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Showing results for tags 'utilities'.
This is a shortened list of ideas I've had for Astroneer (the original list was twice as large). If anyone wants to hear an explanation or my thought process, ask about a specific idea in the list. [Gameplay concepts] Craftable thrusters Solar array repair/crafting Organic pyrolysis for coal Rockets use oxygen/nitrous Tanks used for all liquids and gases "Oxygen" item replaced with ice Limited base oxygen Repair/repurposing of satellites [Base modules] Item retriever (pulls items from around base, arrow-based selection) Module upgrades (speed, secondary product, etc.) Storage/warehouse module (high/expandable capacity) Water condenser Growbed (slowly grows organic) High capacity trade platform (paired slots, counts items in storages) Greenhouse (slowly produces oxygen) Large vehicle bay (can print and connect to 2 vehicles) [Resources] (placed on separate planets to promote exploration) Emerald (terran + tundra) (refine for vanadium) Nickel ore (radiated + barren) Bismuth ore (tundra + arid) Tellurium (radiated + tundra) Ruthenium (exotic + barren) Rhenium (exotic + arid) Fluorite (terran + radiated) [Vehicles] Throttle valves for thruster Vehicle upgrades -efficiency -suspension (nickel) -transmission (iron) -gyro -regenerative braking (copper) -boost -connected vehicle drive -glider (aluminum) [Items/objects] Camera drones -1 slot Rebreather (reduces oxygen consumption) RTG module from New Horizons satellite Semiconductors (used for geothermal, water condenser, etc.) Nickel-Ruthenium/rhenium alloy (used for thrusters) -2 slot Retractable winch Spire siphons (for all 4 current resource spires) Stackable batteries (if not stackable, then at least make batteries have 2 slots on top that accept anything other than batteries) Capacitor bank (a large battery with 1/2 storage and 2x charge/discharge rate) -1,2, and 4 slot Stirling engine (1.25x fuel efficiency, accepts all fuels) 1 slot: 1.5 bar/sec 2 slot: 3 bar/sec 4 slot: 5 bar/sec -Tank fluids Water (I know it's already been suggested and assets are partially implemented in the game) Methanol and methylhydrazine (more stable than hydrazine, unless nitrous explodes nearby too) Nitrous oxide (oxidizer) CO2 Acetylene (also reactive to explosions) Chlorine trifluoride (yes, the infamous "nope" chemical that burns glass) -Secondary products Slag (from refining metals) Water (from hydrazine production) (the Raschig process produces water as a byproduct)
I think this could be a fun solution for mining cave networks and could provide a new game mechanic for future content. If there were a small mech vehicle/power armor suit in the game with storage slots on the back and open utility slots at the ends of the arms, like the slot on the crane, it could easily get into cave networks and smoothen the process of mining. The truck and crane would still have functionality as surface mining tools while the mech could easily traverse the underground obstacles. Hand utilities would obviously include the drill head/ some type of crafted mech terrain tool but this could open a door to lots of content. For instance the utility/storage slot on the back could have a jet pack that could also be used on the truck and car as a temporary speed boost. The wench could serve as a repelling tool for the mech. If enemy NPC's were introduced, a weapon could be crafted and affixed to the mech arm. I'd love to see what other people think of this idea.