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Found 7 results

  1. I was in a multiplayer two-person game (other player was host). Host had built beginnings of a base on Barren, then returned to Terran. I then went to Barren whilst host remained on Terran. Whilst I was on Barren the day/night cycle functioned as normal (sun rising every three or so minutes, remaining for three minutes, then setting again), but the solar panels did not act or provide power when they are meant to. Although I was on Barren, I only got power when it was daytime for the host back on Terran. This applied to both the solar panel the host had left on Barren and the subsequent solar panels I built whilst I was there. anyone else had this happen to them? It might not be just Barren, but any planet the host is not on. Have not tested other planets yet.
  2. ramalamafizzfaj

    Time DIlation

    I would greatly enjoy a small amount of realism in the form of Time Dilation Phenomena in this game. I would adore it if planet-side time was increased in speed while you are in space, compared to the time you experience in your shuttle or off-world somewhere else. Not only would it be that added bit of nerdy physics, but it would enhance the game too if you had to account for all your bases on different worlds experiencing time at different comparitive speeds. Thank you <3
  3. Riley Bielby

    Thruster and large rover

    This is my first time reporting bugs so I am sorry for anything missed out When I put hydrazine on the thruster which is on my rover I do not have enough time to get in the rover and I launches off with out me.
  4. Adam Elias

    Real-time events

    I’d like to start by saying that I’ve been playing Astroneer frantically the last few days. I have spent countless hours exploring one planet (eventually building a freeway to the moon but that’s a story for another day) and I still keep coming back for more. However I started to notice something was a bit off. It felt as if I was playing on fast forward. Ironic, I know. I began to think of a few ideas that could make gameplay a bit more interesting. The main idea is real-time gameplay. If Astroneer were to sync to the players local time and apply the events in the game to play out in real time it would be a game changer. For instance If you only play at night you would have to adapt to the dark forcing the player to use wind turbines/solar panels for day time players. Or if you play all day, like me, it would just make for a more involved experience. With that said, weather should also be synced. If it’s raining outside i’d like it to be raining in the game. Doesn’t have to be 100% accurate but would be a nice experience. Also, by making things go by in real time would mean that research would be much slower. Having to start from scratch then go out and find raw materials to commence a lengthy research would be more rewarding. And like in real life, machinery always break down, need to be maintained, parts wear out, malfunctions, overheats, can be hacked, gets zapped by a lightning strike. This could lead into a more robust trading system or market. One thing leads to another but those are some of my thoughts. People could love it or hate it
  5. Why? My impression of this game at its current stage, is that it is too easy. Sure that may change soon with the addition of destructible structures, hostile mobs etc... but nonetheless I would like to contribute my idea to lengthen the game and add something which is a real challenge to build and unlocks some really cool tech. My vision for a particle accelerator: What does it do? Currently our real life particle accelerators can be used to create super heavy elements. I intend for the use of a particle accelerator in Astro to be exactly this. A particle accelerator does this by accelerating lighter elements and colliding them together to form an aggregate. For example, 4 copper nuclei (4x29) could be collided to form the super heavy ununhexium nucleus (116) though this is highly unlikely since the neutrons and protons are not in the right ratio. If some heavier resources such as uranium were added, then they could be used instead and would be more realistic. Ununhexium nuclei are also highly unstable and will explode in a blink of an eye. But heck, this is the future, anything can happen right? High amounts of energy are required to accelerate the particles, so with all the given info, the input and output of the particle accelerator would be: Inputs 4 copper 32 bars of energy Output 1 Ununhexium To further increase difficulty, the highly unstable ununhexium can be made to EXPLODE after some amount of time! This puts pressure on the player to have crafting options at the ready when ununhexium is created. How does it get built? This is the hard part. Currently our particle accelerators are HUGE. But by the year 2500, I'd imagine we have perfected the technology and are able to create one in much smaller space. But it is still going to be larger than any structure in the game so far and require multiple components to function. I imagine it as being of a synchrotron design. A particle accelerator module rests on a level 2 platform, and resin tubes extend out from either side of it to form a large ring covering much of the area in front of it. Getting inside this ring to use the interface might be an issue, but we'll cross that bridge when we get to it (pun intended). The module costs 2 titanium, and each ring section costs 1 resin. So if the accelerator had 14 ring sections, then the entire thing would cost 2 titanium and 14 resin. Also of note is that the particle accelerator should be a perfect circle in the plane of the accelerator module. This means that the resin tubes cannot go up and down surfaces as the tubes for platforms do, and that the player will likely have to terraform a little to construct the accelerator. Once all this is done, the module charges up like any other, copper inputs are provided, and bam just press the button and all 4 copper resources get smashed into one ununhexium! An image is attached with a diagram of the accelerator Practical applications of ununhexium So all these are just ideas I have for what the product of particle accelerators can be used for. I did not consult any validated scientific sources for this, these are simply crazy ideas that I have for an element we have only glimpsed. Gravity paint This is an attachment for your deform tool. Once the deform tool has gravity paint attached, it no longer edits terrain. Instead, it sprays a fine layer of gravity paint which basically makes whatever terrain it is applied on warp the gravitational force so that it is towards the plane of the terrain. This means that you can walk up vertical cliffs with gravity paint, the roofs of caves, through twisting spirals, whatever. Upside down bases can be built with gravity paint. Tracks can run directly through inhospitable mountain ranges, treacherous caves, because no matter what you're trying to pass through, you can walk over it with gravity paint. Now for some specifics: Cost: 2 ununhexium Space: 1 backpack slot Use: Each gravity paint capsule covers 1 km^2 Created in: Printer Undo time A little one-use gadget that reverses time a few seconds or so in case of unfavorable outcomes such as dying, driving vehicle into ditch, accidentally crafting a rare resource etc... I should be clear here that this thing does not cause you to time travel, starting another timeline, but rather clips the end of your current timeline, so its like you just undid every thing you just did. The undo time effect only works for you and your vehicle. This means that undo time will affect: Your astroneer/vehicle's movement Anything you crafted recently in your backpack Anything you just did with your deform tool Anything that you moved in/out of backpack. Undo time will not affect Other players. The environment (unless it has been altered with deform tool or drill) Modules, so if say you crafted accidentally a battery in the printer you cannot undo time to get your lithium back Cost: 1 ununhexium Space: 1 backpack slot Use: Single use item activated by a hotkey Created in: Backpack printer And yes OK I admit I totally got 'inspired' by tracer's recall ability. Wormhole By using a huge amount of energy a temporary rift in the space time continuum can be created allowing you to travel instantaneously to any other location in space. The wormhole is a module placed on a level 2 platform. The rift lasts for a limited time and can fit vehicles. If more than one wormhole module is connected, then the destination must be chosen. Power is only drained from the wormhole that is used to initiate the rift. Cost: 2 ununhexium Space: Level 2 platform Use: Can be used indefinitely, requires huge amounts of power TL;DR Large particle accelerator which requires huge amounts of resources to create and operate produces unstable resource that unlocks a range of highly advanced technologies including but not limited to defying gravity, reversing time, and teleporting. Thanks for reading guys
  6. derpsters44

    Times

    I saw a post about Things that could be added and i had a little idea about the daylight cycle, things like watches and clocks wouldn't always work without their own extensive code because this game conforms to space and how sunlight hits a planet. obviously this could be fixed by having it so they speed/slow according to planetary position. But the other thought was that you could have a display they would show the sunup/sundown of an area using something thats easy to make like a display panel. This would be great for people who rely on mainly solar or are just starting out so they don't have things like the wind vane farm.
  7. Before joining a co-op mode session it would be nice to see the current response time between client and server. Also showing a listing of current players on the server would be handy.