Search the Community

Showing results for tags 'upgrades'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Astroneer Forum
    • Announcements
    • Patch Notes
    • General Discussion
    • Suggestions and Ideas
    • Support + Suggestions
  • System Era
    • Announcements
    • General Discussion

Calendars

  • Community Calendar
  • Astroneer Livestream Calendar

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Found 16 results

  1. jlarry999

    Upgrades for all!

    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!!!
  2. 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
  3. 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
  4. Dogmeat

    Upgradable Dome

    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
  5. 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
  6. 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
  7. Jonas_Dit

    Several Ideas

    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
  8. 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.
  9. 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 -
  10. I would like to see some new fauna & flora. Maybe let it differ from planet to planet, so you can see and explore something new if you are travelling with your shuttle. Some Upgrades for your equipment, as example, make your bag bigger with more space to store or let your harvest gun mine faster through the world. Weapons to fight some of the earlier mentioned species, will be also needed in the game. Moriarty.
  11. Jesus Caban

    Gameplay Glitches

    Ok so there's a glitch that occurs when your standing on terrain and adding it while standing on it which eventually causes your character to get stuck in said terrain n you either gotta jump until you pop out or can try n dig yourself out. I was once returning back from a little trip and upon my return as I was closing in on my base the rover I had sitting there all of a sudden flew up in the air and landed back on the ground but idk if it was cause it was loading the area or not but yea. Then I had left the planet only to turn tail back home but as I was landing the area was loading, rather laggy, and the vehicles I had there were gone and they were both rovers but yea completely gone. Also attachments don't always stay cause I built a storage onto a rover and then I went ahead and traveled, possible rocky terrain, only to turn around and find that the storage attachment had popped off, def should fix it so the upgrades or alterations stay on or are permanent unless the vehicle is somehow destroyed, also if that happens there should be something that salvageable.
  12. DemonBro9

    Vehicle additions

    add garages, these have some auto track to help with glitches i guess. Also you might want to add upgrades for vehicles. you need to help with the controls
  13. DemonBro9

    Vehicle additions

    add garages, these have some auto track to help with glitches i guess. Also you might want to add upgrades for vehicles. you need to help with the controls
  14. I think a soon update to the game for alpha should be Terrain tool upgrades, like an extra inventory slot to put The material you just mined, A spot to upgrade your power for when you want to mine a lot with out a rover/truck, and another base plate like the printer that you can put your tool in and print out that extra slot faster mining ability or power upgrade. Please reply with some more ideas of upgrades to the terrain tool!
  15. So, the game so far can be challenging but all of the challenges are circumvented pretty easily. Adding some new environmental factors might spice the game up a bit. Weather Additions The game already contains the dust and rock storm, which is great. I've suffered my fair share of deaths due to flying boulders destroying me. Adding some base and equipment damage to this storm would make it more realistic (this has been brought up on other threads). Another thing we can add is temperature change. During the day, the temperature is mild or hot, and countermeasures must be taken to move past this barrier. Suit/backpack upgrades and the addition of a small air conditioner unit to the build options would allow us to combat the hot climate. During the night, the temperature drops to minus 120F and we must use suit heaters or other sources to stay alive. I do think that the relatively rapid change from day to night should be slowed down to allow for the implementation of climate-combating equipment. Environmental Hostility I have grown used to the ability to wander the planet without too much worry of death. The gaseous plants inside the caves and fall/suffocation death are about the only ways you can die. I don't really fancy the idea of adding hostile enemies and turning this wonderful game into a FPS. My suggestion is adding more to the environment that can bring about our lonely existence's demise. A couple of ways include the weather/temperature changes I mentioned above as well as planet structure changes. Turn a nearby mountain into a new mineral's mining ground. This mineral (we'll call it Xanadium for fun) is extremely rare and packs a punch in terms of upgrades. It's available in small quantities and multiple veins must be found to make it worth it (adding exploration and challenge). The caveat? Volcanoes This mineral rich mountain is now a smoldering volcano. Dig too far for your precious Xanadium, and BOOM. One of the volcano's lava veins is broken through and now your cavern is filling with molten rock. How do you escape?? Ingenuity and quick thinking. Or you're mining around in a mountain and find some Xanadium. You didn't know this was a volcano but you risk it. Without warning, the volcano starts to erupt, leaving you only minutes to find your way out and escape the range of the volcano's spew. You're left with only the Xanadium you mined and the ash from the volcano blocks out the sun, dropping the temperature below freezing. You're left with no solar power for weeks, and you're forced to expand into new energy sources. Volcanoes Aren't Entirely Evil Using the erupting volcano as a power source could increase your options for energy. Geothermal energy as an energy source could require you to venture into the heart of a volcano or mine deep shafts where you place probes to pick up the heat and convert it into energy. Sucking up lava as a volcano erupts would allow you to store it on your pack as a heat source for those blistering cold nights, and, while the ash blocks the sun, blistering cold days.
  16. Hello everyone, while playing I had the idea that the deform tool could be upgraded in the future with research, then the upgrades could be crafted with rarer resources. These upgrades could be things like improved range, improved power consumption and speed of deforming. Too go along with this, maybe there would be new models of the deform tool that could be unlocked. These new models could be more powerful by default and offer a new visual. This would give the player a reason to explore for research and rare elements. Also using the trade platform to trade for an upgrade might be an idea but that might be too easy. Let me know what you think of this idea.