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Found 58 results

  1. phillydopey

    flying ice shards

    The flying ice shards are snow but its very cold it can freeze objects the rest of the ice mechanic is explained in my other post the flying ice will fall like snow except there like glacier picked up by the wind.
  2. Since there is a small, medium, and large solar panel (the Solar Array being the large solar panel), there should be a small, medium, and large wind turbine, but there is not a large one. I think that should change, because from the very beginning wind and solar power are kind of like the renewable energy rivals. Many people prefer wind over solar and vice versa, which makes sense in part due to they both activate under specific circumstances; neither occur 24/7 but wind can occur at any point of the day, but is unpredictable, while solar panels only work during the day but provides a constant stream of power. But would the Large Wind Turbine cost resource and byte size? How much power would it provide? Well I have the answer: Since the small and wind turbines are generally cheaper than their solar counterpart; each level of each are the same size level, i.e. both small versions can be printed on the backpack printer and so forth. The Large Wind Turbine would be cheaper, but not incredibly cheaper, than the Solar Array. The chart below shows the progression of each item, including the yet-to-be-implemented Large Wind Turbine. (for the resources, "copper -> + glass" means that the first level costs copper, and the second level, signified by the "->", costs glass on top of the previously listed resource(s), signified by the "+") Solar Power Bytes: 500 -> 3,750 -> 6,250 Power Output (Units/second): 0.5 -> 2.0 -> 8.0 Resources: copper -> + glass -> + plastic (requires chemistry lab) + graphene (requires chemistry lab and atmospheric condenser) Wind Power Bytes: 500 -> 2,500 -> 5,000 Power Output (Units/second): 0.5 -> 1.0 -> 6.0 Resources: glass -> + ceramic -> + plastic (requires chemistry lab) + steel (requires chemistry lab and atmospheric condenser) Reasoning behind the suggested costs: Since the medium wind turbine's byte cost is less than the medium solar panel's but not by a substantial about, the Large Wind Turbine's byte cost is reasonably less than the Solar Array's. For the power output, the medium solar panel outputs twice as much as the medium wind turbine, but if that stayed consistent the Large Wind Turbine's power output would be a measly 4 Units/second, which would make the Large Wind Turbine essentially useless when it comes to power, especially because the RTG, which isn't too much more work to make, outputs 4 Units/second of power as well. Therefore, the Large Wind Turbine's power output is 6 Units/second, which is more than the RTG, but less than the Solar Array, meaning the scaling is on par. The resource cost of the Large Wind Turbine costs glass and ceramic, which is the resources of the medium version, and plastic which is the same as the Solar Array (copper and glass - the same as the medium solar version - and plastic). The main resource difference between the Large Wind Turbine and the Solar Array is the fourth ingredient, which is Steel for the Wind path and Graphene for the Solar path. The reasoning behind Steel: The Solar Array is relatively expensive, but all the resources are on Silva, the starting planet, excluding the resources of the chemistry lab and the atmospheric condenser. The Large Wind Turbine is overall cheaper than the Solar Array, which means there needs to be something difficult about making it, which is where Steel comes into play. For Steel, you need to go to a different planet from Silva to get a gas, which is Nitrogen. That extra step makes the process of making the Large Wind Turbine more difficult. For the Solar Array, the necessary ingredients for Graphene is on Silve, but you find Ammonium and Graphite, which is more difficult to obtain than the other non-gaseous materials needed for the Solar Array, even though they generally not too difficult to obtain. Therefore, Steel being the alternative manufactured material for Graphene is balanced and continues the general path of difficulty between making the solar- and wind-powering objects. Lastly, I would prefer the name of the Large Wind Turbine to not be what it is because it seems more generic than the Solar Array, because it goes from small to medium solar panel to Solar Array, while for wind it just goes from small to medium to Large Wind Turbine. Any necessary changes are accepted when it comes to the name (which is preferred), byte cost, resource cost, and power output. For the design of the Large Wind Turbine that I had in mind is like real-life wind turbines; a picture is provided for convenience. Any necessary changes to the design are also accepted, but I would prefer that the design would be at least somewhat similar to what I had in mind, meaning that drastic changes are not preferred unless the drastic change in design looks interesting and realistic in the sense that it may possibly work in real-life, life most other items in the game.
  3. So I know there are plans for reimplementing the storm system, and I have a few ideas for it. The main point is that each planet has different weather, and will affect the player differently on each planet. Terran: Nothing. Starter planet won't have much in the way of storms. Barren: Meteor Showers. Basically, a meteor storm will send down meteor, which on impact would kill the player instantly, or if it hits a base item, it will damage it and turn it into the debris* form of it. Or maybe a junk shower where it rains scrap. Arid: This would be the iconic storm we all know and love. Exotic: This would be an electric storm, and would discharge lightning, which, if it hits a power system, would drain all the power from that system (batteries) and disable any device it hits directly. Same for Novus Tundra: Blizzards. Basically, player movement is slowed, all power usage is increased, and all machines work slower. Radiated: Here, there are big superstorms, combining Arid's and Exotic's storms, going for longer and more dangerous. *This is where a repairing tool that uses scrap to repair debris would come in handy.
  4. Currently we have storms. Bad, oppressive, 'seek shelter' storms. They also persist in some large caves (see as a remote player on someones game), not fun. That said, what other types of 'non-destructive' weather can you dream up? This is an alien planet, what do you wanna see? Assume they put in T2 and liquids and other things that may help make this a reality. My suggestion for a list: Rain Visual Effects: Water falling from sky, the usual. Plant life encroaches / grows. Player Effects: Increasing slipperyness on flattened land Snow Visual Effects: Snow Falling, the usual. Player Effects: Shakes occasionally because its cold. Maybe craft and install/remove insulation into suit? Sand storms Visual Effects: Like current storms, slowly lowers raised areas, raises lower areas, reduced effect on flattened land. Player Effects: Same as current storm, slows movement.
  5. Jcgeek2000


    How come there's no rain? Rain would only make sense on Terran and Exotic, but I think rain/thunderstorms would definitely fit into Astroneer in general. Terran and Exotic obviously have atmospheres. The amount of flora would definitely cause them to form, and there are even clouds. If water exists in a gaseous form, it would make sense to have use for the liquid. They wouldn't even need to effect gameplay in any way necessarily, I just think rain could give the game more life, and a stronger, more natural feel. They would by no means replace the sandstorms already present, they'd be merely a cosmetic feature, another weather event to spice things up. If you wanted to have them effect gameplay, even slightly, there are a few options. the sky could be darker, the ground could be slipperier etc. If water were added as a full blown resource, a rain collection module would be a good way of harvesting it, depending on its actual use, that is. in my other post, I briefly mention the implications of lightning, so actual thunderstorms, with downpour and lightning could make sense.
  6. GlumCashew8980_2018

    Weather 2.0

    An idea for weather. What if there where weather radars that tell what's is happening and if a tornado is likely to Spin Up <--(Storm chaser word) But the chances can be really low like base damage which could be scrapped. Ideas for weather, Rain, T-Storm, High wind storm, Sandstorm, Hail, Super-Cell, Tornado F0 F1 F2 F3 F4 F5?
  7. The storms need to be gone their is no use for having them in the game, they get to annoying and they happen way too often, either get rid of them or change it so it happens way less. other than that this is a really great game. Thanks, much love to the team ?
  8. Hi, first time posting here but have played for over a year. Enjoying 8.0. These are not new ideas; rather ideas rehashed with some twists. COMPONENTS - I like the idea that there should components, but for T3 (tier 3) and even some T2 items. They could have names or for Alpha/simplicity-sake, Component A-F, etc. Moreover, have them need to be crafted at a craft-able workbench... My idea for the workbench is that it resembles half of the medium rover storage plus a habitat-type enclosure. The storage half would allow medium (8-slot) storages to be attached whereby allowing the astroneer to make Components based on what is currently attached. **see below for automation-linking thoughts** It would need to be attached to a platform or a medium/large rover to function (craftable at medium fabricator?). Also, an astroneer could "enter" the workbench during a storm and craft components then. Perhaps its own ui? I think having "structures" that require multiple components made up of smaller crafted pieces rather than 2 or 4 pieces of copper, etc. will make some more end game parts of the game more strategic to get to. ELEVATOR - that is made from stackable (T3) evelator modules. They would piece together (only) vertically and only be used for astroneer transport (as opposed materials transport). It would require power and would be oxygenated. Perhaps it would only deploy on a true flat surface and one could dig down from inside? Perhaps a special platform for the first/surface module? Elevator becomes a permanent structure and can't be disassembled once placed. WEATHER DISHES - having a weather dish that tracks weather patterns, but has slots for 1 weather augments per dish. I.e., it will only track the weather system/hazard that you program it to track. The output is a timer for how long before pattern "touches down". A 2nd augment slot could recieve the Alignment Mod to tell if weather system/ hazard will pass directly overhead. HAZARD PLANET - could be a hard to reach planet with a heavy fog/mist (to reduce visibility) with only "end-game" resources, like what Linkman81 mentioned in a previous post about piece-ing together objects for rare modules/etc. This planet would not be overly hazardous, but an astroneer could not build on this planet. Only tethers could attached to the surface (but no compound is available anywhere on the planet, so supplies would have to be brought with). SMALL ROVER attached to LARGE SHUTTLE - for initial exploration of new planets.
  9. Mister Solitude

    More types of weather

    Hello! I am here since I want to present a new idea after playing Astroneer after a long time. So we all know that there dust storms in this game, and I was always interested in severe weather so I enjoyed every dust storm that came by. The only problem for me is that I feel that there is a lack in variety of types of weather since only sand storms are the only types of severe weather in the game. So I've been thinking about different types of storms that can cause acid rain, dust devils, (Not the types on Earth, more like dangerous ones, like the ones on Mars.) lightning, etc. I would think this would be a really cool feature in the game so I would be really excited to see a dust devil in the game. Thanks for reading!
  10. RECYCLE UNIT, NEED THIS BAD!!! to get rid of space junk and buildings I no longer use or need to get rid of, like you see on youtube that machine with spinning wheels and gnarly teeth that just eats whatever you put in it. could be used to create scrap and from scrap melted down in the smelter where it recovers 1/3 the used resources. And or scrap could fill a can and mineral extraction first then smelter. zoom out more standard zoom out view planet / map planet more detail from distance? set WAYPOINTS, zoom out, scroll to spot on planet, set waypoint, rover goes to waypoint unless you move or stop it some way. Large rovers need more weight and power to get up hills with other large rovers attached. 3+ rover can't go up a hill very well. Maybe engine upgrades? Turbo's, intercoolers etc, dunno, or go electric and do some cool stuff with that. Able to connect more large rovers in a chain once increase in power. When mining, canisters should fill up on every rover attached, not just the one directly behind the leader. Right now it only works with one rover attached, it fills it up, then blows flames. If I have 2 more carts with canisters attached it should fill all 3 up or however many are attached. Should be able to still attach another rover with a few other attached to one with max units attached for recharging purposes. It could say something like, "too many units to drive, but you can connect to charge". Allow ability to attach a rover with canisters and other materials to a mineral extractor and have the extractor pull the cans and replace empty from the rover. In essence you could hook up a chain of 3 or more rovers to a mineral extractor and have it extract continuously. Production lines, that move one material to another machine, like mineral extactor to research bay or the smelter. Something similiar to what you'd see in an airport, whern the product is put on a line, taken to a new area and dropped off, then the next machine begins it's process and from there you could have a line going to printers and other machines. It would only grab needed resources from one to the next and move it along the lines as needed. Could also be a robotic arm with a spinning attachment that holds 4 or one of those medium storage units and moves it to another machine for processing. Would be nice to know when things are happening. Like if it gets cold, or a gas cloud is attacking me, or if a storm is approaching or whatever. Some form of notification would be nice. Earthquakes, cracks and canyons opening, lava coming up, volcanos creating new mountains, like in the old game "Black and White" planet cores, where are diamonds and diamond drill bits? Hurricanes, tornados? Pretty sure water has been mentioned. Animals, that stampede through your base unless you build walls and stuff, weird underground creatures, other random smart races paying you visits? Comets hitting the planet, spacecraft crashing into planet. Contact with your home planet? As I think of more I'll post.
  11. JBall

    Suit Mods

    Soon I know weather is going to be a thing and I was wondering one day some planets could have extreme temperatures. So, our suits could have an add on in order to regulate suit temperature by using the suit battery as a resource. This add on being heating coils and liquid cooling could be placed on the left shoulder as a visual of which add on you are using.
  12. MLP Schwein

    Weather Radar

    A weather radar showing sand storms, day night map and time would be nice. My idea is, that you have to install a Radar on a mountains top (connected with extenders) with a limited range. To extend your Radar range you have to install it on another mountain and so on.
  13. Hello, i think more hazards and Risk make the Game a Little Bit more difficult. my Ideas are: solar storms ( if you are Beat the sun on the planet) you only can Go out if it is dark. astroids Fall down sometime in planets. Earthquakes or vulcanos. so to fight against the treats you can use different early warn Systems. So for Lava First you can Measure the Earthquake or Smoke and if the Lava run to your base you can make holen or Walls to change the movement of the lavariver. for the DIN, Build better buildings agains the sun... and so on and Please make that i can destruct wrong Build buildings.
  14. hi ... i like astroneer but storms are dull, only wind, could be more interesting with lightnings storms are the only weather event in astroneer... i played planetbase time ago and i liked weather system, they have no flora or fauna but had 3 risky weather events that can also be turned into advantages... storms (hurricanes), lightnings and solar storms hurricanes = slows down colonysts walk speed, however eolic generators run at max capacity ... astroneer ones additionally disturbs visibility lightnings (+ rain?) = colonysts hitten lightning while outdoor can be severely damaged, but can be exploited with LIGHTNING RODS as a very good energy source solar storms = outdoor colonysts reached by solar storms are damaged over time, however solar panels run at max capacity i think solar storms in planetbase could be improved with a "pulse" animation (they only change color pallete to a lighty one).. additionally in astroneer there are geothermal energy (at least in some alphas) ... astroneer hurricanes additionally disturbs visibility, in planetbase solar panels cannot operate during huricanes and night, so eolic generators are the only way to get power during hurricanes, they also could be accompained with lightnings, i dont know astroneer could evolve .. imagine a planetbase like game where you control a single colonyst, with indoor structures like biodomes, factories, storages, corridors, etc., .... like when in warcraft 3 you control a group of units and heroes from a birds eye perspective, and then change to world of warcraft to control a single hero unit from a more immersive 3rd person perspective .. that could be astroneer compared to planetbase, they are excelent games but with a lot of unexploited potential.. the games are different but i am addicted to both .. would love if there was a combined game .. play planetbase to get ideas
  15. So I know I've seen this in comments on threads, but couldn't find a dedicated thread for it. If it's been suggested already, lmk and I'll remove this if I can for clutter reasons. But basically, weather should affect solar panels and wind turbines. Just now I had a storm roll through where my turbines were off but my solar panels were still running as if it were noon. Hopefully this can be changed in the future, because currently how storms interact with these modules doesn't make sense.
  16. The video is only like 3 minutes long but it was still to big to upload here so the google drive link to the video is below: List of Shown bugs: Audio cutout on digging Turning flat terrain bumpy Flat ground unable to fill in holes Extension to base moving on hills View Distance, even on ultra, is not enough Says no power when there is still a little bit left continue digging for a few seconds with modules after it says no power Storm blocks in the Valley even though the storm was on the opposing side of the mountain Power can't in between bases connect via tethers List of Un-recorded bugs: Audio cutout on flame animation for not having room to hold soil. Flat ground making stair steps Character would turn around when digging a tunnel.(the tunnel did continued straight though) sometimes ,no matter how hard you try, there is no way to stop sliding.
  17. Adam Elias

    Real-time events

    I’d like to start by saying that I’ve been playing Astroneer frantically the last few days. I have spent countless hours exploring one planet (eventually building a freeway to the moon but that’s a story for another day) and I still keep coming back for more. However I started to notice something was a bit off. It felt as if I was playing on fast forward. Ironic, I know. I began to think of a few ideas that could make gameplay a bit more interesting. The main idea is real-time gameplay. If Astroneer were to sync to the players local time and apply the events in the game to play out in real time it would be a game changer. For instance If you only play at night you would have to adapt to the dark forcing the player to use wind turbines/solar panels for day time players. Or if you play all day, like me, it would just make for a more involved experience. With that said, weather should also be synced. If it’s raining outside i’d like it to be raining in the game. Doesn’t have to be 100% accurate but would be a nice experience. Also, by making things go by in real time would mean that research would be much slower. Having to start from scratch then go out and find raw materials to commence a lengthy research would be more rewarding. And like in real life, machinery always break down, need to be maintained, parts wear out, malfunctions, overheats, can be hacked, gets zapped by a lightning strike. This could lead into a more robust trading system or market. One thing leads to another but those are some of my thoughts. People could love it or hate it
  18. Jonathan Rogers

    Weather Additions

    In Astroneer, the only weather is dust storms and after a while, you don't really pay attention to them. It would be nice to have many other different weather events including the following, Tornados Avalanches on Mountains Severe Thunderstorms Lightning Floods/flash flood* Hail Other* Hurricane* Some of these weather events (with a * to the right of them) may need a different planet like a water world or a large body of water to be possible. The Weather Events would liked to be realistic with signs of possible weather events. Also the Events would impact your way of "life" because some events could be deadly like getting struck by lightning, or getting hit with hail. With more weather involved, there will be a need for weather instruments including, Radar Barometer Wind Vane and Anemometers Other Some instruments should be made available without research but more complicated items like radar would need to be found in research or lying on the ground. With all these instruments, this would help make a warning system that will tell you wait in when a weather event is coming or nearby. The alert will be in the form of a radio commutation stating the reason of the alert. In the event of a alert, a radio signal will be broadcasted and received to your backpack and will state a the alert in the following way. You will hear a tone of three beeps The backpack will relay the alert You will hear another three beeps at the end of the message Having more weather events would improve the realism which would help the game itself.
  19. Summary: 197 - Steam - Character animation, walking and running speed stuck in the windy weather animation after leaving radiated planet. ( chubby white astroneer ) Description: After going to and from the radiated planet, my astroneer still seems to think the weather is a bit rough after touching down on terran. Movement speed and character stance were affected. This persisted until a game restart (while on terran). While on the radiated planet, outside, movement speed was impaired ( seemed windy, probably intended of course - but this was a little jittery at times ). This movement speed seemed to follow my astroneer back to the terran planet. Platform: Steam, Windows 10 64bit Version / Build Number: "197" Notes: I have video of this, from takeoff to touchdown and back, including restarting the game, etc - but it's a rather large video, so I'm holding it from upload unless absolutely necessary. (I might be able to chop it up or upload to youtube if needed, but this takes a little time )
  20. The mind begins to wander when waiting it a storm. Rocks slamming into the side of your habitat miraculously missing you with your door wide open. It was about this time I began to think about erosion. At these rocks travel across the terrain, what would happen if they damaged it in the process. Eating away at the side of a mountain. Uncovering forgotten caverns. Knocking over mighty... Tree things. And also I wouldn't mind the junk I leave lieing around to disappear into the horizon. I mean, we are here to manage the planet for all it's resources and leave it barren are we not? What's wrong with a couple filters blowing away... Anyway, storms over and I have another direction to explore. Thanks for reading. Alex Aka: Pays2Spray
  21. Nikolas

    Bug with the weather!

    Good day, I apologize in advance for my English, I'm writing through an interpreter. I found a bug with the weather for a long time, I did not write it, as I thought that with the patches release this error will be corrected, but no. So, actually the bug itself: When I arrive at the radioactive planet and build a base there, then after returning to my native planet (earth type), the weather remains as I am on a radioactive planet. The astronaut runs slowly, holds his hand in front of him, as in the storm, the grass around wriggles like a storm. Tried to save and restart in the game, does not help. I ask you respected developers, pay attention to this problem, it becomes very uncomfortable to play. Thank you.
  22. Here's another bunch of ideas, do not wait to discuss theses three subjects. *Firstly: I think it could be more interesting and immersive to develop the science and research concept. The game could be a scientific quest for those who're seeking the truth about the environment and the universe of Astroneer, by developing, for example a database to fill with information, a scanner system (for the wildlife), samples and so on. *Secondly: Improving the Weather System could be extremely interesting, particularly in the other planets than the first one. Snowstorm who is hurting the careless pioneers, lava and ash storm, toxic gas weather, all of that could produce an amount of difficulty but also of interesting ways to counter those climate problems - Energy Shield (my first idea on this forum for example), but also heater, air purifier... the subject is huge. *Thirdly: I recommend to modify the rover-truck like speed (in a more "realistic" dimension) and maneuverability, and maybe change the sound of the engine. Do not hesitate to share your views about theses ideas!
  23. So I have been playing quite a long time now and I could go on for days with suggestions, but this is my most recent, simple, and interesting idea. I really dig the sandstorms, but i think having storms raise/manipulate the terrain they collide with could result in some interesting outcomes. For one, this could lead to tunnels, vehicles, and buildings getting buried, and that is a good challenge to work against. Secondly, I would increase the amount in which pre-buried crash sites and research are hidden after passing storms.
  24. Steps to Reproduce: Grab a vehicle with wheels, wait for a storm to start anywhere nearby. Go to a steep mountain and angle your vehicle on it at a sharp incline. Actual Results: Adjusting the angle the car on an incline will cause the fog from storm effects to fade in or out and start spawning storm blocks. Expected Results: Effects should remain the same based on storm distance and not vehicle angle Video of Bug:
  25. Noticed this while playing with my friend on PC (he was hosting), first planet, I was underground when a sandstorm hit and one of the big, white plants that grows underground started freaking out. It seems like the little bits attached to it started flying around as if being caught in the wind, but they were completely detached. Not much else to it but I'm happy to provide any other details to help!