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Found 49 results

  1. I did my best to search the "most common suggestions" list, but didn't find anything like this. So... I think it would be really nice to have a dropdown menu on the bottom of the backpack, to quickly view all available backpack-craftable items. Scrolling from side to side, especially once you've unlocked all of the backpack "recipes", becomes very tedious. Another function that could work well with the backpack is the ability to drop an ingredient (say, resin) into the bottom-left slot (even if it was currently set to zinc or something), and the output would automatically switch to one of the resin recipes, and you could then hit the left or right arrow to go to the next resin recipe. [Not sure if I got my message across effectively here, but I did my best] Any thoughts?
  2. [1.0.9.0] - [Steam] - [Don’t have full screen option] Summary: 1.0.9.0 - Steam – Don’t have full screen option. Description: When I go in the graphical options of my game is missing the option of full screen. As i use na ultrawide monitor the game can’t detect the resolution (Every time I enter the game it returns to 2560x1080 even though I want 1920x1080) and ends up just stretching the image (Without the black borders) which ends up making the experience bad and ending with the graphical fidelity of the game. Platform: Steam Version / Build Number: 1.0.9.0 Specifications: OS: Windows 10 Home Single Language x64 | v. 19H1 | Build 18351.19H1 CPU: Intel i7 7500U 2.9GHz GPU: NVIDIA 940MX 4GB GDDR5 RAM: 2x8GB DDR4 2400Hz (Limited by the CPU at 2100Hz) Drive: 120GB SSD M2
  3. Am I missing something? Every bit of UI text on displays, callouts, status indicators, etc. is so small it's more or less unreadable. And, I'm not on a crappy setup: 2017 Razor Blade 1920x1080 screen All graphics set to high NVIDIA 1060 GPU
  4. It would be nice if there was a description next to any item in the research catalog that would describe what that particular item does and how much power it transfers, creates or uses. I would also really like a machine (T2 slot) that when connected to your base, could tell you how much power can be used potentially at the same time, how much power you are currently using, how much power you are currently producing and how much power you can potentially produce.
  5. legsofjelly

    Time UI

    I love that Astroneer has very minimal UI, but I think there should be a clock, just above the version. It can either say "night", or "day", or it could just be a clock. I find myself going into a cave in the evening, and later finding out i was collecting resources for a whole day, not just 12 hours. I quickly went into Photoshop for some examples:
  6. Surely Exo Dynamics will have listened to Astroneer feedback and added an External Timer to the Research Chamber, so busy Astroneers can just glance at the Research chamber to know when their object is nearly complete? Well hopefully they are working on it! 😊 Allow the Astroneer to keep tabs on the current research task easily by displaying an external timer on the control panel. This way a busy Astroneer can just glance at the Research Module, rather than having to open the control panel to see how much time is left. See picture:
  7. Sometimes, when I try looking through my backpack, the pointer doesn't work correctly. I cannot select anything, and if I click, the backpack closes, even though I didn't click outside of it. From there, the pointer doesn't work with anything. I can't use the research catalogue, I can't do anything and the only way to fix the issue is to exit out of the game. I have no idea why this happens, and it happens randomly, so if I wanted to recreate the bug for some reason, I would have to play for a time. It could be minutes, it could be hours, but this bug is quite common and really annoying. Platform: The bug happens on the Steam version, no idea about the Xbox or Windows Store versions. Version: The bug happened before even the rover update. I hadn't experienced it in the pre-alpha, but I'm not sure where it appeared first. I'm not an expert, nor a fanboy. Specs: OS: WIndows 10 Pro 64x CPU: Intel(R) Core(TM) i5 7300HQ CPU @ 2.5GHz GPU: NVIDIA GeForce GTX 1050 RAM: 2x8 GB DDR4 Drive: Local Disk C I hope I mentioned every thing! Have a nice day! Filip
  8. I do not know exactly how it happened. But when i try and click on an item in my backpack, it instead closes my bag or opens up the research screen. I was out digging for a while, trying to make a tether ring around terran, then i couldnt use my bag anymore, and my ability to pick up items was disabled.
  9. Summary: There is no any UI or mouse over planet selection in space. Description: I make small shuttle, get in and liftoff. After second I at orbit with blue region at homeplanet (with help window - RB/ LB launch). I press RB/LB - and go to solar system screen - there is no any UI available to select planet. No any response of any keys. Just fly at orbit and you only can save and exit from game. There is no any available action. I try to get at mouse over any planet, but useless. Just look at screen. Version / Build Number: 0.10.2 Specifications: OS: Windows 7 Pro x64 CPU: Intel i5 2800GHz GPU: GTX 760 RAM: 8Gb Drive: 2 Tb
  10. ArthurExtreme_Br

    Remaster UI for beacons

    Its so hard to use the beacon right now, you need to keep "scrolling" the colors, and if you acidentally pass of your color, you need to scroll all over again so what i suggest is to make that when you use the beacon, a UI would appear on top of it, always facing the player (if there's two players it would face the closer one) with buttons for each color in a grid, and also the "deactivate beacon" button. It would close if you use the beacon again or go away, should not be hard to implement
  11. Summary: Multiple graphics layout issues when played across 3 monitors. Description: Text is often cut off, such as the rightmost text of the title screen. In-game the backpack's top and bottom are cut off. The native desktop resolution is 5760x1080. Platform: Steam Version / Build Number: 0.9.0.0 Specifications: OS: Windows 10 Pro x64 | v. 1803 CPU: Intel i5-8600K 3.6 GHz GPU: GTX 1080 RAM: Corsair 8GB DDR4 Drive: Samsung 850 EVO
  12. I came to the forum because the home screen says to come here to give feedback, but I didn't know where to put this topic. After the update, it's obnoxiously difficult to bring up the backpack with Q. Holding the key for the even the smallest amount of time begins to bring up the research menu, and even if you release the key before it comes up, the backpack stays closed. It takes deliberate thought to press and release the key as quickly as possible to open the pack without the action being cancelled by the game thinking I might want to open the research menu. It's very aggravating. In addition, the new signs that come up next to resources if you accidentally mouse over them is intrusive. One thing I admired about astroneer is it's minimal ui involvement. After a little bit of experience with the game, players know what the resources do, and those additional signs shouldn't appear. Maybe the signs could disappear after being seen a certain number of times, or even better, there could be a menu option to disable them, there could even be an option the remove the resource icons completely for those that would rather identify things by their appearance alone and not have to worry about incompletely clearing out a vein and having the icon linger.
  13. Reivn

    Minor visual bugs

    Just found some minor bugs here. First, the small hologram in the bottom left of the backpack (on the printer, showing material required for printing) is constantly vibrating for me slightly. As in the image is seemingly shaking a bit. Happens every time I open the backpack. Second, my solar panel glitched a bit and the panel part sort of detached from the stick it sits on, though it still functions fine. Attached screenshots show this pretty well I think. This seemed to occur after I launched myself into a wild frenzy with the thruster-powered rover. These are very minor things I noticed, nothing too big. Just wanted to bring them to light.
  14. Once upon a time, the gastanks attached to the top mounting points of the backpack were readable from behind the Astronaut. Please turn them back 90°.
  15. After dropping a lithium, it vanished. I found it lodged in my shuttle (see screenshot). No handle would appear for it and I could not interact with it. When I eventually took off in the shuttle, the lithium appeared to vibrate loose and fell off the shuttle at high altitude.
  16. Some navigation markers are appearing in the wrong position. When in orbit or on the surface a planet, sets of nav markers (for rovers, habitats, beacons) for another planet are appearing floating in space instead of connected to the object.
  17. 0.6.6.0 Steam. Perceived problem: I play astroneer on a multi-monitor PC. There is a tiny bit of bugginess in this, but mostly just a suggestion. Astroneer does not capture the mouse pointer even when in full-screen mode. This has benefits in some parts of gameplay - for example I am typing this post and checking the wiki on other screens without having to alt-tab out of the game. It does, however, create some unpredictable behaviour with camera movement and also with the terrain tool. If I am modifying terrain and the mouse pointer leaves the area of the game screen, sometimes the game will not detect the mouse-up event and will continue to behave as if I had the LMB depressed until I press and release again. Also if I am holding RMB and the pointer leaves the game screen I will suddenly have RMB context menus in other applications popping up when all I was trying to do was move the camera in Astroneer. Suggestion to address this problem: Two possible ways to address this have occurred to me. 1. Add an in-game option for the game to capture the mouse pointer (ie not allow the mouse pointer outside of the game screen area) or 2. have the game capture the mouse except when the ESCAPE menu is active
  18. Guady

    Research and UX

    Hey Astroneer Team I've had the game for a long time and love to see it coming along so well. I'd like to discuss my latest experience and then ask a question or two at the end of the post. So, I fired it up to check out the base-building update and read through the new changes in the F1 menu. My friends and I share the concerns that things seem much harder to do in the game now. What was immensely frustrating was the lack of ability to build tethers and start exploring. Finding Resin and compound, building the proper platform and research station, then researching. Seemed like a tremendous effort when you DON'T know what to do. Once you know the path its super simple. The other problem (as I found out later) was that I didn't even realize that the backpack research module had the different tabs at the top. I was just looking at canisters and stuff thinking. Ok maybe if we unlock a canister, then somehow we'll gain access to the tree that has tethers. Maybe I missed something in the notes. All that is to say that the backpack research is really cool thematically, but omg it is a UX nightmare to navigate and understand (there's tabs via icons, a Dpad (maybe left and right should go across tabs too?) AND little images in some crazy looking arrangement). This also transitions into the next thing. 'Q' is starting to feel overloaded and wonky. I wasn't really able to figure out after holding Q to examine how to move off. It seems my only option was to click somewhere else. Many times resulting in me hitting Q naturally (in attempt to close) and opening my backpack or something (causing more screen clutter lol) I feel like there's enough complexity here now that we should look at other keys. Judging from the roadmap it looks like you all are working on improvements to a lot of these areas and possibly they will be in by the end of Q1. What are your thoughts and feedback about my post? What items on the roadmap are going to address these? Was there items put in the base-building update that were already meant to address these issues? Oh, surely someone has reported this already but are large platforms supposed to provide oxygen without being connected to the base? You can basically drag around a large platform as a poor mans tether into caves with you. Thanks for all your work. I'm really looking forward to the finished product. Keep up the good work, please also focus on giving me a reason to explore other planets, don't give me more of the same :-)
  19. Telendrith

    General Suggestions

    Thanks to the devs for the hard work. Here are a few suggestions, many have been asked before but I thought I'd reiterate a few. [ Tethers]- Tethers should constantly show flow from the power/ox source to help preventing getting lost.- Tether brightness is A-OK, however the light radius should be extended a few meters to help with dark caves. I have a hard time seeing in caves so I need to drop 285 more tethers to just "see". [Color blindness] [Other] I love that the mineral colors are trying to represent natural colors, however Malachite is almost impossible to see against the green dirt. [Color blindness] [UI Suggestions]- volume buttons?!?!? Seriously, It's faster to write an auto click macro then to mute the sound or music ... "hold down" or slider is needed.-Mini-map, player radar, waypoint system and GPS would be nice. [Bases]-Please let us repack modules and platforms-Geothermal energy -Upgradable extenders for two-way power flow - Weird underground satellite should have some sort of purpose as an incentive to drag back to base. ie: dragging small sat from ancient cavern would give your base power by a small RTG or a weather radar by audio or visual identifier. Thanks!
  20. Ghostwolf93

    Make button prompts bigger

    Could we have the button prompts for interacting with modules, fabricators etc made bigger please? In some cases you need to press and hold the Y button (I'm playing on Xbox One, not sure what the controls are on PC), whilst other times you press and hold the X button. The little round button prompts you get when close enough to interact with things are just that: little. I can JUST tell that there is a letter displayed on the prompt, but it's not always easy for me to see which button it wants me to use. In addition to making the prompts bigger, could we also colour/code them? For anyone who doesn't play Xbox, each of the four buttons on the control that have letters on them are also colour-coded. X is blue, Y is yellow, B is red and A is green. Perhaps the button prompts could use the same colour system? It would make it much easier for players with sight problems.
  21. Summary: 0.6.1.0 - Steam - Resolution wont go past 1920x1200 Description: I haven't played in a while and saw that the game got a new update. I load up the game and the resolution wont go past 1920x1200. I tried the fixes that I could find on google but they're from a while ago and didn't work. Then I tried uninstalling and reinstalling but that didn't work either. Am I missing something? Platform: Steam Specifications: OS: Windows 10 Home x64 | v. 1709 | Build 16299.248 CPU: AMD Ryzen 1700x GPU: Gigabyte GTX 1070 RAM: 16GB DDR4 2400
  22. When starting a research process using the new 0.5.0.0 research modules, the corresponding UI allows the player to screw this up and instead destroy the research item placed on the research module. This can happen by double clicking bright green button on the research module UI panel shown below. I am pretty sure this is caused by the green "start research" button becoming the green "cancel research" button immeditely after the first click. So when the second click occurs the resarch is cancelled without further warning. The red button cover can not do its job in this case, because it does not move over the green button fast enough to block the second click from triggering the green button again.
  23. Zieterbock

    Inverted Cursor

    Hey all, I often lose my cursor in high-light areas and would like to suggest: A: Add an option invert the colors of the cursor. B: Add an option to change the colors of the cursor. For those that don't know what an inverted cursor is, a quick Google search should do the trick. Personally I would like to have an inverted cursor.
  24. HydraChip

    NO POWER IN MY FACE

    suggestion. would be nice if things like the NO POWER that pops up right in the middle of seeing all the action was moved to bottom or top of screen. i find this very annoying while trying to play and my batteries go dead.
  25. The idea being when the player extends the node with resin, they are then able to bring up a menu of some sort, (radial just seems simple and astroneer like, (white radial wheel with orange for the selected option)). from this menu they can choose options such as making certain platforms, trade, smelter, etc. The menu could then allow for future types of nodes and platforms. For example, a platform with many nodes that could be used as foundation for a shelter or something large that could require it's own foundation. A radial menu would also remove the future tedious scrolling through many platform types, the more that's added the longer the player has to scroll through the selections. Menu would need to have a cancel option to just leave the extended node as is for solar panels, batteries, etc.