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Found 36 results

  1. Today I ordered some hematite on the trade platform and I then logged off the game, I came back on an hour and a half later and the trade platform had taken four of my scrap, giving me the other two (from the six) back, but only gave me six out of the eight compound, and compound wasnt even the correct resource I wanted. This could probably be fixed by giving a non-volatile memory variable to the item request of the trade platforms. Awesome game! Thanks for reading this! Good luck in future updates! Thanks! Jamie - A Passionate supporter.
  2. So to amalgamate and elaborate on two ideas already posted (Trading Currency and Another Use for Bytes), I got geeky and came up with a visual representation of the idea. Seeing it can hopefully generate some excitement about it. The name "ByteKoin" and the graphical representation were created as a quick placeholder, but I thought it was fun. They can be done in many other ways if anyone has issue with currency in Astroneer. One could use Bytes on Data Chips or Data Drives and trade those instead, but you get the idea...
  3. Little Gibus

    Infinite Scrap Bug

    I have included a video of what this is about. But basically you are able to grind batteries in the shredder which goes for two scrap each. They can be regained easily for a trade of minimal usage. https://www.youtube.com/watch?v=ZoIbjpXfm48&feature=youtu.be
  4. As the title suggests I would like to suggest that we be allowed to use gas from the atmospheric condenser to trade for soil. Main reason being is that it is entirely possible to destroy soil in the game and never have it return. Since players are unlikely to make soil cansiters to keep saving soil and are likely to burn through soil without a second thought, this leads to "Soil Entropy" meaning that it is possible to completely erase all the soil of a planet and have it be gone forever without starting a new save. Therefore I would like to suggest that we be allowed to use the atmospheric condenser and the trade platform to trade gas for soil so that soil entropy is less of an issue for those of us with "mega projects" now realistically is someone going to erase all the soil of a particular planet? No. But the ability to get lost soil back I think would be a subtle feature. Additionaly: this soil should not be allowed to be used in the soil centrifuge for game play balance purposes.
  5. i know it's probably been stated before. but i just feel very little reason to do much other then collect funky space lumps when there is a cloner and trade center. it feels like creative mode almost. my crew just mines dirt all day and clones anything they want. we don't use the trade center, but i hear it's pretty over powered too. we don't even need to explore for funky space lumps once we get one unit of astronium and or hematite to research.
  6. Cj Bronite

    Trade platform

    Trade platform on xbox one not showing activate button. (In the picture it's night and there is no power but even in day the trade platform won't work.) Version 0.6.8.0
  7. I would like to see long term economic goals. A market system in which you could buy, sell & trade items using research points as currency. The trade platform connects to a database outside of game that everyone playing Astroneer in the world could interact with. Any other avenues that would allow long term goals on a multiplayer level I am eager to hear.
  8. Alignment mod for horizontal terrain Power should visually go through tethers to you, instead it stops at the posts. save and exit button in menu View distance meter and current should be "medium" or "normal" back pack upgrades to hold 1-2 more slots or to hold more oxygen and power in the actual back pack you should heal much slower, and longer before you start to heal, but you can build some sort of Health station "Large" battery, that maybe takes 4-5 lithium or you upgrade a medium battery to hold not only hold more but it is over all cheaper to build 1 large than 2 mediums yet same capacity "Large" storage for the base as in maybe a cube, or flat and double decked, Large storage on vehicles with more slots but no room for research items More things to hurt you such as another plant or if you go without power for a while hurt you if stuff drops on your head, such as research some sort of level type of device to measure habitat only has limited oxygen(in rate or capacity) and you must make a machine which pulls it from air, or through electrolysis or something food creation so you must eat like say once a day and once a night trees need diversity in research as it seems all the trees of one area will have the same two or three research pods. trees should de-spawn after they are up rooted. fuel should have a trade value, obviously not like it was, but maybe the same as coumpound. make titanium and lithium more expensive to duplicate potentially? organic shouldn't be able to trade for ammonium. that's extremely broken, a few organic and you get infinite fuel. large platform without building so you can just have a platform to put storage
  9. I don't seem to be alone in feeling that the trade platform ruins the exploration in this game. Once you have most of the research covered, there's little incentive in continuing to pick up compound and resin, or even find a new planet if you're short on these (Of course the game is in a very early stage, but mechanically I don't except it to change massively. Rarity of research and materials is the name of the game). I have a feeling that (if it'll stay in the game) it'll eventually be a very late-game item to, exactly, replace having to scout for early resources. However, this is not the case yet, and as such I suggest the following: The function and looks sorta stay the same for the building itself; two rockets and 2 x 2 pads (for storage modules), but instead of connecting with an unknown entity in space, they connect to one another, ie. useless alone. You travel to a new planet, put down another one, and now have the ability to send 8 nodes worth of resources back and forth. This could simply be done by redoing the current trade ratio <- [ ] -> indicator to choose which relay receives the material. Upon receiving materials, they'd simply be put onto an available space, such as one of the storage modules. This both makes settling on a new planet easier and more engaging, but also promote co-op, such as managing a new planet each, assisting each other, sending back to the main base without needing to fly a lot. I'm a sucker for many smaller bases over one huge, and the more ways I'd be able to connect and 'improve' on them with such a network, I think it'd be a lot more engaging than basically starting a new save game on a new planet, albeit with a bit of a handicap in terms of resources, every single time.
  10. This Topic is for those who wants to make Astroneer ALIVE! If you have any questions to a post just write it down. The main focus of this Topic is how to make Astroneer a bit more ALIVE so my main ideas are NPC´s which can trade or more planets or generated structures like a planet is allready captured by another Species. What ever i hope that you are going to support my Topic. HAVE FUN
  11. As the currently stated objective of the game is to get rich, it brings up the question "how do we define rich?" Currency does not currently exist in the game and has been suggested numerous times, but should it be included? As the game gets more content it appears we may get a multiplayer trade market and determining value for each resource will be very important. I think there are good arguments for both cases and have outlined some below, I'm interested to see where people want the game to go. Arguments for a space currency: Comparison between players is simplified, easy to see who is the richest Currency would make it easy buy items that you currently can't. Ex: you could purchase a rover and it would be delivered to your planet May be less frustrating to simply buy items at some point than collecting a plethora of different resources every time Currency may streamline a live trade market. Ex: You could sell 100 compound and buy titanium as it is available, instead of looking for an exact trade partner for 100 compound Would allow for any objectives/goals (exploring, research, science expeditions etc) introduced to have an easy payout system Arguments against a space currency: A currency may remove some of the "magic" from the game, making it kinda vanilla Trading resources is irrelevant since you will simply sell resources for cash Determining resource cash values would be critical as players could simply hunt for large quantities of the easiest to find resources, sell them and skip much of the game Balancing value of fuel cost will be very important for gameplay, if its too cheap there is no reason to make your own, if its too expensive (and you can still make it) it will break the game economics. (A live trade market would determine the value for fuel and probably keep it in the medium range.)
  12. I thought it would be a really cool idea if you could send recources with the trade post to other trade posts, for your buddies that may have a base on the other side of the planet or on another planet entirely
  13. What better way to invest in your own settlement then to network with other NPCs from the same or other planets. Plus expanding your own settlement to house traveling merchants or companions would be a nice way to encourage people to actually want to go back home. These implementations would also make room for more achievements such as making a city for 10 or more NPCs or establishing 3 or more trade routes with other settlements. I guess the best way to start towards this path would be to add some interesting NPCs with programmable AI such as telling them to look for resources, make this building, or find more people to trade with. To go more in depth, these NPCs should be capable of learning what buildings you want by showing them things you've previously built or scanned from exploration: so perhaps you could call this some sort of blueprint mechanic. But this would be hard to do without some actual building mechanics which leads in to my next topic... Building mechanics are a must have! If you're looking for a specific style of building, perhaps the Terraria building mechanics with a 3D twist would fit pretty nicely. With the ability to flatten terrain, you can place floors and then walls and finally a ceiling with materials that you have collected or crafted. Before you place an item, it shows a preview. If you really want to get fancy, you could add some sculpting mechanics, not like the terrain tool, but perhaps more precise and smarter so you won't end up making holes in your building. And finally furniture or other kinds of decorations/utilities such as lights, seats, tables, etc. Sounds like a lot but I guess pre-built buildings would sound like a more practical solution and is bare minimum satisfying. I personally would be happy with that. And finally networking. This would be a great incentive to exploration because you can find new settlements with NPCs to trade with your own. With this, you can draw in resources, grow an economy, and bring the planet or maybe even the solar system to life. But how can one go about doing this? Well, I'm glad you asked! Setting up trade routes could be a breeze. First, the player would have to sign some sort of contract with the head NPC of another settlement. Then, you would have to craft signs that point and direct other settlements towards your own within a given time frame and that follows guidelines such as flat-wide roads and a sufficient inventory otherwise the trade is off and your settlement rep would go down thus discouraging other NPCs to trade with you. But what if your rep is too low? Don't worry, you could do tasks for these other settlements such as hunting and gathering certain resources or sending messages to other places. You could also increase your reputation by maintaining your own healthy settlement. The more happy NPCs, the higher your rep. You could also create even more settlements and throw them in to the mix. Just imagine looking down on your planet and watching everything come to life. But these are only end goals. I understand how hard it would be to actually add these features. Plus I'm not really sure if this would fit in to the style/theme of the game. In fact, I'm not entirely sure on what the whole idea is besides resource gathering and going to another planet. I hope this post gave you guys a good idea. Constructive criticism would be much appreciated. Thanks for reading!
  14. BUG : Placing too much Titanium (or other high value material) on the Trade Platform causes the counter for low value materials to show incorrect result. Version : 0.2.117.0 (Steam , Win10-64) World version : 0.2.117.0 Hardware : Mouse/Keyboard, Intel 4770K 4.4GHz, 32Gb 1600, nVidia 780ti, Samsung 840PRO 256Gb, 2560x1440 Steps to Reproduce : Create a Trade Platform and set it to Compound or Resin. Add one Titanium and observe the return value as "4". Add a second Titanium and the return value will show "8". Add a third Titanium and the return value will incorrectly show "4" again. Add any more Titanium and it will stay as "4". Expected results : One Ti gives "4" Compound. Two Ti gives "8" Compound. Three or more Ti gives "8" compound (a full Trade module).
  15. AlienKing

    Trade Platform dont back

    If you save and quit the game when the marketplace is not on the base, then after entering the game, it will not return ... ever ...
  16. Horny Tim Bits eh?

    Trade Platform Ship Disappeared

    Saved my game, then came back to it about an hour later, only to find that my trade platform ship isn't there. I can no longer send supplies to receive things.
  17. Bigger battery, double height, same footprint. Empty platform just used for storage. Compass that always points to base. Option to have sounds still play when game does not have focus, then I can hear the storm coming when reading a web page. Trade is too good. Don’t get me wrong, I love being able to trade. But a trade platform with two fuel condensers will get me anything without leaving the base and I never have a need to go to another planet. I’d suggest something like variable prices; what I sell has less value and what I buy becomes more expensive. Statistics; how many times have I died and how; how many resources have I collected. Ability to delete platforms. There needs to be a lot more research. You could introduce micro improvements, eg research makes power items produce 5% more power and have this researched ten or twenty times. Make the research tree big enough that I need to establish bases on other planets.
  18. I think I may have found a bug, and a quick search didn't show anything of this nature: If you send off your trade ship, and then save and quit while it's still in transit, it does not seem to return upon loading back in. If relevant to the bug squashing, I was trading up 8 Hydrazine for 1 Lithium (gotta get dem batteries...). I don't have any spare resin, but the plan is to simply build another trade depot. Some resources down the drain, but not a gigantic deal. Cheers!
  19. CoastwardKarma3

    Workers and Currency

    In another post I made, which talked about having robots and other helpful mechanisms, fell short on another I dea I had. It is to be able to buy/pay people and animals(AI) to help you work on planets. Like the trade module piece on the pod in the game, you could send up certain currency and recieve workers and helpers that have specific functions. Like miners, explorers and body guards to help you be more secure and make certain things(like dragging up 20 research able fragments from a cave) less tedious. They would have one of the four player models fit for their specific task. You can boss them around in caves or send a group out to get supplies from caves and resource veins above ground. This would make for a better game all around.
  20. If you save the game while the trade platform is away and load this save point the trade platform dissapears and never comes back.
  21. IMO the trade platform is a pretty broken building. It's just way too abuse-able and makes getting any recourse extremely easy (especially if combined with a Fuel Condenser). So what I was thinking was instead of building a trade platform, you build a landing pad. The way it works is, every now and then a NPC controlled Spaceship lands on the landing pad. This Spaceship will have a range of resources you can trade for. Maybe they land with 2 Copper, 1 Organic and 2 Compound resources. Then you offer what you want to trade, if anything, and then take off and leave. Then you can't trade again until another ships lands, however long that may take. This is similar to how it works in Planetbase, if anyone here has played that. You can only trade when a ship lands on your planet, you can only trade for what they are currently carrying and each ship may have their items priced differently.
  22. Spoo here

    Stuck in platform

    When i build a larger item like Printer, Trade Platform, etc., i'm often stuck in the middle of the platform and sometimes can't get out.
  23. Taquar

    Tradepost bug ×

    Hi. I found a reproduceable bug. Send a Tradingprobe into space then save and exit the game using the habitat. When u reenter the game the tradingprobe is away and will never comming back.
  24. Trade platform rocket not returning after I quit the game during its departure, making my trade platform useless. OS: Windows 7, using Steam
  25. Frankly, Hydrazine is worth way too much. I get to a certain point in any point of Astroneers save where I'm simply grinding away, using the fuel condenser and trading Hydrazine to get any and all resources I need, and I find myself with very little or no reason to go out and explore. I think that this needs to be balanced by doing one of two things 1. Making Hydrazine worth nothing as a trade commodity (unless a dynamic player economy is in place), or by 2. Making Hydrazine tanks/fuel containers cost Titanium to build, much like oxygen tanks, and said tanks you would be able to refill with the condenser, but a filled fuel tank wouldn't return once traded and would still be worth its current trade value. As it stands currently, fuel-and-trade is too easy to justify any other form of gameplay. I think it stands as the single most important issue to address about the core "feel of the game", it doesn't promote exploration at all. It just feels cheaty! Thanks in advance for the consideration, I know you guys must be swamped. Keep it up, cheers!