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  1. I have only played 3 hours of the game and I can't build the buggy because it wont show up in the medium printer after unlocking it and I don't know how to fix Found: 28/6/20 Version: 1.12
  2. Several different issues while playing on self-hosted dedicated server so far: Terrain tool becomes unusable. You can open it in inventory, but you cannot enable and use it ('E' key not working). Usually happens after 2-3 flights from planet to planet, can be solved by reconnecting to server, but also, rarely, happens right after connection. Getting stuck on orbit after launching from planet. Menu to launch to another planet does not appear, only landing points on the planet clickable. Can be solved by landing and launching again (pretty bad if you use solid fuel thruster though!). Right after connecting to server some objects may load as 'invisible'. You try to walk over base or put some resource, and suddenly some item pops into existence on the spot. Exiting vehicles before full stop causes them to sometimes jump forward pretty fast instead of stopping. On rare occasions some production buildings become unusable for player (often others still can still use them normally), the use menu shows inactive buttons or does not allow to select from lists. No real reproduction steps though, seems pretty random. Soil centrifuge once or twice got stuck on outputting resources. Looked like the resource transfer animation did not finish and the item was not put on the storage, but was also already not selectable on the centrifuge itself. After several attempts of putting storage back on platform and removing it, the stuck resource suddenly became transferred. When performing planet-to-planet flight you sometimes appear to 'float' in space and after few seconds the ship catches on and you resume the flight. [just annoying] When landing on a planet it looks like first you land on just landscape, then objects are loaded and then landing animation is suddenly played again, often getting cut back to landed state. [just annoying] Printer sound often continues playing even after the object creation is over. [just annoying] Visual glitch on backpack building menu: when opening inventory holograms often look 'glitchy' like under strong wind. Toggling back and forth returns them back to normal. [just annoying] Chemical laboratory output tray animations seem detached from produced resource position. Looks like the tray position at the beginning of production is used, you end up with the produced resource culling through closed doors or not moving forward from inside when ready. [just annoying] Output to storage animations look choppy, especially noticeable on Soil centrifuge when outputting to something like Medium storage. [just annoying]
  3. hi there, since releace 1.0, it can be really hard to drive. there are 2 situaions when driving in third person view is very frustrating. Driving between trees. Because of the trees/leafs, you can't always see where you are driving to. When the camera is placed behind the vehicle, there are often trees/leafs in the view, so just can't see what is in front of the vehicle. because of that I often get stuck because of rocks, resources or other trees right in front of the vehicle. Driving/Digging with a drill mounted in front I really love the new feature of mounting a drill at the front. when I explore a planet i drive around and whenever there is a "wall" in my way, I just drill through. Often I want to drill up to a platform, to get a better view. To drill up, I have to lower my camera position. That means I can't see anything in front of my vehicle, because the camera is now right behind or even under/in my vehicle. the main problem is, you can't see holes in front of the vehicle and just fall down. very frustrating if you just want to explore the surface. It would be really nice, if you would allow first person view just in vehicles/rovers. because we are in a vehicle, we don't see the backpack anyway. so not seeing the backpack isn't an argument in this situation. to make driving even better, you could use the small dashboard of the rover seat, with a load indicator, a compass and a gradiometer . that way it would be an awesome experience driving around in an rover. of cource first person should be optional and you can always change between first and third person view. I've attached an screenshot, while driving/digging up in a large rover. as you can see, to dig up, I have to place the camera very low and can't see what is right in front of my rover. if I attach a second large rover, then the camera would be right in or under the secont rover, which is even more difficult to drive. would love to get any feedback. keep up the good work 👍🙂
  4. Hello, i have an idea how to improve control who is in charge in rover, who is controlling driving wheel. For example when i enter rover first and my friend after me, then im a driver and just me can control rover when i leave the rover for example to mine minerals, then my friend get driving control of rover when i enter my rover back, then my friend have still control of rover and he needs to leave and re-enter rover to give me control Mine idea is: have a context menu on some keyboard shortcut when player in charge in rover can popup this menu and see player sitting in same rover and after clicking on his name, he give him access to drive. And so on same way give access to me for example, when he click on menu on my name, then he gave me control of rover and noone needs to leave and reenter the vehicle.
  5. BigAT70

    New endgame vehicle

    So with not many objectives in the endgame except personal goals and/or working on the gateways, I thought of a new goal that would garner many players' attention. This goal is the construction of an ultimate space craft that can fly in atmosphere and travel to other planets. These space craft can have enormous storage space, be fueled by astronium or large amounts of hydrazine, and consume large amounts of resources and research to construct from start to finish. For the design of such impressive craft we could have the design (choice) of the US space shuttle orbiters or the russian buran because with their design a cargo bay is already in place with a cockpit. I'd like to know what other players or even the devs think of this sort of endgame concept. PS: This is a hint to you @SES_Adam
  6. Hello Devs, Let me begin by commending you on a wonderful game. It’s original and very entertaining. I’ve owned Astroneer since it was first available on Xbox. The new additions th I the game are all most welcome and have reignited my passion for playing. I am however experiencing some issues that I hope can be easily resolved. I’ll try to be brief and thorough. 1. Game crashes. I am experiencing game crashes while entering vehicles and I believe am know why. I make extensive use of the drill and paver to navigate practically everywhere. This has led to me leaving quite a trail of leftover resources from in my wake as I go. These resources remain and are building up in amounts and persist indefinitely. I believe that the game making the effort to save each of these individual leftovers every time an enter a vehicle are causing the crashes. The crashes are becoming more and more frequent as my progress through the planets goes on. And the size of my save in terms of memory is very quickly increasing. I am really hoping that I don’t have to abandon this play through when I am so close to finishing. My suggestion is to have the game delete or at least not save any items not either attached to a structural item, your backpack, or their original environmental position. This deletion could occur each time a save is loaded or each time a logout from a save occurs. 2. Vehicle paver functionality. I am noticing that as I pave my vehicle and character gets stuck on the new ground as if there is an obstacle even though there isn’t. I have no suggestion for this but wanted to include it. It’s only an annoyance. 3. Drill Functionality As I am drilling and paving my way along I find a myself getting stuck a lot on resources ejected by the drill which end up under my vehicle and trailers. It helps a lot that I can point the ejector to the side and an think if the resources were ejected with just a bit more force they would clear the side of my vehicle much more often allowing me to maintain a straighter path. 4. Pathing while using the drill and pager. I find it difficult at times to drive my vehicle while tracking the terrain and using the drill and paver simotaniously particularly while I am towing multiple trailers behind me. By that I mean since the elevation for the paver is controlled by the camera the paver elevation is often obscured by the vehicle itself especially while tunneling underground. My suggestion for this would be to link an up and down function to the left and right bumper buttons and to move the on off function of the pager to another unused button like X or AThis way I can maneuver the third person camera without affecting the elevation and allow me to see where I am going. 5. A small request. A compass function for the vehicles would make navigation so much quicker and easier and I would thank you greatly. Just at the top of the screen perhaps. Thank you all so much for your kind attention.
  7. 1. Mouse/keyboard 2. Steam 3. I use a generator located on the transport to power the atmospheric condenser (maybe other production facilities). After discharging the transport battery there is a visual bug on the power cord. The arrows move very quickly from vehicle to platform. This may be due to the fact that the generator is powering the vehicle batteries. After that, both the alternator and the vehicle are powered by the platform. 4. https://youtu.be/ZSmSBEerZt8
  8. Hi Everyone. Talked to a couple of the devs and It was suggested that I post this here so more can see it and it doesnt get lost in discord. Seemed to have a decent reaction there (Lots of kermits? lol) So here's my first idea. I'm a 3D artist and I wanted to play around with ideas for this game as practice. Hard to pick up the correct scale but I made the dummy roughly 2m tall which is what I was told a astroneer is. *Roughly* Haha. I'll probably make more of these, and I didnt bother modeling out the connectors and panels too much because Im sure the devs kitbash the things together to save time. First Idea: Tunneling machine Make perfect tunnels to walk (or slide) down into the planet and possibly make it easier to see using other vehicles (Its a bit difficult when the roof is in the ceiling of your tunnel amiright?) Feel free to add feedback and suggestions and I can try to work on this and anything else as time goes by
  9. Non'yaBusiness

    Vehicle removal needed

    We need a way to remove vehicle's (rocket, rovers). It's really annoying having that tier 1 rocket sitting next to your tier 3 rocket. All you can really do is pack it up and set it to the side. Cant even scrap them. Now it would be nice if we could scrap them while there packaged. So why is this not a thing devs? You realize that to many things like vehicle's can cause lag right? Plz allow vehicle's to be scrap able.
  10. Summary: v1.8.64.0 - Steam - Rover got blasted into space while getting in Description: I was the host of this multiplayer game. Friend was using the drill on a Rover and I jumped into the 3-person seat with him. This caused my game to autosave & freeze temporaily which it does every time, but instead of resuming like normal, my friend was disconnected from my game and me and the rover were blasted into space. Platform: Steam Version / Build Number: v1.8.64.0 Specifications: OS: Windows 10 Pro x64 CPU: Intel i5-6600x 3.50 GHz GPU: NVIDIA GeForce GTX 970 RAM: G.Skill Ripjaws V Series 8 GB (2 x 4 GB) DDR4-2400 Memory Drive: Crucial P1 500Gb NAND NVMe PCIe M.2 SSD
  11. Summary: 1.8.64.0 - Steam - Thrown into air on enter/exit of Tractor, as client Description: Playing as client joined to host (2 player), I find that there is a high chance if I enter/exit a tractor, I am going to be throw very high up into the air. On multiple occasions I have had happen: - Exit tractor, my person was tossed high above the ground, still in planets gravity, and fell to my death. - Enter tractor, me AND the tractor (and its trailer) were flung high into the air, still within planets gravity... spun and fell to the surface. Survived. Got the achievement about driving a vehicle airborne for more than 10 seconds. - Exit a tractor, my person was thrown into orbit, into the solar system. No way to move, or do anything except wait for air to run out and die. Was then spawned all the way back to Sylva home base, far from where I was. - Enter tractor, me and the tractor then zoomed very fast around the planet (it seemed like high velocity fling above surface). Landed somewhere alive, no idea where I was. As it stands, due to how many bags of stuff I lose (and tractors left behind god knows where), I am fearful to enter a tractor at all in our gameplay. I walk everywhere now, tethers in tow. Have not tested Rovers, Buggies, or Large Rovers for this issue. Platform: Steam Version / Build Number: 1.8.64.0 Specifications: OS: Windows 7 Pro x64 up to date CPU: Intel i7 6700K 4.2GHz GPU: GTX 980 ti 6GB RAM: G.Skill 2x16GB DDR4 3000 Drive: Dual WD Blacks 1TB in Raid0
  12. Rovers are sinking into terrain, both natural and placed terrain, when host goes outside draw distance. In pic here, the terrain was painted but not altered otherwise. Thanks
  13. I came back to the game when the creative mode update was added. So I imedetly started experimenting with all the new objects and how they worked. So I spawned a large rover, a RTG, a Drill, a paver, and a few soil containers. Well i attempted to drill into the side of a moutian on a flat plain. Immedetly i noticed the vehicle was struggling to move, and at multiple points just stopped moving all together. The best way to describe it is like the vehicle got stuck and couldnt move. But the second you stop drilling the vehicle acts as it should, but start drilling again and the vehicle rappidly loses momentum and becomes unresposive to commands. This appers to only affect Xbox, maybe PS4, But doesnt happen on PC. This issue ruins the idea and concept of using these mining rigs in the game, because there basically un usable.
  14. Small Hovercraft: Require tier1 printer 1 tier1 slot placed at front Requires: 1 Titanium Alloy Includes special driving animation. Collapsible and expandable for storage. 1 seat already available. Slow Oxygenator. Medium Hovercraft: Requires tier2 printer 2 tier2 slots Requires: 1 Titanium Alloy, 1 Ceramic Includes 2 power plugs. Oxygenator. Able to increase and decrease altitude. Large Hovercraft: Requires tier3 printer 3 tier3 slots Requires: 1 Titanium Alloy, 1 Ceramic, 1 Plastic Includes 2 power plugs. Oxygenator. Able to increase and decrease altitude. XL Hovercraft: Requires Tier4 Printer Comes in parts, 2 versions of every part: Orion, Polaris. Parts: Hull: Requires: 2 Titanium, 2 Plastic Bridge: Requires: 2 Titanium, 2 Copper Engine: Requires: 2 Titanium, 2 Nanocarbon Vehicle Bay: Requires: 1 Titanium, 2 Plastic, 1 Resin Hover Generator: Requires: 2 Titanium, 2 Aluminium Alloy Platform: Requires: 2 Titanium, 2 Ceramic
  15. This is just a more complete version of the RC car/robot idea I came up with. Automation (Optional): - Drone flies into air for finding target path. - Automatically paves bridges or digs tunnels. - Chooses easiest path, aka path with least rocks/trees/etc. Driving: - Seat in station for pilot car. - Same as a regular buggy, but smaller and with paver or drill if added. Stations: - Almost like 1/2 seat 1/2 storage. - Contains room for RC. -Beacon for finding with drone for RC. Design/Storage: - 3 slots on top for power. - 2 slots for storage. - New "Micro Package" that is a 3 x 3 storage that folds up into a package. -2 slots on front for digging and paving. Customization: - Same colors as player has unlocked. - Other random color sets for only RC. - Designs based off of astronaut designs. (Something that looks like the main body build.) - Other random designs (Could include buggy/tractor) Conveyors: - Simply make track for conveyor. - Items drop off like a machine like a furnace would onto storage. - Each piece holds 1 item/1 slot per. - Attaches to station and platforms via cables, or conveyor can act AS a cable.
  16. So, me and some others had a huge conversation in Discord, and these are some of the things we thought of: - Trains - Roads (Like platforms almost) - Robots - RC Cars - Stations for RC, Train, and Robot - Possibly other? I know in RC i would like for it to be able to carry 2 or 3 things, and it can drop Glow Sticks or Beacons. It could also carry stuff to stations or have an automation process in the future. I also think that the robots could be a lot like the RC idea. I know there's stuff about automation, but I wanted to put down the RC and Robot idea mainly.
  17. A cat from Poland

    Vehicle upgrade slots

    This would be a medium slot attachment(two dots connected by one line) It would look like an engine but replace the pistons with single ports. This could be attached to any vehicle(including upcoming ones). How the upgrades would work is just like the terrain tool. You just plug them in and once you start driving they will have a little animation where they stick into the rover like a injection. I’m thinking vehicles would only have 2-3 slots just like the terrain too. I’m thinking most of these upgrades would be made with Astronium. The upgrades- [The ones I could think of so far] Compass[Shows you a compass when you move around] Gravity wheels[Pushes your rover to the ground more, almost like sticking]{Would be very good for Core traveling} Efficiency[Decreases power consumption and slightly increases acceleration] Suspension[Lowers suspension increasing grip and and speed] Separator[When mining ores you get 15% more from a node, and maybe gives a bit more soil from soil canisters for paver.]{Name could be changed} This is all I could think of for now- if you have any other ideas it would be nice-
  18. hello all With all new shiny storages and me using large rovers I cannot see amynore where I am going and I thought - would be great to be able to switch to to the first person view when inside the cabin. What do you think?
  19. The reason I really want to suggest this is because when me and my friend play we like exploring. Although we find it hard to set up connecting bases of operations around a planet. We like going into caves, mining everything we can find. As well as gathering as much research as we can. The problem comes when we get full we either have to run all the way back to the base or if we have our rovers with us we try and get them out of the cave. (I don’t know about y'all but getting the rovers out can be a pain depending on how deep you are, and if you have a smooth path. and if you cave connecting rovers it can be much harder.) My solution is having the ability to have a train system. This way it can make it easier to get from one place to the next fast and easy. (as long as you place the tracks effectively.) This system can work for exploring underground or connecting different bases on a planet together. Pros: -Fast and easy travel -Can hold as much as a truck -Can have multiple carts (maybe max of 3-4?) -Hovers over rails so its smoother then a rover -Has rails so you can set out the exact path to take (with a rover you could accidentally crash into a small ravine or fall in a cave. Thus, having to dig yourself out) Cons: -Expensive (could cost 4 titanium per cart and 2 titanium per set of rails? Making this more of a late game item. Also adding to the grind having to mine more and trading things more so you can get the materials you need) -Only goes from one point to another, no free exploring. (still have to use rovers early game) -More power hungry so your base will have to have sustainable energy. Possibilities: -Could probably have a system of rails connecting multiple points. (instead of point to point it could take multiple routs.) -Rails could carry power to train so along as the base has power your train has power. (unlike rovers where you have to use up a slot for a solar panel, or something to keep it powered.) -Could have different levels of trains. (like the rover/ truck and the small/big shuttle) -Could have a specific platform like a docking station instead of using the vehicle bay (this way the rails don’t get in the way of the ships and the rovers.) -could hold a drill so you someone can dig out a path while a friend sets up the rails. I personally think this would be an amazing addition to the game. Let me know what you think? Would this help you out in gameplay? How would you make it better? All feedback is appreciated The 3D model is a rough concept I quickly came up with, trying to follow the look of the rovers a bit. (concept model can always be changed.)
  20. My idea is this: Vehicle Shelter Now this is really 'moveable' shelter. I know recently SES added a new shelter it's called "Field Shelter". But it can still be used by only one person at a time. I already came up with this idea before it was added. My idea is that it's much easier to move around and can be used by more than 2~4(or above) people at a time. And it can be attached on Medium Rover and Large Rover. One day I will design a 3D file to explain this idea in more detail... (But not now... Because I'm busy. I already have my another project...) The materials don't have any ideas yet. But the byte can be a rough. Medium Vehicle Shelter Byte: 8,000 or 8,500 Large Vehicle Shelter Byte: 15,000 or above If you have additional suggestions, Please let me know what you think.
  21. The vehicle doesnt accelerate when I use the drill and I just want that fixed because it hurts my right hand when I have to spam rb for 3 minutes straight😔
  22. CMDR Edu

    Save on vehicle seat

    This function is practical for those who forget to save the game but, honestly, I think it's a bad idea. According the game is explored and there is more data to save, it becomes annoying! Especially in multiplayer for the host which is overloaded with save game request whenever a friend uses a vehicle the host is harmed with frequent lags. You need to deactivate this or, via menu option to deactivate this function, as in skyrim you can deactivate save when traveling. I know this will be resolved with the dedicated server but until then it would be interesting to disable save on vehicle seat. I talked to some friends about this and I add that everyone agreed that this is a big problem in multiplayer game. Therefore, I am here representing the opinion and request of many players from my country (Brazil). Sorry for my bad english!
  23. Hi I have noted an issue where the vehicle sinks into the ground as noted in issue1.2.10 - Xbox - Terrain issues using drill on vehicle The issues are the same, except I am only finding this problem happening when another player joins. The drill works properly until another player joins, then causes the vehicle's wheels to fall through the world when in multiplayer mode for the host player. Hope this helps with debugging.
  24. Martin Sedovic

    Medium rover bug

    So i started playing astroneer 2 days ago AND ALREADY had to make 2 madium rovers. I found out that when you flat the floor around the rover the rover will go into the ground and will disapear with all of your stuff now i have nothing and im disgusted to try getting the resources again
  25. As a client connecting to a host. If you are in a vehicle and you disconnect from the game, either through the menu or because you lose connection, your character will not be saved and actually deleted. When reconnecting you have to start from fresh.