SES_joe

Astroneer 1.0 QOL suggestion thread

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Adding to the naming consistency, there is currently a Buggy, Medium Rover, and Large Rover. Where the Buggy should probably be named Small Rover, unless there is a different Small Rover in the works?

The small shuttle should probably come with a special enclosed seat already attached. Since nothing else can currently be placed on top, it would prevent something accidentally being placed on it permanently. It might also serve as a guide for building the next tiered shuttle that does need a seat added. Also, if the small shuttle already came with the special enclosed seat it would then match all the awesome artwork that has the shuttle on it. #branding

Last I checked (~0.8.0?), placing 2 enclosed single seats on the medium shuttle left a little gap in-between them that made me sad.

 

Could a printer be added that can print the same equipment as the backpack? Currently the backpack can be a bottle neck when mass printing.

 

Personal opinion, I see rovers as a mid game item and since they have batteries they should require lithium.

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All production devices should behave the same--- auto-loading materials from attached storage like the smelter does.

Or there should be an "auto-load" selection along with On/Off  (so On/Auto/Off)

  • Research Chamber should auto-load research modules and run when research modules are attached to the platform when turned on (or set to Auto)
  • Chemistry lab should auto-load materials and process for currently selected recipe when turned on (or set to Auto)
  • Medium Printer should auto-load materials on attached storage for currently selected recipe when turned on (or set to Auto)
  • Soil Centrifuge should auto-load soil on attached storage to process into currently selected recipe when turned on (or set to Auto)

 

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From the Xbox version. This ended up being much bigger than I'd expected! 

Some text quality is pretty bad now, specifically in regards to the new catalog, but also the new transparent oxygen and power icons. The oxygen warning is not very visible and in the catalog the resource and blue-on-pink text is not very readable. Hopefully you can separate these items from other models quality to keep performance up. Test it on a big TV at normal console playing distance! 

The cursor, particularly in the backpack, is very slow. Makes managing resources a chore. Perhaps a custom setting? 

Hover-over resources in the research catalog and build menu should display tooltip like the module's 'required' holograms do. 

We're needing to scroll through lots of stuff now. The chemistry lab's my main example. I look at the menu, where's aluminium alloy? Scroll, scroll, scroll... Just show the names first then the recipe on a 'confirm' screen. 

Estimate for the full canister time on the condenser. PPU an indication, but it's a little frustrating to need to guess the time. 

Maybe trigger the nearest condenser from the chem lab? If I need hydrogen, I can click it in the recipe. 

'Forwards' arrow or clear indication of direction for packed items as well as unpacked small items on the ground. For packed items, the light that's on top could be offset to the front. 

Auto-connect power cables to nearby and aligned platforms. As in, you move a platform close to another, you get a cable between them. Reduces low-level management - fiddling with cables is a little cumbersome and also changes the pace of play to the slow cursor speed. 

When a module is unpacked, lock it to the platform so we can cursor-over the module to move it too. Finding that sweet spot underneath can currently be tricky.

Maybe also give an option to temporarily 'lock' other connected items such as medium storage so they aren't auto-selected by the cursor. It can end up hopping around quite a bit in an established base. 

'Examine' and open catalog conflict - maybe have the 'examine' button work on the module you're facing rather than the closest in camera view. 

Research module control - hover over and use the 'action' button to tell it to go like the other modules. We don't need to go into the Examine menu each time!

Having items on medium storage, especially on the smelter, arrange themselves. If you're smelting aluminium and copper, they go into different sections. Or, everything re-arranges on the storages when the smelter isn't processing. When collecting ores onto a large+medium storage eg. on a rover, they repel each other to separate medium blades. 

Auto-loading research pods like the smelter does with ore would also reduce the need to hang around the base waiting for the last couple of minutes to end. 

The earlier suggestion for changing labels on 'unknown' objects after research is great, it adds an effect into the world rather than just earning bytes. Helps us confirm we haven't grabbed a similar blob by mistake. 

Option to 'link' local platforms to share resources. Eg, link a smelter platform so it can directly feed a chem lab. Understood this can done with modules on the same XL platform, but allowing linking would give bases more flexibility and improve early game pacing. Could be limited to 3 or 4 links in a base network. 

Power consumption/generation numbers available somewhere in game. 'How many small gens makes a condenser work at 100%?'

Modded tool power consumption should maybe be relative to the amount of terrain modified? Running a boosted wide tool in flat mode in one spot can deplete you battery with no change to the game world. Moving earth should cost power, not maintaining it. 

Snapping to grid or alignment option for platforms. Option as in, holding a second button whilst placing rather than a menu setting. 

Similar control to the above for controlling terrain flattening angles. As in, if you're close to a major angle (eg:) 45°, hold the snap button to lock it in. Makes for easier rover ramps etc. Could also lock to one of the 8 major compass points for simply 'ahead' to avoid sideways-slanted walkways and roads. Could be controlled via an augment/mod.

Augments/mods should be upgrades to the tool or connect to specialised ports only on the tool where they can be switched on/off. Juggling them to the backpack - especially to make them work together - is a unneeded hassle. More powerful digging is a good progression step, it shouldn't be hindered by yet more slot management. 

An additional suggestion rather than QOL would be the ability to 'grow' paths/tunnels/bridges/flat with a separate single-use tool. Eg, you craft an item that you place on the ground or in a wall and it creates a pre-set terrain structure. Gets around the need for snapping. 

Revive the rover (not buggy) batteries. Back when they were cheap I'd say the opposite, but now they're pricey and you could even have them require lithium - the small shuttle comes before the rovers in the new curve. Always requiring us to craft an external battery or else constantly manage a small generator is a hassle. 

Pausing and better 'alt-tab' support. Pausing would help me go and make a cup of tea without getting slammed by a 'UPS delivery'. The game doesn't appear to like us using the Home menu to change apps, and PC players report issues with alt-tabbing. 

An additional 'control module' would help base management. It would give a list of each module in a network, and display each 'examine' screen. Running around to each module ends up being fiddly later in the game. 

 

 

Resist the calls to add a HUD! Or just have the compass always-on as a setting, defaulted to off. The game's gorgeous and intriguing, it doesn't need an overlay!

However, adding 'closest beacon' and 'closest tether' indicators perhaps as upgrade options would be nice. 

 

 

If you can point out some of the QOL things in t2.0 you'll save us doubling up. Stuff won't fall through the ground any more? Trees de-res now, right? What about rocks and plants appearing on terrain near bases? Give us the patch notes! 

Jetpack ;)

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QoL improvement for me would be a 'Use' button for Filters that deactivates them so that they can be worn on the backpack without needing to carry them, both pointing out that there is something to be gained by turning it off, and to remove the need to waddle around forever while holding one. ?

Since Filters burn up quickly and lose all of their oxygen if there's nowhere to put it, a button to turn them off would be nice.

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34 minutes ago, Kitebeans said:

QoL improvement for me would be a 'Use' button for Filters that deactivates them so that they can be worn on the backpack without needing to carry them, both pointing out that there is something to be gained by turning it off, and to remove the need to waddle around forever while holding one. ?

Since Filters burn up quickly and lose all of their oxygen if there's nowhere to put it, a button to turn them off would be nice.

In another post I saw someone request that filters be used after the tank is emptied and I think that would be a great solution to this. As soon as your tank empties the filter uses one of it's little canisters to refill it, no suffocation and no waste. Z1Gaming does (in my opinion) some great astroneer videos on youtube and one of them showed how one filter refilled something like eight oxygen tanks but he had to wait until he was basically suffocating before creating it with the compund he carried around. 

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4 minutes ago, StubbornDonkey said:

In another post I saw someone request that filters be used after the tank is emptied and I think that would be a great solution to this. As soon as your tank empties the filter uses one of it's little canisters to refill it, no suffocation and no waste. Z1Gaming does (in my opinion) some great astroneer videos on youtube and one of them showed how one filter refilled something like eight oxygen tanks but he had to wait until he was basically suffocating before creating it with the compund he carried around. 

If that's the case, we could use the Power Cell model for Filters! O.O Since they have eight visible subdivisions, it'd be exactly proportionate!

I was just imagining having a button would resolve the issue without removing the ability to micromanage to extract more Oxygen from them.

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Don’t think I saw this suggestion yet so I’ll leave it here. I play on Xbox One.

The Inhibitor is my fave mod. I’ve used it since it came out and it’s handy for all sorts of things. In short, I think it’s pure genius! However, it has some really wonky behavior that needs to be addressed. When used under a vehicle train to remove bulky boulders that are impeding movement, it can cause the vehicle train to be displaced  upwards by a significant amount. This is concerning when you consider there have been issues with vehicles flying off into space or falling down through terrain, as both have been long-standing issues. Various rocks behave differently. When the Inhibitor passes over them, some rocks just sink and disappear under the terrain (the ideal result) but some are popped upwards and just sit on the terrain surface for about 3-5 seconds before they despawn. A few forcefully pop higher into the air, some 4-5 times my character’s height which is very bizarre! Some rocks don’t ever despawn and those should be removed from the game altogether imho (they are always a certain shape and let’s face it by this time if y’all haven’t figured out how to get them to despawn properly it’s time to just give up). Some rocks end up falling into caves deep below the surface as well (but I don’t think that has anything to do with using the Inhibitor). So please change how the Inhibitor causes some items to react, specifically prevent anything from popping up when the Inhibitor comes into contact with it. The Inhibitor shouldn’t alter any terrain features it should only remove or scrape resources or ground clutter without damaging or interfering with surrounding or overlying objects. It’s so annoying hearing my base platforms clanging for several minutes as well just because I passed an Inhibitor under them! That shouldn’t cause them to make any noise at all! Platforms make to much noise as it is. 

As for rocks, resources etc. Caves have way too much stuff in them. You can barely walk much less drive in them without carrying an Inhibtor. Please thin out stuff it’s insane how much clutter there is now and it’s even worse because we have all this debris stuff. Really, how many people thought “gee if only I could use my scrapper inside caves as well?” Uh yeah sure. What would be nice is a way to save our progress in caves as well as on the surface. Put some workable chairs on those broken rovers inside caves, and some on the surface too.  The rovers can remain salvage, just give us a few workable chairs we can save in please (I’d like to see a customizable autosave feature as well, sort of like Skyrim has). Explorer backpacks-would be nice to see less fireworks and tethers, maybe a few less power cells, and definitely more items that’ll be of some use like tool mods, oxygen tanks, and rare resources. 

Storms-please let us opt out. They’re horrible on Xbox. Almost from the get go they make the game unplayable. Button holds and backpack printing become impossible. The game eventually crashes. Remove the rocks altogether on Xbox it’s obvious the physics is atrocious. How can a rock that slows to a mere tumble and has started traveling backwards from its original direction (example, one that  blows past my large habitat I’m behind, slows down, completely curves around and reverses direction so it’s coming towards me in slow motion so it ends up barely touching me) end up delivering a 1HKO? Not only is that utterly ridiculous it defies any possible explanation from physics! Please just remove rocks (at a minimum) for Xbox. I’d prefer to remove storms entirely but removing rocks would be a start.

Stop all ground decorators from respawning. If we cut away terrain or add it, doesn’t matter, stuff shouldn’t come back or poke through. Applies to caves as well, no stalagmites or hostile flora popping up on our ramps and other structures. That’s so annoying. And please reassign some of the resources to cave walls so the floors aren’t so cluttered. Maybe have some stuff on ceilings too, we have a tool that can reach ya know xD

Many camera issues on Xbox One, especially if you’ve dug a tight tunnel and you’re trying to drag a research pod out along with you (or even if you’re trying to dig a tunnel up out of a cave to the surface at a fairly steep angle, you often can’t see what’s ahead of you because your big fat head is in the way). I would suggest (instead of going first person) doing what some other games do (one that comes to mind is Zelda BoTW which I’m playing right now on the Switch). Have your character’s body go semi-transparent (or at least the part that’s in the way, like their head for example) when it would otherwise obscure the camera’s view. We didn’t have as bad a problem in Pre-Alpha iirc but y’all changed the camera controls. We used to be able to use a zoom feature but some people complained about that as well (plus there was a bug associated with it when you used it and got to close to terrain while mining it, that may have been why it was removed). Whatever, we need something to fix this issue so we can see where we’re going in tight spaces. We may need the overall reticle size bumped a bit as well.

I think the narrow mod should also have 2 options included, one that’s about 1/2 diameter of the existing mod so people can make finer lines and more detailed customizations to their worlds. The current narrow mod still feels like a blunt instrument imho. As an alternative to having two settings, a slider adjustment could work as well. A fine tuned mod for writing text (such as on walls, like directions for friends in co-op) would be very helpful too.

Can’t agree more about beacons, I’ve said as much before how it’d be nice to have more options such as icon shapes (like treasure chest, an exclamation mark for POI, etc). Maybe let the community offer up some ideas. I’d also like to be able to enter notes in my beacons so when I’m close I can access these etc. Accessing them from base would be even better.

I’d love a truly connected base. This far in the future does it really make sense having all the platforms sharing power and what not, but still needing to run around fetching compound and other resources when one platform doesn’t have enough of what I need to make something? That doesn’t make sense to me. Now I realize you wouldn’t want a module using the very last of something critical, so yes there would need to be some checkpoint language to see if you want to use x resource from y place to make z item, but I believe the Devs can handle that. Not right now, but down the line? Sure. This would make base management so much easier. Less running around to figure out if you have more of this and where exactly it’s located. Why waste time doing that? Of course there may be other mechanics in the works that solve this issue, but I thought I’d mention it.

There’s already a way to see where homebase is, so I know the Devs can accomplish this one easily. They just need to implement it in a way that fits well with the game UI. If they continue to choose not to, we’ll that’s a shame because it means they’re not listening to what players want. Let players decide how much or how little assistance they desire. The more options available for players to customize their experience (in terms of HUD elements, maps, cues, font sizes, storms, maybe survival elements as well) the better. 

Personally one of my biggest pet peeves since Pre-Alpha has been the grey soil. Worse decision ever made imho. Hoping the E3 trailer is accurate (it shows going back to the old way, where the soil you add back is the same color as what was removed or what would be there if additional soil is added). Grey is ugly. I don’t care if it technically comes from a canister, we’re not debating some deep lore here, it’s a game and the Devs can make it however they want. It was so much more beautiful before. Stop ruining the beauty and let it be the way it was. Terrain Analyzers offer players great ways to be creative. They don’t confer any advantage to gameplay, so unlock them by default. Assigning an unlock cost causes many players to skip over them initially, and by the time they might consider unlocking them they’ve long forgotten about bothering with it all. Also, remove a lot of the clashy harbetable plants that have been added lately. Too many of them, offering too many easy extra bytes that can be collected very often, plus most of them don’t match their surroundings. Too many in caves as well. Only reason pumpkins ever kill me is because I get tripped up on clutter or blocked in by it. Silly.

Every death location should remain marked (even after leaving the game and coming back, same way regular beacons persist) until you’ve claimed your things. Why this hasn’t happened yet is beyond me. I’ve suggested this a half dozen times at least. Visibility of death beacons are terrible as well. What good is a beacon that disappears as you approach it? If it’s underground find some way to help us locate it please! They’re just awful and have been for ages. I travel on foot off tether without vehicle most of the time and my stuff like ores and tanks I’ve scavenged or crafted are valuable to me (plus the time I spent getting them). The mortality rate for “second death syndrome” is incredibly high (trying to find original death location) largely beause the marker data is so lousy. Not having the data persist makes no sense. If I die trying to find my original death location, the game now switches to that location and no longer marks the original one. How helpful is that? I’m unlikely to have anything of significant value with me on the scouting trip looking for my body, so marking that location is almost always utterly pointless. It should be marked, but not at the expense of the other location (the first one). Sometimes you must leave your game and you’ll have to come back later. What about then? The death locations must be preserved between game saves. This is completely possible. The current beacon system proves it. Please update death markers to use the current beacon system and things will improve dramatically!

I’ve mentioned a lot of things in various places before, but this is all I could think of at the moment. Thanks for listening! Sorry about any typos that slip through.

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There are two things that would make this game a little easier on those with less than perfect vision:

  • An option to adjust the font size.  The tooltips are great but sometimes the need to grab a magnifying glass every time makes them less useful.
  • An option to adjust the cursor size when the terrain tool is not out.  Trying to pick something up off of a storage module often requires deploying the terrain tool just to find the cursor and then put it away to pick something up.

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Consumable balancing. Looks like Filters have already come up.

Filters used naively are not really worth it, except for panic situations. Filters used optimally (removing when oxygen near full) are annoying and cumbersome to carry around. They would be a great option if they had the optimal duration without all the juggling.

(I also see they have been renamed oxygen filters, although I always thought they were CO2 filters after reading The Martian. This despite the condenser not listing oxygen as an available element.)

Power cells seem to exist mainly for looting these days (and even then I often pass). I'm struggling to think of a current use. It used to be you always had compound handy so they at least worked as emergency power, but refined zinc?

1. It allows you to use the backpack crafting slot to carry refined zinc.

2. You could use abundant base power to smelt and craft for remote use, making them a kind of battery, but still not a very good power source for the trouble.

 

Interior camera. Small tunnels and wrecked ships are dangerous mostly because you can't see what you are doing or where the exit is.

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I've only have 2 QOL improvements I'd like to see.

1) Reset zoom position back to player setting, especially when exiting tunnels or caves.

2) A way to disable "Call-outs" or "Shout-outs" when clicking on the ground.

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1 minute ago, Mak-a-Face said:

I've only have 2 QOL improvements I'd like to see.

1) Reset zoom position back to player setting, especially when exiting tunnels or caves.

2) A way to disable "Call-outs" or "Shout-outs" when clicking on the ground.

I can really get behind #2, as it's far too frequent that players shout instead of interacting with an object; especially in emergency situations. 

Also, it would be nice if shouts could be made while walking/running.

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My game QoL suggestions:

  1. A small "Home" icon on your compass wheel pointing to your habitat or dropship. Multiple icons if there are multiple dropships/habitats deployed on a planet.
  2. A "Use" option for filters and power cells to turn them on/off.
  3. A confirmation on research chambers whenever you want to delete a research pod. Sometimes you double-click and the second click deletes the pod.
  4. An indicator on a mineral deposit's label as to how much % is left of it. Could be placed under the name. Then, if the collected mineral gets to 0%, remove the entire label altogether.
  5. An option to enable/disable storms either globally or by planet, and a way to tweak their size, frequency and intensity for those that like it hardcore.
  6. As someone else suggested, a way to know how much bytes a research pod is worth once you have researched it once, and change the label to "Known" (or whatever type of research pod is).
  7. An option to write notes (up to 10 characters, maybe?), or "signs" on tethers and/or beacons (Exit -->).
  8. A way to adjust beacon height, or make beacons stay permanently on the horizon.
  9. For those players with multiple monitors: make the cursor not go to the adjacent monitor if it reaches the edge of the screen.
  10. Make the rover seat swivel to face forward if placed on the front slot of a rover.

My FORUMS QoL suggestions:

  1. Add the ability to edit your own forum posts whenever, not just five minutes after you post.
  2. Add a "like" feature to posts.

This is a nice thread to have. Great job!

 

11. Allow us to move around the shuttles like they were platforms. Once you build a shuttle, it becomes an unmovable object in front of the vehicle bay which hinders construction of other vehicles.

(see why allowing editing posts is necessary?)

 

12. Mark planetary orbits with colored circles/ellipses...

 

13. Allow us to detach and move around machines and storage units. This will allow us to reconfigure shuttles, rovers and platforms.

 

14. Make vegetation, rocks and stalagmites not respawn on flattened terrain.

Edited by Wyvyrias
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 Make the medium battery stop moving because i can't see how full it is. Its annoying for me.?

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Allow for the printed habitat to be moved when it is unpacked. It needs to be movable, rotatable before being placed. In 0.10.0, it was too loosy-goosey and now you have gone too far the other direction.

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  1. Not sure why medium/large shuttle come with integrated thrusters. These shuttles are cheaper to make than an hydrazin thruster, making this research a waste of bytes. It simply has no use ingame. I'd suggest to remove these "integrated thrusters" and add some extra storage space instead of the thicc tank, could be used to place hydrazin items. An large shuttle would need two thrusters, medium shuttle one. Medium could use solid-fuel thrusters, Large not.
  2. Add the (already mentioned) "use" button to filters, or change their behaviour; They should generate an huge amount of oxygen every 5/10/15 seconds instead of an constant supply. 
  3. Maybe overhaul the way rover batteries work. I'd say just remove them, leaving an empty slot for small/large batteries. Wish to see more single-item slots anyway.
  4. Adjust some crafting recipes; Not sure why extra large platform A and large platform C doesn't need any resin while looking nearly the same, expect their size.

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Roughly in order (some may venture more into feature requests... ?‍♂️?

    1.) allow click vs hold action keys q/e (possibly via adjustable delay, down to 0 = instant)

    2.) better large-item carrying controls... the no running/jumping is just tedious, not fun, leads to awkward juggling of items ( increasing the chances of clipping one through terrain and losing it forever too )...even the juggling could probably be made a deliberate mini-game instead of an awkward workaround

    3.) a way to auto-transfer resources between platforms ( preferably a sweet robot arm, or "claw" attachment for crane ) and +1 to more platforms auto-loading resources

    4.) when placing new items into a full pack pack, be able to click an item in your backpack with a held(new) item and have them swap w/o dropping the new item on the ground, picking up the slotted item from your backpack, dropping the item from your backpack on the ground, picking up new item from the ground, then slotting the new item into your backpack

    5.) sorry if this is vague, but: fix frustrating issue of terrain tool not working / feeling constrained when deforming the same spot as someone else... it induces an almost physical feeling pull like your cursors are hooked together... like trying to use a computer w/ two mice plugged in while someone else is using the second one

    6.) fix objects carried by other player interfering w/ your controls when their carried object clips into you/between you and your carried object as when 2 players climb up a slope both carrying research objects so in line you have Player1 > Player2 > P1's-Object > P2's-Object... this would make for a serious griefing vector if the other player wasn't cooperative when asked

    7.) allow repacking modules ( also allowing removal from platforms )

    8.) allow ctrl/alt and mods for truck/drill for consistent terrain deformation experience

    9.) tagging of already-researched "unknown" items... researching them should make them known, maybe w/ value/range... unless your astroneers just have astronesia and can't remember anything they've already researched

    10.) a tool caddy for terrain tool mods? having them take up 5 slots to have the option to switch among them isn't worth it for lost storage capacity

    11.) allow direct reading of more numeric values like splitter does with power...

    12.) for hosted games / servers: for the love of Zebraball, please have admin utils for aggressively culling lose physics objects /tethers or other things causing lag. Also for locking spawn/planets, griefing controls around modifying other's bases/dynamite/planting spikers/etc...

    13.) fix shift-clicking extenders (I end up placing half a pack in a ball trying to pick one up)... maybe w/ bigger/more separated selection hitboxes on extended X/Y axis grabbers like modeling programs have? or like bézier curve tools in graphics software have?

Seconding/adding to other suggestions:
    A.) +to labels on beacons/tethers... even if only pictographic (could even make new pictographs unlockable, so you have a basic set to begin w/ but after finding a resource/vehicle/plant you can reference it by pictograph )

    B.) +1 to either allow some defense against storms, some useful activity to do while holed up, or remove storms

    C.) +1 Directional marker when rotating items

    D.) +1 to autosave

    E.) + to printer added that can print the same equipment as the backpack ( or even making all printers be able to select up/down in the UI to print the output of all smaller printers? )

    F.) +1 Hover-over resource s in the research catalog and build menu should display tooltip like the module's 'required' holograms do.

Edited by oneeyedziggy

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I definitely enjoy the work light more than the headlight so make the headlights have a toggle function both for cars and your astroneer if its not already implemented. Other than that I would love to be able to at least repack small objects like solar panels and medium printers back into boxes for easier transportation.

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I've thought of another quick QOL idea, with beacons currently, ones far away often are covered up by the Clouds, improving this by making the beacons visible through the clouds or using this idea to be able to tell the colours of them.

All I see currently is a white beam and can't see the top because of a huge cloud in the way. I know weather changes and clouds are being changed in T2.0, maybe simply lower the beacon height in the sky or raise cloud height?

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20 hours ago, --Josh-- said:

For example, after mining a vein of ores, often the dialog box that says "Resin" etc is still visible after players join for a second time. Also sometimes, but rarely now, ores that are already mined for the host are still visible for other players. I believe the Host is ok, it's mainly the people connecting to them that don't see EXACTLY what the Host see's.

This even happens in single player. I've mined out an entire vein, but I still see the resource icon over the pit. Make those deletable somehow? Or just make them disappear when all the material is gone.

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i would love a way to upgrade the backpack maybe a way to use some stuff from the build to make it better
1. the o2 canister can be used on the top to get another line of oxigen so you can risk more without it
2. the canister coud be placed on the sizes to keep the soil and add it directly on the mineral extractor
3. a way to make more space on the backpack to bring you more stuff behind
4. make a mini truster to make you fly so if you fall you can avoid fatal injury from falling or make a big jump 
 

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  1. Hotkeys for toggling terrain mods for a long time now, as well as a better way of managing them.
  2. Disable the boost mod rather than disabling the entire terrain tool if power is exhausted.  (The current behavior should remain for all other mods -- boost mod is simply faster so if it stops functioning abruptly it won't cause unexpected side effects.)
  3. 'E' to toggle extenders between unidirectional/bidirectional/other bidirectional.  (I use them to give printers priority over research, but it'd be nice to use them to extend the base as well without having to have a 'hub' for power.)
  4. Fix the axis-skipping bug when flattening on planets other than Terran (but I'm told this is part of Terrain 2.0 already)
  5. Option or keybind for old-style Tether placement for people who want to put them on a specific wall of a cave for navigation purposes.  ("T" used to pick up a tether from your backpack which you would then place, rather than dropping one at your feet location.)
  6. If you're just outside of Tether range when placing a Tether, try to jump it back a short distance so it is within range.  (Maybe try based on the player's location 0.5, 1.0 and 1.5 seconds ago.)  This is akin to Factorio's method of placing multiple power poles, for instance.
  7. Allow rotating extenders during placement rather than after.
  8. Find a way to simplify placement of a string of solar/wind power when the goal is to cover a long distance rather than place at specific locations.  (Maybe using similar logic to how extenders place now, but anchored to the ground and with #7 fixed)
  9. Make it easier to connect platforms that are extremely close to each other.  If a power cord originates at a specific platform, ignore that platform's collision detection from the raycast that determines where the power cord is going.
  10. Pause in single-player.  Host or collaborative pause in multiplayer.
Edited by Wyvyrias
Removed extra spaces

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1. Trailers for rovers to attach reacher pods or medium storage to.

2. Make oxygen canisters look like the new atmospheric canisters. 

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Be able to increase the render distance / pop in as I want to see everything rather than be limited to 5 meters in front of me

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1) A real storage system (or just a locker in the habitat). It could be upgradable. Here's why: the current 'pods' are only really good for moving things around on vehicles. A box or spot in the habitat is important especially since the addition of the craftables update. There is also no good way to build a big enough storage pod early in the game, where you gather lots of stuff and don't yet know where to put it.

If I were coming to this game in 1.0 and see that the only real storage 'solution', in a game about advanced space exploration, is a hole in the ground, I would think the game is either still very unfinished, or that the devs were being punishing on a very odd hill to die on.

2) Use the tethers as a rapelling anchor. They're already very strong and don't blow away in storms, and there's no good way to get down into a deep hole (when the upper layer is too thin to just dig down through), and a simple addition to tethers would be a quick alternative to giving us stairs or ladders. This is of course assuming terrain 2.0 isn't going to fix the 'I can never get down there' issue.

To be honest, a bulk storage solution and a way up and down are my major gripes about the game (well, maybe the storm, too, but if it would power turbines....). It's a great game, but with the addition of so many small materials, storage, even in a hole underground, is becoming untenable.

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