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Found 8 results

  1. More elaborate tech in astroneer could increase the range of capabilities that players could to with it. Research Items could require something else to collect the bytes, like fiber cable and wireless transmitters. Stories could also exist in old camp ruins, you could collect their bytes, maybe even recover special blueprints. More vehicles like Motorcycles and aircrafts can be useful. Large land vehicles like rovers and tractors will require some clearing to make paths. Aircrafts will help evade obstacles, motorcycles can be small enough to avoid the trees, and hauls the only important asset in the entire game; the player. Probes and small satellites that can be built and launched could help the players communicate with one another and could control probes on other planets so they could control cameras, probes, controls for automation lines for factories. Relays can support and improve signals. Satellites could even allow oversight which can allow players to figure out where they are. Small T1 tools: Fiber cable: acts like a winch but it can link to Data banks and terminals. Activating this tool in a tool slot will place the exposed end of the fibercable on the ground, the players can pick up the end and connect it to a open data port.
  2. More elaborate tech in astroneer could increase the range of capabilities that players could to with it. Research Items could require something else to collect the bytes, like fiber cable and wireless transmitters. Stories could also exist in old camp ruins, you could collect their bytes, maybe even recover special blueprints. More vehicles like Motorcycles and aircrafts can be useful. Large land vehicles like rovers and tractors will require some clearing to make paths. Aircrafts will help evade obstacles, motorcycles can be small enough to avoid the trees, and hauls the only important asset in the entire game; the player. Probes and small satellites that can be built and launched could help the players communicate with one another and could control probes on other planets so they could control cameras, probes, controls for automation lines for factories. Relays can support and improve signals. Satellites could even allow oversight which can allow players to figure out where they are. Small T1 tools: Fiber cable: acts like a winch but it can link to Data banks and terminals. Activating this tool in a tool slot will place the exposed end of the fibercable on the ground, the players can pick up the end and connect it to a open data port.
  3. Fauna is the existance of life other than our own, life of bystanding creatures that cooperate with the world and it's environment, they could have homes, procreation, age, death, decomposition. Livestock is Fauna being harnessed and claimed for their resources they can produce. Ranches, Farms, proccessing plants would be places considered for Livestock activities. It would be the players job to sustain livestock using _Bio-Tags_. Fauna Types: Beetle-Beast: medium large scaled ground fauna that roams in herds from 3 to 7 individuals. They feed on organic and proccess it into _bio dye_ including _fertilizer_ for waste. Alternate versions of Beetle Beasts can be found on each planet. Marsh-Moth: medium small scaled air fauna that flutters in groups of 3 to 6 individuals in dense forests and rarely in caves. They are attracted to active light sources(not the sun). They feed on _organic_ and _nectar_ and proccess it into _Silk_ and including _ fertilizer_ for waste. Alternate Marsh-Moths can be found on each planet. Hunter-Ant: Medium scaled ground fauna that marches in groups of 3 to 4 individuals in valleys. Omnivorous. Hunter ants are hostile and attack if in range. _Stun Bombs_are advised. Alternate versions can be found on each planet. Worker-Ant: Medium small scaled ground fauna that marches in groups of 4 to 8 individuals. Vegetarian. Worker-ants collect resources and stashes them at the nest to attempt to feed the queen. Queen-Ant: XL Scaled stationary fauna that feeds off resources that the hunter and worker ants bring in. There is 2 queens on every planet, queen ant is hostile and attacks if players are close, defense weaponry is advised. ______________(Tools)__________________ Bio-tags: Cost: 1 Plastic Printed in bundles of 9. In order to place a tag on a fauna, they must first be stunned. The Bio-tags are used to add fauna to a player's livestock collection. The tag allows the player to track and monitor the livestock. Also including behavior conditioning to prevent any attacks. Stun-Bombs: Cost: 1 carbon Printed in bundles of 7. The base of the bundle will include a launcher crosshair, the player can position it on an action slot to launch a bomb forward, stuns a player or a fauna in blast radius for 10 seconds. It is able to stun the player who launched it (practice is advised). Bug bomb: Cost: 1 acid gas
  4. There would be 2 kinds of companion bots; Dog bot(ground roamer), Dragonfly bot(air roamer). Dog Bot: is ground based, it has 1 tier 2 slot and 2 tier 1 slots when it is deployed. The Dog Bot will have 3 compatable mods available: Retriever mod: ocasionally fetches nearby scrap and rarely; resources. Terrier mod: tracks and points out nearby resource nodes. K9 mod: bot is faster, strains less with more cargo, consumes less energy. Dragonfly Bot: is an air based, it has 3 tier 1 slots when it is deployed. Map mod: Dragonfly bot flies high overhead, providing UAV support. Seeker mod: Dragonfly bot automatically researches T1 research within range. Alert mod: Dragonfly bot detects and marks dangerous plants, including name and plant type. Both bots will have their own reserve slot when they are deployed. They will drop the resource tabs but not the mod being currently equipped when you collapse them to put it away in its slot. Both bots requires 1 Steel to print from the back pack. When the bot is printed, it will come with a station. When the bot is deployed, there will be a power line connected to the player's pack.
  5. I know this is a low priority suggestion and I didnt expect to see most of these. but I would really like to see this added someday even if its in a dlc or something 1. ocean underwater sort of biome or environments 2. Jet packs (cause who doesn't like jetpacks) 3. drones (for exploration, surveillance, protection, as pets or, just for plain fun) 4. Alien animals 5. More suits and characters 6. exo suits 7. underwater exploration: vehicles, tool, characters, lifeforms, and tools (if we do ever get underwater environments) 8. satelites 9. NPC's (alien, animal or, human) 10. rooms, buildings or space stations you could enter and customize again I know this is a low priority suggestion and I didnt expect to see most of these. but I would really like to see this added someday even if its in a dlc or something
  6. My idea for Astroneer is to add more traveling tools, such as grapple hooks, oxygen tanks, and possibly jetpacks. These items would work in many ways, and would make traversing through uneven terrain less tedious, as well as making the game easier and letting you accomplish more without wasting time using tethers or building. Idea 1: Grapple Hook Fires a limited distance Two modes, Reel and Swing Can be used to pick up dropped items Reel and Swing are switched with a hotkey Idea 2: Jetpacks If spacewalking were ever implemented along with space stations, jetpacks would probably be a necessity when you are doing repairs. Works in zero-G Runs on Hydrazine Also has two modes; Directional and Hover Directional would allow you to fly in the direction you chose faster, and Hover would just let you fly vertically by holding down a hotkey. Idea 3: Oxygen Tanks Portable Crafted quite expensively, but refillable by mining Oxygen or by using Tethers. Carries quite more oxygen than the base player normally holds. Reduces movement speed slightly
  7. The items i find to purchase with Bytes are found in grey build some for the Medium Fabricator arent available on the machines control panel. Please that items so i can proceed.
  8. There should defiantly be magnets, so you can stick it on a crane and get you rover out of a deep hole, or a bigger one to rip a crash site out of the ground! And to make it less op, make it use all of 4 large rovers battery life to take a rover out of a deep hole, and you have to maintain the power to hold the rover / crash site above the ground. Also, while adding this, add a larger crane, and a larger rover with the power of 8 large rovers.