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Found 5 results

  1. I must say it frankly. This game as an enormous potential. I say that because I think it's missing ONE thing that would make this game truly amazing. It's missing the one thing that make me not want to come back and enjoy it fully... wiring @astroneergame. The foundation for wiring is there, @astroneergame , it's there. So much potential is wasted because no form of wiring is there. The ring platform where you go in it and it activate ? Cool, but useless because it's only there. If only there was wiring so I can connect it to other. See this firework field (WIP) ? If only there was some wiring so I can connect all of them together which would allow me, with the press of a SINGLE button, launch them all and enjoy it. Without it, I need to walk up to them, press a button, have time to distance myself and not enjoy it, because I can't be fast enough to activate them all and enjoy it from far away. If only there was wiring, so I could do some cool lighting setup which, on the press of a button, could light up in some way. Combined with logic gate, I could make a calculator, a computer, all of that in Astroneer. ONLY if there was WIRING. Please @astroneergame , add wiring. This was copy-pasted from my Twitter. So sorry for all the mentions. Wiring is the main suggestion here, but of course, this means that more things need to come with it to make wiring truly good. Here are the suggestions I can think off the top of my head. Not as detailed & explained as my take on wiring above, but enough to get the idea: • Logic gates: Logic gates would allow people to make some really neat circuit which could be combined with a lot of stuff. These mostly goes along with the other suggestion below • Colored lighting (At this point, colored tether too): It's christmas all over again ! Except this time, you can choose the color and activate it with wiring ! Along with logic gates, do all sort of crazy stuff. But what if ? • Sensor: Sensor for night/day, sensor for "is machine activated/working?", sensor for player, sensor for vehicle, sensor for "item in storage", sensor for everything ! Now, you can make your colored halloween light go on only at night ! Hmmm, this make me think. • Vehicle de-loader !: Now, me and my friend sometime (A lot of time actually) goes on "planetary expedition" with a rover setup that allow us to store A LOT of stuff. So much so that when full, it can take us from 30m to 1h to unload it and store it correctly. Imagine this. You come back to your base with the vehicle and you just position it at the side or under or whatever systemera give us and it unload automatically ! Now, if we can only get... • Conveyor ! Or something that can organize item on storage (I'm thinking Buildcraft mod in Minecraft): Now this. Combined with the vehicle de-loader, would allow us to just have your vehicle deload and the conveyor will organize it between the setting you put on the storage or the machine you decide ! No more time lost because you need to make your storage all organized ! Gosh, so much time saved. • Piston ! Or some forms of it: Now I'm daydreaming, but if SystemEra can pull this off, maybe I'll not be daydreaming afterall. Some forms of machinery that allow us to move stuff. Or to make stuff disapear. So you can combine the previously mentionned player sensor to do something like a door to your base... or some kind of trap, if you are that type of player. Just make sure if you do a trap that you collect the stuff dropped by the victim with the conveyor Do you have any other idea to add ? Don't hesitate ! I'm sure if we say the immense potential this have for Astroneer, SystemEra will give it to us ! So continue to give idea to show them how good it's gonna be if they implement this ! Also, don't forget. Stay safe Astroneer ! Firework field is there if you want to see it: Sorry for the double post. But apparently, we can't edit post after we posted it. So I need to re-create it again. Hope you understand, mods. Thanks !
  2. Hi, I'm having this issue for a long time and did not see any other topics. I'm playing the game with High settings and standart cloud settings. When I start a new game I'm having 90 FPS. If I start my saved game which I completed the game, I'm having 35-40 FPS. It does not change FPS rate if I switch to Low settings. Starting a new game still starts above 90 FPS. Same planet, same place, same base. I have 1050 Ti, Ryzen 7 2700x and 8GB of ram. Is this a normal behavior? I mean I can play many other games in very high settings above 60 FPS. This keeps me from playing for a long time. Thanks.
  3. Hey there!! i just got a new idea concerning the mashines and diffenrent modules. What about a system, like a robotic arm or the like, that sorts stuff in stores or in other mashines to process it. So e.g. i want to have a lot of gib rovers, so i go to the new mashine an put in there some laterit (?). It will now get to the melter and finally to the car bay, so lotss of rovers are build while i just have to care to enough laterit. For the "robotic arm" you also can use the clables or whatever....i would appreciate it if you can bring in a kind of this idea. thanks for reading. bye (P.S. the new rovers are still lagging and behaving unreal)
  4. So this is a repost from my earlier post, I just wanted to move it to a more respective forum. Hi Astroneer Team! I was playing today on the new update to see how things have been going. Game is great! so far i love all the updates! I saw on one of the devs twitters that you will be implementing de-rendering systems to de-spawn the items as you go travel away from them to help reduce the load on the system. Well while i was on today i noticed a serious lag causer in multiplayer games (could be single player as well, not tested). Now i don't know how you designed the tether system to work, but from what i can make up is that each tether is independent in the game. Meaning that when you place a tether down it has zero affect on the previous or next one you place. Once placed the game sends an update to update all the tether connections, if two tethers are in range of each other they connect, if not, no connection. I could be wrong with my assumption of your source code ? , but that's my best guess due to the huge lag increase from myself running around the world placing tethers, (i would say i placed around 300 as i walked the world). Every time i placed a tether the game froze for a second, render the new tether, freeze, render the connections. (in this process all my other tethers in the line would de-connect before making the new connection). So time for my fix, If my assumption is correct on your tether system, then if you turn the tethers into separate class arrays instead of single classes. This way you only have to manipulate a single node at a time. when you drop a new tether it doesn't connect to (all) the nearest tethers around, it connects to the nearest in range array of tethers, and all you have to do is add that single tether to the array so that the graphic can update. Also if you take one out, just split the tether array on the value of the removed tether to create two tether arrays. Or i could be completely wrong about this all, i figured if im right this idea could help reduce the amount of calculations on tethers are made so you can use more power for fun stuff.