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Found 3 results

  1. Very simple idea, a flare gun that clips on to one of the corner slots of the backpack - like the hydrazine jetpacks - which also requires consumable resources to work. You see I really like the glow sticks. I like the independence from tethers and they help you scout around if you have limited vehicle mobility like early on underground. The problem however is having walked away from the safety of your craft you now only have your helmet light to search the surroundings, keeping in mind the shadows it casts, you're under pressure to find something. Being able to launch a bright light high up in the cave where it floats for a while would help illuminate everything in a reasonable distance and defeat a few of those otherwise annoying shadows. It might also make a neat compromise instead of a beacon for finding each other in multiplayer.
  2. At the moment when you attach a floodlight to one of the Widget Slots at the top of the backpack it just points straight up, directing its light upwards. This isn't very useful, so what if when attached this way, the Floodlights rotate 90 degrees to point forwards in the same direction that the Astroneer is facing? This would turn the Floodlight into a back-mounted torchlight, giving it more functionality. A slightly modified idea is to have it still do so, but when the player pulls out the terrain gun the Floodlight then tracks the cursor, lighting the spot where you are aiming at/digging.
  3. I know there are splits in the opinions of people wether there should be more survival-like elements in the game, but hear me out. What if you begin the game with the tech for a photosynthesis module already unlocked. Building it would grant infinite oxygen to one player for one hour. To refill it, need to supply it with oxygen and power (assuming power could double as hydrogen, or hydrogen to be added as resource in the future somehow) to create water for the plants to thrive in. If more players hook up to the same base network, the photosynthesis module will get drained quicker, so having a number of modules equal to the number of players is recommended. The photosynthesis modules would occasionally produce a piece of organic resource as excess growth, which can also be used by the module instead of power. (I've read that it's possible to process organic matter into hydrogen) The module comes with a light that allows it to produce oxygen at night as well, but drains a little power in the process. A smaller, mobile photosynthesis module can be applied to your rover. Rovers would not supply oxygen unless fitted with one of these. Like the base module, the mobile version also comes with a light that allows it to be of use underground as well. Although it does consume power. A medium battery would last about half an hour. A photosynthesis widget can be applied to your suit and make your oxygen last for a lot longer as long as you're in sunlight. Equipping two would allow you almost infinite oxygen on the surface during daytime, but be wary of the time-of-day if you don't have any oxygen tanks. If the sun goes down when you're out of reach of your base, then you're as good as dead.