About Me

Found 24 results

  1. I would like to see the ability to freely change the game mode status (creative and survival) for each individual player (like in Minecraft). My client players don't like to play in creative but I do and like to be the "admin" of the world. Therefore I would like to be able to see myself in creative but keep them in survival.
  2. survival has been a big discussion, with many ideas being kicked around about food, water, and enimies, but I for one am opposed to this idea. i just wanted to start a thread to talk with people about the reasons they want no survival mechanics. i think that the fact that there is no survival aspect in the game is the best part of it, because of how open-ended the game is now. The ability to mess around all day (in game) in astroneer has no negative reprecussions because there is no obligations. In fact, you’ll probably get some laughs in. Try this stunt in Minecraft, ARK, or o
  3. Ok so While I was watching Z1's video I was thinking this would be a really cool survival mode. I really like the idea of being able to chose which planet you start on for survival mode (or possible randomly generated). But something akin to the chair glitch would have to be available. Like a astronomer plane or jet pack. You guys addressed that you would add some replacement for this glitch in the video below. But I thought if no one had mentioned it this type of survival would be interesting. The Z1 video I was referring too
  4. When I started, I lost a few lives as I was so excited to explore that I lost track of my oxygen and didn't make it back to my tethers in time. It'd be nice if there was some type of "alert" system (perhaps you can craft this and mount it in your helmet) - even a series of beeps to job the player's memory.
  5. Just like in the tutorial, a tap feature would be perfect for larger plants. It would allow for easy access to organic without terrain destruction. The smaller fauna throughout the planets, e.g. Terran, could be used as a survival feature. They would be collected into a type of item that would be considered "vegetables" or something of the sort. It could the be put through a blender to be turned into organic. "Vegetables" could then be eaten by the player. This idea could be expanded for more plants; leaves or grass could regenerate creating new resources. This could allow plant beds to be mad
  6. I think it would be really cool if you guys were able to put in enemies to go with the survival part of the game, similar to minecraft with its zombies and creepers (etc.). I believe adding in monsters with different varieties in what they do would be interesting and would have more for you to do, instead of lazily going around mining and saying "I'll just do this and this and this and the only thing that'll stop me is boredom from how long it takes" This is something a person would say in a game about survival, like with the horror game, the Forest, a game where you wander around a forest, su
  7. I'll just get right to the point. This is a list of ideas for improving the game, why I think they should be implemented, and ways they could be implemented into the game Survival Limited Oxygen Production I understand that this is a common thought, but in my eyes even long term space travel would have some difficulty producing O2 out on other planets without some source to draw power or resources from, even in a high-level space age civilization. Therefore it might be more interesting to implement limits on oxygen production from the player's facilities, making thin
  8. 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 woul
  9. Add a various amount of different creatures to the game from which you can harvest food and resources from adding new survival elements to the game by needing to eat and drink also add farming to the mix giving that same outcome but to also grow certain resources so they never will run out maybe having some seeds only obtainable on some planets maybe some creature will attack your base so you'll need to add defensive weapons to protect the player and there base.
  10. @SES_joe I have some questions about the futur of this game about the survival features : will we have some kinda of food/water/oxygen to survive ? Because this is a survival game, and the first thing we need to survive is oxygen/food and water... Btw great game, continue the good work, I bought it day1 and I love how you are making this game. 5*
  11. How about a food update, Growing our own food. A new Green Meter right above oxygen (or elsewhere) showing hunger. Grow them in dome like pods that take up as much space as a Small Storage or maybe a bigger dome that takes up as much space as the Big Storage. And maybe a new food processing machine and a machine to create water out of certain materials for the plants. the domes can have small slots to put on water canisters. And readied food can be carried around in a container of some sort taking up one backpack slot or a bigger storage for trucks (maybe as big as the huge battery
  12. So I've been starting new games looking for a decent spawn zone i like and every now and then i get a power or o2 vein next to my base. Or nearby. Early game they are very valuable to have around. But ive found once i start getting materials and building things. I dont use them anymore. Basically my idea would be some sort of adapter that could be attached to em in which you could then place tethers to tap its supply. Or maybe a rover if they ever took unlimited o2 from them. My other idea would to be the same sort of adapter on the vein, with a kind of output tap(eithe
  13. I've put in about 30 hours of this early access since its first release, I've recently threw in about 6 hours to see the new updates. I've seen a handful of VLOGs and read through the trello road map, and I'm pretty excited about whats to come. My main question is, what exactly is the challenge when it comes to the game? There are some survival aspects but, its pretty easy to survive as of now, and there is little to no penalty for dying in game. If there game is based off puzzle and exploration, then we're in a pretty solid state with research and easter egg items. Which in this cas
  14. 1: Tranquillisers (for when hostile lifeforms arrive) When hostile plants and animals arrives it'd be nice to be able to develop some defence against it, however it'd be a shame if the game suddenly fell into the depths of a violent bloodbath, the goal after all is to explore the cosmos and discover new life, not end it... What I think would be a nice solution therefore, would be able to use some sort of tranquilliser or stun device similar to perhaps what a modern day park ranger may use to stop an animal causing any harm. It could however take any number of forms, it could be some sort
  15. I feel that Astroneer is a wonderful way to chart completely unexplored terrains and worlds. Not only because of it's settings but because of the atmosphere and stylistic qualities of the game. For instance, aside from the remotely human form of the Astroneer and the need for Oxygen to survive, there is nothing else indicating that they are fully human, or at least as we are. You could play around with materials giving your Astroneer physical properties (Higher run speed, lower/no reliance on oxygen) or distinct personalized characteristics. Astroneer's terrain offers a tremendous amount of po
  16. Can you guys imagine how cool it would be to have fluid dynamics inside the game??? we could shape the planets as we please, making waterways, lakes and all kinds of crazy things just by making cannals and holes so the water could follow! Also, it would be a great start for living things to be implemented to the game... exotic planets would be full of underground rivers and water reserrves so the green ecosystem above could grow. And we would have a great survival item, making it one of the priorities when exploring.
  17. Hey all. I mapped out a possible progression as part of a few other ideas. I'm in the middle of a game using this progression chart. I have to say, it has been really challenging, and really a blast. The hardest part currently has been the fact that you don't start with filters -- I've been following all the Terran rules so far, and just unlocked Filters, so I should be in much better shape. So far, the gameplay has been vastly changed, and for the better, IMO. On one hand, I got extremely lucky to have a cave system filled with research nodes, laterite and malachite right below my b
  18. It is a nice addition that the backpack will regenerate slowly but i think it would be better if the backpack does not do that, or that there will be an option to set it off. This will give more value to having a solar panel on your backpack or keeping a generator with you at all time to generate energy when needed. Whenever you are in a cave and run out of energy the lights will also go off, this will make it a bit harder to stay out for long without a decent supply of energy and give more purpose to those small utilities you can add to your backpack. Also would it be nice to be able to upgra
  19. I am really liking the game so far, and a ton of good suggestions and ideas are in this forum. I, however, would really like to see an option toggle for thirst and hunger if they're implemented. The reason that I ask this is because it has been really awesome being able to explore the planets I've been on without having to worry about having to harvest food and water, especially when we already have to run back to home base to drop of resources. I know people are going to say, "It's a survival game, it's supposed to have that!", and I'm not saying don't include the hunger and thirst
  20. [To desolate in advance of my vocabulary in English] Hello,Game creator and Player I introduce myself kiralefaucheur and I would like to propose to you an idea that trots me in the head! For me the game Astroneer this situates in a future close to the genre 2030 maximum (with the March mission that prepares it, if you have not heard speak) So I would like this game to evolve to the maximum being a games sandbox and survival open world in space. I would like to propose an idea to be able to build his house,But not just copy the building creation system like Rust or the ARK game.
  21. You take a pod to Barren (the small moon around Terran). The pod has no functionality once on the ground. No terrain tool. No compound and resin in scavenger mode. Tethers do not help either since there is no infinite oxygen supply. Find titanium, copper, lithium and oxygen to survive (Already packaged) from crash sites of past Astroneers. Build tanks, batteries and generators. Organic packs, small solar panels, beacons, filters and hydrazine tanks can also be found at crash sites. One old rover can be found and recharged (No infinite oxygen with the rover, but you can store oxygen packs that
  22. Feature Request: It would be great if I could level up my character through activities and spend the earned experience points. RPG like elements of this nature would increase the penalty of death and would incentivize me keep playing over a longer period of time by unlocking new abilities / objects using in game experience. Often times I find that I tend to stop playing a game if I can no longer level up or can't level up at all.
  23. turning on/off filter at will i liked the ability to put the filter on the shoulder slot to disable it and use only when my tank is starting to be dengerously low instead of allway using it it seem to last longer if i can turn it off when im around the base like going out of the tether supply line for a sec and i already used too much while it could keep it for when i realy need it like i did after a truck flying away leaving me alone bug
  24. Hi, this is my first post. It probably won't be the best, but I won't let that stop me from trying. Let's take a look at the role of food in games, then see how it applies in a game like Astroneer. In your traditional combat oriented games, food is a health restore, either instantly returning a portion of the health bar or providing a temporary regeneration effect. Its function is keeping the player alive by using a limited resource in time of need. In MMO type games, usually, the food either provides the aforementioned effects, or it provides a temporary boon of another nature, ra