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Found 10 results

  1. Terrain tool upgrades honestly seem more like a punishment. They take up very valuable inventory locations that you've gotten used to using since the beginning. It would be nice if all the drill mods and terrain modifying mods like terrain analyzer and alignment tool all had a special location when you click on your backpack and then either press E or click on your terrain tool. It would be nice if there were icons next to that where if you owned a tool upgrade they were listed there and you could just turn them on or off without taking up inventory locations. It is really annoying having to switch them out all the time.
  2. Upgrade the Smelter so it can smelt 2 items at once! Otherwise, we'd need 2 Smelters running, once you get into late game! Also, the Trade platform should be able to trade for more than 1 item at a time! Saw someone recommend upgrading the Soil Centrifuge to do multiple canisters, & multiple options at once! But seriously, you'd(players) have to run 2 of everything! & maybe think about a new larger source of power!!! See attached pic! Notice the power level on the platform(the little circle at the end)! 48 RTGs!!! Just so you know, & it's still not enough power!!!
  3. I would like to be able to access the upgrade menu while inside the habitat. Sounds legit enough. I could be making important decisions while hiding from the storm, need to check my notes etc... Just hold (default hotkey) Q while inside and the thing opens and functions as normal, view and/or upgrade stuff
  4. So with the recent Reseach update, it is great, you can choose what you get from research... But there is a lot of stuff (which is awesome) and it is sometime confusing! I get the idea that you have to discover by yourself what is what, but it can be frustrating to spent all your research currency on something that you do not actually need right now! (+ I don’t want to spend my gaming session between the game and its wiki page...) That could also be useful for the printer, but if there is one is your backpack, it can serve both purposes thanks Let me know what you think of this
  5. devs, you must hear this. With the new update and the new little dome, you should make upgrades for it. Here are some examples. More power output using lithium. under ground bunker. explorable inside. There should be many more ideas but these are just some me and my friend came up with. now you may kill me for using Comic Sans MS
  6. 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
  7. I posted in another thread that a health feature would be interesting.. so this suggestion will go along with it as if health were already in the game. I think a mid-to-endgame machine called the "Suit Upgrader" (or similar) would be a neat new system. The upgrades would require materials to be applied, and power of course - somewhat like a glorified Printer, but for the space suit. An Astroneer would only be able to apply, say, a maximum of 2 or 3 upgrades at a time - spread out over about 3 or 4 slots (Helmet, Backpack, Boots, etc). This could have a lot of possibilities because it is not limited to just a few things that can be made. Farther down the line, mods could add additional upgrades to the Upgrader. This machine would require a Tier 3 platform, buildable from 2 steel & 1 titanium and able to hold more Materials to build larger modules. Materials to build this module: 6x Steel, 2x Compound, 1x Resin, 1x Titanium, 2x Aluminum. Some of my ideas for upgrades are: Fall Boots - This upgrade would reduce the amount of health you lose/damage you take when falling from a height. Instead, power would be used. If you were falling from a long distance, and normally would lose about 10 points of health (or whatever system), you would only lose about 5 bars of power. This may have to be changed based off of what system health could/world be implemented in, but you get the point. Suggested materials: 2x Resin (to act as a shock absorber), 1x Steel (when it's added), 2x Aluminum, 1x Compound Jet Boots - An upgraded Fall Boots (only unlocked after getting Fall boots, and replaces them) This upgrade would require Hydrazine as fuel, and power would be used. If falling from a long distance, when you get closer to the ground, the jets activate, letting you down safely. If you have a Hydrazine tank in your backpack, and the boots internal tank is less than 50% full, it will draw from that tank. The tank can be refilled by the Suit Upgrader (the boots come fully fueled). The faster you are falling or the farther you have fallen, the more Hydrazine will be used and the earlier the jets will activate. However, there is a chance that when you touch the ground or if you run out of Hydrazine or Power, you will take damage - making these not too overpowered yet good at the same time. These boots can also give you a little boost if you press a certain key (settable in options) Materials: 1x Resin, 2x Steel, 3x Aluminum, 1x Copper, 2x Compound, 2x Canister Jet Pack - What is there more to say? This upgrade goes in the backpack slot, and as such modifies the way your backpack looks (and possibly functions). Like the Jet Boots, this provides thrust and is set to fire up on the same key as the Jet Boots, allowing you to have maximum speed by combining the two. This upgrade has a VERY heavy Hydrazine consumption, and will eat through a normal Hydrazine Canister in less than 30 seconds. This is why a better Hydrazine canister would be nice... Why not use a "Compressor"? It can compress Hydrazine into a Tank that's normally used for storing oxygen - this will allow you to have 3 times the amount of Hydrazine in one container! However, it also requires a Tier 3 Platform. The Jetpack does not have its own internal Hydrazine reservoir, so it must use traditional Canisters - but does draw on power a bit and that can be used for a couple seconds to get you to safety should you be high in the air and close to a place where you can land. This is fairly OP but could be nerfed by making it require 2 slots of Backpack space or use the two top slots. Materials: 1x Lithium, 3x Steel, 3x Aluminum, 2x Titanium, 2x Canister, 2x Compound Hover Pack - There are a couple key differences between this upgrade and the Jet Pack. The Hover Pack is not really meant to travel - so it's slower than the Jet Pack, even with the Jet Boots added. As you can probably tell, it hovers - and while hover takes up 30% less Hydrazine, allowing creative players to continue to build amazing things without having to cheat or use a glitch to fly. It does not reduce storage, and is less expensive to make. However, it doesn't handle all that well because once again, it's not really meant to move. Materials: 2x Lithium, 2x Canister, 1x Titanium, 2x Steel, 1x Aluminum, 1x Compound Advanced Filter - This helmet slot upgrade is quite useful. It provides a steady "oxygen trickle" by refining some of the gases on the planets of Astroneer into Oxygen - prolonging your off-tether adventures by 25%. However, it's only half as effective during a Sandstorm. It uses a bit of power, but not enough to really be noticed. Materials: 2x Filters (yes, filters), 1x Canister, 2x Aluminum, 1x Steel, 1x Power Cells
  8. Here are some ideas for the game: Hover Vehicle A vehicle that hovers 5-10 meters above the floor, moves freely around the planet and needs hydrazine to fly. You build it with iron (to implement Hematite in the game which has no use at the moment). Very Large Storage A stationary storage where you put in resources to store them and choose which ones to put out again, similar to a vending machine. (sketch made by me) Astroneer/Backpack Upgrades These are upgrades you can get for yourself at a stationary machine. Here are some examples: - Health: More health so you die less quickly. - More Backpack Space: Add more slots to the backpack. If it gets too big, you will be able to scroll through your inventory. - Speed: Run faster. - Terraforming Range: Better range for your terrain tool. (This could also be an augment) - Stamina: Less oxygen consumption. You could pay for these upgrades for example with Astronium (to implement this in the game too) or other resources. Settings I wish that you could adjust or turn off the shaders/bloom effects and other graphic features for lower end PCs. I really like the game and I hope you like my ideas Sorry for my bad english
  9. Right now you can basically beat the game in less than a week, as new things are added this will change slightly, but i suggest adding things like upgrade stations (for improvments of tools and vehicles over time), maybe even skill point upgrades. This will really end up helping the replayability of the game too.
  10. As a new branch of ingame activities, I suggest upgrade paths of character traits and parameters like oxygen capacity of backpack/tanks, battery capacity of the cars. What's needed: 1. New platform or modded research station, a blend of the smelter and research platform, where the research branch can be selected and the required inputs are displayed as holograms. E. g. Branch chosen "Oxygen capacity +X%", inputs required: 2x titan, 2 oxygen, 1 particular research artifact 2. Maybe a multi stage research process per upgrade increment for higher level upgrades, maybe even some chance of failure per step Possible Upgrade paths: The afore mentioned - oxygen capacity - battery capacity (backpack, vehicles, addon batteries) - terraforming range - energy efficiency of tools, generators and converters - protection or health against physical damage, poison and fall damage - range of the space ships Pros: - put all the rare elements to good use - probably pretty easy to implement, much reuse of existing content - possibly open ended; Want the tenth increment of the oxygen cap upgrade? Bring 20 titan 20 oxygen and prepare to fail 50% of the times - sends you of to aquire specific artifacts and ressources, for the questing fans Cons: - could become grindy -