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Found 191 results

  1. currently, the tractor costs 1000 to research costs 2 aluminum, an requires a small printer to make. The Tractor has a medium slot, allowing it to use 2 small, mount a small storage giving you 8 slots. Plus it has the ability to act as an external power for other vehicles, trailers, or even table/platforms. Since it only requires a small printer, you can drop a small printer, a small generator hook them up and build a rover if you have 2 alum anywhere. The rover costs 1500 to research, costs 1 aluminum + 1 composite, requires a chair that takes 2 comp. And requires a medium printer, meaning you need a platform to make it. As it is, the rover seems to lack any of the flexibility of the tractor, but costs more, is harder to make, requires more infrastructure to make. Given this i've never seen a reason to build or use the rover usually... just built a tractor and scout with it. IF you change the manufacturing costs of the rover to 2 compound, 1 resin, or some combination there, such that you don't need a smelter to and aluminum. It might become a lot more appealing as, even at 1500 research, starting players COULD do it, an it would be come a more interesting default starting vehicle for players.
  2. <O_O> BenFranklin

    Rovers stuck in reverse

    Summary: All of my vehicles (anything with a rover seat) are stuck in reverse whenever I enter them. Description: When given no input, my rovers just want to go backward. Holding w only causes the rover to stop going backward. Have tried multiple sized rovers, and different combinations of attachments and different seats. Persists through quits and restarts. Platform: Steam Version / Build Number: Specifications: OS: Windows 10 CPU: Core i5 6500 GPU: GeForce GTX 1070
  3. A cat from Poland

    Hover vehicles

    Hovers Pros Ability to manoeuvre terrain better Slightly faster speed than rovers A little bit more storage Cons Higher power usage Can’t reach ground to use drill or winch, (Unless has a crane) Can’t connect to other hovers
  4. Not sure what direction the game is taking. Like many new developers, they seem to take their cue from core players. Also like many new developers, they begin changing the very things that made it Unique and enjoyable to the core players. I would offer this penny wisdom. When you hear that your core players want things to be "harder" or "more challenging" you are making it that way for everyone, including brand new players. Many of the same players who ask for the difficulty and challenges will later ask for “quality of life" items. In terms of development hours, you are making it hard, then creating all new "and a growing" lists of artifacts to offset the grind or Difficulty. Every time these changes are made, you'll hear "well that's great, but still not quite right" or "they did this, but what about that?" By far the very worst requested additions or outright changes are just plaguing games. I term them these requests as, "gamers who want to play dress up in their barbie house on the farm, while being far, far away from the west side trolls, who want to overly engineer their lair full of stolen items." Commonly referring to more skins / appearance controls, base building, farming and pvp. There is an expectation of restarting a game during Alpha and Beta play. Core game players knows this. The game is Under development, which includes testing, breaking, and fine-tuning items and mechanics. The core players are acting as debuggers first, giving feedback second, and in some cases may make suggestions May make it into the game. Once released, out of beta into full release the game is done. New players in Full release are not debuggers. Development that continues on a full release should not occur, unless the full release has bugs not reported before, due to a larger audience. By continuing to develop and making major changes and additions to a game, puts the game Squarely Back in Beta. It is Not a Full Release. The concept of working on a full release game with patches to fix issues was not meant to become a way of life in our games. Introducing any of this into the Original completion line messes up the new player base. Players who came to the game to explore, discover, and accomplish needed tasks deserve to revel in the same atmosphere, learn the process, and enjoy uncovering the mystery. This is not only off-putting and grindy, it's downright unfair to those who are using what free time they have, to attempt to get to the end game, That's the Gift. It is not a gift to lose progress because of updates and game breaking mechanics. Forgive me if catering to the current players and their revenue stream is the priority. Please understand, as I approach 1200 hours, that I include myself, even as I have created multiple ways of playing, but do not stream. What makes things worse are the requests made by players that are not Playing the game. They are done with the game, some never played the game, or they are in exile from other games. They ruin games by cutting off the legs of great concepts. Allow me to repeat, THEY ARE NOT PLAYING THE GAME. These players are intent on building a McMansion or the Scariest Armed Private Settlement. Including but not limited to, furniture, decorations, windows, flooring, etc. By and by the requests lead to "creative mode". It's not cheating, because they Don't want to play the game.” Other players chime in with "we just want to get our stuff back." Playing multiplayer with the creative McMansion players is not a game. Instead they bring other member players in to fetch them things while they create something inside a game that already has a quest line. On the other end of the spectrum, the adversarial players who brings in a small group of like-minded antagonists, hell bent on demoralizing and burning down everything outside their territory.Was that part of the game? Playing through the challenges and surprises to get to the end, only as long as we didnt have to lose anything? Or is it more a consequence of making too many changes. To be fair, the Original game quest line was not overtly difficult, so this mode is not about the game being hard. If there was no clear idea of How to expand on the Original concept, and development is still taking place, then take more time to consider how to keep it Unique and less time Morphing the game into a clone of another game, “ It sort of reminds me of InsertGame a little. I wish it had xxx”. Having said that, if I may offer some examples that I feel emulate the Unique concept and still manages to grant the non-players a way enjoy gaming their way. Old suggestions always return for a reason. The Origin end game should allow the player to enter a new universe, with new planets. Not Additional Planets in the Same Core Completion line. Not the same planets with a new look. (At least not so similar that it's an obvious reskin) This would give long time players the difficulty and challenges. If it cannot be implemented because it is so much work that it's really another game, and no sarcasm intended here, perhaps stop working on the finished game. The completion of one area Without bringing in items from another completion line offers a new challenge for players and less coding. Being brought to or landing in a new quadrant or universe without old objects also allows for greater stability and all new dynamics. (If time and code permitted, wormholes for travel would stay in concept, if connecting these places ever took place.) Challenges do not necessarily involve making every planet and place more and more hostile, but could offer more realistic challenges. Non rotational gravity gradient moons and asteroids etc.. Abandoned space stations objects and satellites to investigate, scavenge, repair or destroy. Occasionally finding meteorites. Meteors, asteroids and other celestial debris offer many different things in terms of craftable materials as well. New objects, "including appearance related" outfits and or uniforms with specific equipment attached to each that is needed to even go to a planet. Like any new environment, many things that works on an M class planet do not work everywhere. With new quadrants or a new universe come new travel. This would allow a Defense Force Astroneer a PVP system of their own with molten ground areas, heavy gravity, habitable and inhabitable zones and radiation. Terrain tools that can be modded to spray say, cataplant like orbs. Larger ships to carry more people. Some of these environmentals and objects can cross over to the New quadrant or universe as well for quest line players. Having One M class planet with a stable atmosphere, would be a surprise and welcome change for a Farming Astroneer, that can plant and grow a variety of space plants, both eatable and craftable. It would however carry with it a metric for depleting health on such a world. Using seeds and spores found throughout the system give them a quest line as well. Planting eatables and fiberlike plants that produce other crafting materials. They could create potted, vertical and full in ground farms. Sharing such crafting objects with a Terraforming Astroneer, who can do the same thing within a portable atmospheric field and mini hydroponics. These players could be working toward terraforming specific planets or moon types. Items that can extract water vapor from propellants. Upgrading a portable atmospheric field to create a large artificial atmosphere by recycling gases locked in sediment, up to a cyclotron, inside a Bio-dome like structure. These challenges include getting to another planet just like now. However, rockets may not work for some explorations. Realistically, not every place would permit large ships. Some places are truly made up of liquid while others or too hot or have zero gravity. Taking a Shuttle for small hops, or deployment craft from an orbiting mass may be the only way to get there. There will also be a need for Specialized vehicles, tailored to those environments. Again, realistically, some places cannot use a buggy, or rover, but a hovercraft, or subterranean craft is needed. With ancient knowledge, scattered throughout the system in various forms, is the information on How to reach some places otherwise inaccessible. These objects may contain some specialized material or item that is needed to get there. Creating a forward base, having telescopes, specialized life support, a compass or GPS, a communication relay, energy beams. All this would be a great adventure for an Explorer Astroneer. Creating Hydrogen cells, Solar cells, and Methane cells, for energy. Or all new forms of energy never heard of, for a system that is not like our own. Jump drives, Hyper drives, Warp drives, The aforementioned worm holes, black holes and Einstein-Rosen Bridge seeing what a place looked like before. To me, this is so much more awesome than making it harder, adding quality of life items, making surfaces perfect, playing games with the game, adding more, bigger, or additional controls on already existing items. Save it for the bigger game. This game is a wonderful experience, and I truly appreciate all the work that has gone into it.
  5. Follow up idea electric space shuttle like the small shuttle but instead of rocket fuel power Ok personally I want a land crawler kind of vehicle where its on tank treads or something and sticks to surfaces using said treads so it can be a perfect exploration vehicle. Like room for a seat and an RTG and that’s it for balancing but I think that would be a super fun vehicle
  6. Doge229

    Parking Spaces

    I used the Glacio surface color to make some parking spaces for all my vehicles. Can't wait til they add planes or something like that.
  7. A_cardboard_Box

    Some space vehicle ideas

    I think that this game could use a few more space vehicles for travelling to other worlds. One idea I had that I thought would be really cool is maybe 'Star Wars' style space ships (take away the weapons though) that can be manually controlled. Another idea that would be pretty cool would be space stations that you could use to gain bytes or something.
  8. Im thinking of More futuristic transport on planets. Currently we have rovers in all sizes, a tractor and a buggy. But i think it would be fun to have a flying *car/plane/Craft/vehicle* . Mabye having flying cars.. or rather hovercrafts in the game will make it to futuristic, but mabye just a car looking thing that flyes only like 1-3m over the ground that is'nt affected by the terrain under it. mabye it seems useless or rather unnecesserry*** but many times have i had 2 bases on other sides of the planet and would either have to rocket there… or rover there, and both are inconvenient. since the rocket is for longer runs. Its more expensive to use… and since the rover is made for Shorter runs... it takes longer and the tarrain is enoying to pass the land With... mabye if you comment possible problems or questions i will have more spesific idea for Craft.. i have other ideas like Trains/conveyors and HUGE Space Crafts. Btw if you arent sure of the design, just think of some sci-fi starwars at the sice of a medium rover... please comment
  9. I think that it is time we build the vehicle part by part ,like think about it how can we simply build a whole rover with few resources ,the follows are some of the ideas that I would love to see in the game- This is for the medium and large rovers only as these need late game resources- The Wheel - made out of rubber The batteries on the sides of the vehicles - Lithium The axles of the wheels - compound Flood lights or the work light should also be inbuilt into the rover instead of attaching them later as headlights. Aluminium alloy is required as it gives the basic structure of the rover and maybe it could also include plastic. Next for the buggies ,the trailer and the tractor- Since these are used in the early game these would require early game resources an di think the current reciepie is good enough. I think that this would not be that hard to implement into the game since we actually find some of these as broken parts as scrap, they can use the same version to attach them to the rover and build the complete part by part rover. What do you guys think about this idea?
  10. Description: When you load a save game, I often see my Buggy wheel stuck in the terrain which slows the buggy down when driving. This happens almost every time the save game is loaded (though not recreated on multiple saves). Does tend to fix itself after a couple of minutes driving. Minor bug, but annoying! Platform: Xbox Version:
  11. Can someone add the ability to change from wheels to tracks, to hover engines (very costly and end game). Applies to all vehicles. Printing out tracks as wheels suck tbh.
  12. Broken Arrow Forever

    Bodies of water and boats?

    Could we possibly get boats in Astroneer? I love the idea of traversing lakes or something like that using a boat. Also could it be possible for us to get a dock for the boat? I figure that would be awesome.
  13. For ideas, go to attached file. Untitled document.pdf
  14. Gold Axle

    New Ideas

    I know this is a low priority suggestion and I didnt expect to see most of these. but I would really like to see this added someday even if its in a dlc or something 1. ocean underwater sort of biome or environments 2. Jet packs (cause who doesn't like jetpacks) 3. drones (for exploration, surveillance, protection, as pets or, just for plain fun) 4. Alien animals 5. More suits and characters 6. exo suits 7. underwater exploration: vehicles, tool, characters, lifeforms, and tools (if we do ever get underwater environments) 8. satelites 9. NPC's (alien, animal or, human) 10. rooms, buildings or space stations you could enter and customize again I know this is a low priority suggestion and I didnt expect to see most of these. but I would really like to see this added someday even if its in a dlc or something
  15. masterfulmadman

    Items to Improve Vehicle Drills

    I love the convenience of strapping a drill onto my large rover and digging a massive tunnel, but this quickly becomes an hour of me trying to get back to the surface after falling through three cave layers. So I have two item ideas to improve the vehicle drill functionality. Both could be attached directly to the drill head just like how terrain tool augments are attached directly to the terrain tool. 1. A ram or plow or grinder or anything to allow trees, boulders, and other stationary items that are not broken the same as terrain deformation to be moved or destroyed. 2. A bridge/ramp builder to add terrain under the vehicle the same way the flatten function on the terrain tool works. Having a giant vehicle drill is very dissatisfying when I still have to get out to build every giant ramp by hand. This should still require a canister to be attached on top of the builder augment, allowing the terrain drilled to be collected by the drill, then used to build roads/bridges/ramps. Thanks in advance for any criticism and feedback.
  16. Robotron

    Vehicle Carriers

    Ok first post here, so let me know if I'm doing something wrong: First of all: There would be two types of vehicles added: one for land (similar to a car hauler), and one for space. Second thing: All 'prices' I state are just ideas for what I think would be fair and/or balanced. Land: Small Vehicle Carrier: Can transport 2 tractors(with 3 trailers each),4 small rovers, or 2 medium rovers. Would cost similar to a large rover. Medium Vehicle Carrier: Can transport 4 tractors(with 3 trailers each), 8 small rovers, or 4 medium rovers. Would cost 2-4x as much as the large rover. Large Vehicle Carrier: Can transport 8 medium rovers or 4 large rovers. Would cost 4-8x as much as a large rover. Air/Spacecraft: Small Vehicle Shuttle: Can transport 1 tractor with 3 trailers, or 2 small rovers. Would cost similar to medium space shuttle. Medium Vehicle Shuttle: Can transport 2 tractors with 3 trailers each, or 4 small rovers, or 2 medium rovers. Would cost similar to large space shuttle. Large Vehicle Shuttle: Can transport 4 tractors with 3 trailers each, 8 small rovers, 4 medium rovers, or one large rover. Would cost 2-4x as much as large space shuttle. Suggestions on how this could be changed or added? Leave them below Hopefully this is in the right format, let me know :D
  17. Kaxzibri le Télépathe

    My buggy just disappeared in the ground

    Hi, I'm a bit upset cause the buggy I used to go into a mountain just disappeared in the ground when I got off it
  18. I play on Xbox... Me and a couple other friends got ourselves stuck on Desolo. I had another bud come in and save us with thrusters, and when we all lifted off together, the game totally glitched, froze, and eventually crashed altogether. This also happens when one or two players are on another planet, and everyone gets into vehicles of any type. I think it might be something wit saving the game like 3 times in a fraction of a second. Another example, Chum one is exploring Sylva. Chum two is somewhere on Glacio powering on a Gateway chamber. Chum three is trying to smelt stuff at the base. All three of these chums are lagging very severely, and our man out in the Sylva wilderness gets in our tractor. the game spasms as before, and the save is lost after Chum three forgot his oxygenator and got in his shuttle. I love this game and hope these Xbox issues are put to rest.
  19. Bomoo

    Vehicle Beacons

    Please bring vehicle beacons back. It's baffling why these were removed, but they make it significantly easier to find your rover again if you happen to get separated from it. Possibly due to bugs, as happened to me a few times. Die in the middle of nowhere, spawn back at base. Well crap, where's my rover? Too bad it doesn't have a built in beacon like it used to. Well, maybe it should. That was a good idea I wish you hadn't discarded for some reason.
  20. it appears that when I am using the rovers all tire sounds will only come from the East on a planet. an echoing sound accompanies this phenomena and is extremely jarirng because when one is traveling north or south the tire sound effects are only in the left ear when going south and the right ear when going north. I am primarily using Razer Surround Via optical cable But i have found other audio environment are affected as well listed below: Dolby atmos Dolby 7.1 windows sonic Nahimic DTS:X DTS ver 2.0 This audio issue also continues when using USB instead of optical. OS: Windows 10 64 bit pro ver 1803CPU: Threadripper 1950X @ 4.0Ghz 1.325vGPU: 2x GTX 1080 (SLI)RAM: 64GB Corsair Vengance @ 2667Mhz 1.20vOS SSD: 250GB Samsung Evo 970 NVMe Storage 1: 2TB Seagate Baracuda 7200RPMStorage 2: 4TB Seagate Baracuda 7200RPM (game installed here)
  21. The driver seat will only control a total of two large rover segments unless it is placed in the middle or near the middle of the rover chain. Unless you park the Rover in a "U" shape the third segment of the rover chain will not respond to any driving instructions. Through experimentation and input from other users it appears to be a signal range issue of the driver seat. This is incredibly infuriating as the wiki says the max chain is 4 but I cant even use 3 properly. OS: Windows 10 64 bit pro ver 1803 CPU: Threadripper 1950X @ 4.0Ghz 1.325v GPU: 2x GTX 1080 (SLI) RAM: 64GB Corsair Vengance @ 2667Mhz 1.20v OS SSD: 250GB Samsung Evo 970 NVMe Storage 1: 2TB Seagate Baracuda 7200RPM Storage 2: 4TB Seagate Baracuda 7200RPM (game installed here)
  22. My friend and I started a new world at the 1.0 update. Everything was working fine, including small shuttles used by both players. After the 1.04 update, my friend (not the host) is catapulted to space everytime he enters a vehicle, and the vehicle doesn't move. The first vehicle he tried to enter after the update was a tractor, if that makes any difference. We cannot play the game together until this is fixed.
  23. So a big issue is that vehicles have a tendency to fall through the surface and disappear, they also stop working randomly. Another issue this time it only happens in multi, is when a client is walking through areas where ores were mined by the host or client, they ground stays in place when viewed by the client. --
  24. I saw many people already reporting it, but i'm making a topic to address all the issues with the land rovers so far. Rover won't work: On entering the rover and attempting to move, the vehicle won't work what so ever, regardless of energy. Bellow are some possible reason/fix but none of them are 100% consistent. Some times, removing batteries or external power sources or any items on the driving rover work. Some times detaching the driver rover, entering the driving rover and making sure it works, getting out and re attaching works. Some times alt-tabbing works. Some times flipping the rover works. Saving/Loading seems to don't work A small bump completely destroys momentum: Mostly a medium rover issue, it seems it want's a absolutely plain field to travel, even a small irregular shape will stop it from 100 to 0 in a frame or flip side-ways. Also the medium rover seems to not have traction/adherence at all, a simple curve sends connected modules to drift left and right. Wheels stuck on other modules wheels. While the rover is drifting I noticed the wheels stuck on inverted positions. Module 2 has the 4 wheels turned left and module 3 has them turned right and both seem to be stuck on each other. And they stay stuck even after the drift stops, making impossible to drive in a straight line. So far this are the issues I found so far, 1.0 is being amazing so far, just a little weird around the edges as is expected on a launch.
  25. Bugs: Mouse/keyboard? Controller? Keyboard Steam? Xbox? Steam Bug 1: Large Platform B/Smelter Sinks What were you doing leading up to this bug? Setting up home base, smoothing out terrain with Ctl + Digging Tool (no mod) Any steps that we can take to reproduce the bug on our end is appreciated. Smooth/flatten out the terrain. Place Large Platform B, with Smelter & two med storages on top. One storage was full of ceramic, the other was empty. Come back to it in about 30 mins to an hour (not sure if it's a timing thing) Use tool and "accidentally" carve a tiny bit under one foot of the large smelter. Re-smooth under the Large Platform B/Smelter (no mod, just with ctrl) Results: Everything sunk- cable came unplugged - All was lost to the 'Astro-Underworld' Bug 2: Full Med Storage Sinking What were you doing leading up to this bug? Setting up home base, bringing items back to the base, making med storages for resources. Any steps that we can take to reproduce the bug on our end is appreciated. Had at least 1 full med storage with Zinc, 1 full med storage with Aluminum, 1 full med storage with Charcoal + some other stuff on med storages in an area together. Med storages were just on the ground (flat surface), they were not attached to a platform When the Smelter in bug 1 above sunk, it apparently decided to take some other unattached things along with it (they were close but at some distance from each other) Bug 3: New Tractor Sinking on a small mountain top What were you doing leading up to this bug? Drove the tractor up a small mountain trying out the new vehicle's handling of the terrain. Any steps that we can take to reproduce the bug on our end is appreciated. Drive the tractor up a mountain Exit the vehicle on a mostly flat surface Gather resources near by and above the tractor Tractor either disappeared or sank (Character's back was facing the tractor at the time - the tractor was gone within a few mins.)