ASTRONEER - staymighty


Rovers are now more configurable than ever! The Rover Update contains a new vehicle, updated driving controls, new methods to use rovers in fun ways, and a ton of performance upgrades!

https://youtu.be/2VtWC38nWOY
UPDATES

VEHICLES

The Small Rover has been added to the game. It is available in the Catalog for 1000 Bytes and prints from the Vehicle Bay for 2 Compound. 

Absolute Steering has been implemented for vehicles. Vehicles are now controlled by the movement keys regardless of camera position! (WASD by default on keyboards, and RT / LT and the left thumbstick on controllers). Absolute Steering is enabled by default as of this update, but players may change back to the original camera-directed steering mode by disabling Absolute Steering in the options menu. 

The physics model for Rovers has been overhauled.
  • Lateral friction has been added to wheels to prevent rampant sliding.
  • Drag force has been added to Rover acceleration for a more natural velocity cap and more natural steering at high speeds.
  • Acceleration forces now take contact normals into consideration to allow wheels to “roll” over smaller obstacles instead of plowing into them.
  • Contextual Button activation have been implemented for vehicles. Certain items attached to the Auxiliary Slots on vehicles can now be activated by pressing the Contextual Buttons (Z / X or RB / LB by default). More items, such as the Drill and Winch, will become usable in this way in future updates. 
The Thruster has been revised to work better with Rovers.
  • Can now be toggled using the above Contextual Buttons when attached to the Vehicle Auxiliary Slots.
  • Applies a more balanced force for better in-air stability.
  • Can now accelerate Rovers above their max drive speeds.
The research cost and recipe of the Medium Rover has been adjusted. Its cost is now 3000 Bytes (up from 2000 Bytes) and requires 2 Compound and 2 Aluminum to print. 

The built-in batteries on the Medium and Large Rover have been tuned to require more active power sources. The primary reason for the power and recipe changes is to further differentiate the roles of the Medium and Large Rovers from the Small Rover. The Small Rover is intended to be used a light exploration vehicle, while the Medium and Large Rover are meant to serve as heavier haulers and mobile bases. 

PERFORMANCE IMPROVEMENTS

We have made a number of improvements to performance on both PC and Xbox, particularly targeting very large save files and multiplayer games. Specific areas of focus include infrastructure refactors and fixes, removing unnecessary animation overhead, reducing the processing cost of deformation, and optimizing older assets that have not been updated in quite some time. This is an ongoing effort that will continue throughout Early Access, but this latest effort should be noticeable for players on the Xbox in particular. Xbox One now utilizes DirectX 12, further improving rendering efficiency on Xbox One and will allow for future rendering quality improvements.  

HDR
Xbox One X and Xbox One S consoles can now play the game in HDR. Please calibrate your monitor using the default Xbox One calibration screen prior to launching the game. 

OTHER IMPROVEMENTS
  • The ‘Flatten Mode’ on the Terrain Tool has been adjusted to provide more consistent results at any angle.
  • Reward tables of Discoveries have been updated with new items. 
  • Additional Quick Help screens have been added to the game to help you after the initial Tutorial experience. Press F1 on your keyboard or the Menu button on your gamepad to check them out! 
  • Reduced overall game package size (reduced download sizes and load times)
  • Upgraded game engine to Unreal 4.18.
BUGFIXES
  • Fixed a number of issues with wheel collision which were causing Vehicle wheels to stretch in strange ways. These fixes should greatly reduce the number instances of stretchy wheels.
  • [AS-2597] - Fixed a bug where some Fabricators displayed nonfunctional contextual verbs. 
  • [AS-2599] - Fixed an issue where  the 'Use' and 'Examine' inputs prompts did not properly respond to input
  • [AS-2622] - Fixed an interaction bug where the 'Exit' prompt displays instead of 'Enter' when one or two seats of a 3-Seat attachment are occupied.
  • [AS-2630] - Fixed a bug where a on-functional 'Place’ verb appeared when interacting with another player’s Habitat
  • [AS-2637] - Fixed a bug where a player could not operate Winch if another player occupied vehicle it was attached to. 
  • [AS-2647] - Fixed an intermittent bug where the Client players model did not appear to animate to the Host player while using the Terrain Tool.
  • [AS-2675] - Fixed an issue where Vehicles became embedded in certain kinds of terrain when printed from the Vehicle Bay. 
  • [AS-2689] - The Habitat side slots can once again hold resources and other 1-slot items.
  • [AS-2690] - Fixed an annoying bug where the Vehicle Bay became inoperable for the Client player if the Host was using the control panel while the Client was joining the game. 
  • [AS-2691] -  Fixed a bug where a non-functional ‘Enter’ command appeared when hovering over another player’s Drop Pod in Multiplayer. 
  • [AS-2695] - power cells look like holograms on clients
  • [AS-2736] - Fixed a graphical corruption in the power conduit material. 
  • [AS-2754] - Fixed a minor issue with Research rates showing decimal places off-screen on the control panel. 
  • [AS-2844] - Fixed an issue where players could infinitely replicate smelted items. Sorry, not sorry. 
  • Fixed a number of localization bugs in the “Learn More” help screens. 

KNOWN ISSUES
  • Storm textures showing up as pixelated on the Xbox One
  • Audio might become muffled after an Astroneer dies. We are working to resolve this issue.
  • The game sometimes looses audio when settings are changed. This can be fixed by deleting your game usersettings.ini

Thanks for reading! Hope everyone has fun driving the new rover! We will talk again around E3 ;)

-jt
ASTRONEER - staymighty
This week's vlog covers our trip to GDC, the work being done to improve performance, and upgrades to rover steering! Also, a rodeo llama.



As part of the work needed to move forward in development, the team is going to take some time during the time allotted for the next update to focus on performance! In the vlog, Brendan walks us though our reasoning for spending some time to do this now, as well as some of the performance benchmarks we are trying to hit! Click below to watch the vlog.
https://youtu.be/ClztWMZeANk
Andrew has also been working on a directional steering control scheme to offer as an option to the current camera based one, and Veronica shares some of her early impressions of how that was feeling, while also testing the new rover we showed off during our April Fool's joke.



Thanks for reading, and make sure you subscribe to our youtube channel to keep up with the rest of our development vlogs!

-joe
Mar 15, 2018
ASTRONEER - staymighty


Steam 'Early Access' users will receive this update today, Thursday March 15th, 2018.

This update is another foundational change, with an overhaul to rover visuals and functionality! Now Astroneers can operate new rovers with updated visuals, storage and suspension, as well as the ability to create mobile bases by unpacking base modules on the rover chassis. Also included in this update are splitters, a tool to direct power flow, and a plethora of new base platforms so players can create even more custom base configurations.

----------UPDATES---------
You can find these updates in 0.6.5.0, the current build of the game.

VEHICLES



The Medium Rover and Large Rover have received a visual update. This includes new front and back slots which provide extra storage. These slots will only be active if the power line below them is unconnected. Once the power line is connected to another Rover or Platform base, the slots will fold down and drop any items attached to them. Old rovers should transfer over seamlessly.

The visual representation for Rover batteries has been changed. But their discharge and capacity is unchanged.

Rovers have received an update to their suspension. Handling should be much better. Also, gravity on vehicle chassis has been adjusted so Mobile bases should be more stable.

The power connection between Rovers and Platforms has been changed to directional. Now, you can very easily tell if your rover is consuming or providing power from your base. You can use this directional line to prevent the rover from mistaken power draw or discharge.

Research unlock costs relating to Vehicles have been reduced.This change has been made to encourage acquiring Rovers earlier in progression. Specifically:
  • The Vehicle Bay cost has been reduced from 1000 Bytes to 250 Bytes
  • The Medium Rover cost has been reduced from 2400 Bytes to 2000 Bytes
  • The Large Rover cost has been reduced from 8000 Bytes to 6000 Bytes
  • The Open 1-Seat cost has been reduced from 600 Bytes to 300 Bytes

POWER

A three port Splitter object has been added to the game.

The Splitter takes in a power line and creates up to two adjustable directed streams. It is available in the Catalog for 1000 Bytes and prints from the Small Fabricator for 1 Copper.

Directional power visualization has been updated for clarity. The previous version was just placeholder art. The marching chevrons should now be much more readable at a glance.

Power Cells behavior has been changed. They now act as an on demand, single use battery which will only discharge when power is needed by the item they are attached to. Oh, they also no longer provide infinite power.

BASEBUILDING

Modules can now be unpacked on top of Rover bases enabling a kind of Mobile base.


You will still need immense amounts of power to operate a base on wheels, but this should allow for our nomadic players to continue base operations on the go. Also, be aware that once unpacked, base modules on rovers are linked forever. <3

Added new Platform and Storage variants to the game! (KNOWN ISSUE: OLD FABRICATORS WILL NOT UPDATE TO INCLUDE THE NEW PLATFORMS. UNTIL WE ISSUE A FIX, PRINT A NEW FABRICATOR TO SEE THE ENTIRE LIST OF PRINTABLE PLATFORMS.)

  • Medium Platform B - More compact version of the Medium Platform, costs 250 Bytes to research and 1 Resin to print.
  • Large Platform B - More compact version of the Large Platform, costs 500 Bytes to research and 2 Resin to print.
  • Large Platform C - Winged version of the Large Platform which swaps the Tier 2 side slots for 20 Tier 1 slots, costs 2000 Bytes to unlock and 2 Aluminum to print.
  • Large Platform D - Two-tiered platform with 10 Tier 2 storage slots, costs 2000 Bytes to unlock and 2 Aluminum to print.
  • Extra Large Platform - An octagonal platform with a single Tier 4 slot, and eight cable sockets, costs 3000 Bytes to unlock and 2 Aluminum to print.
  • Extra Large Storage - A domed Tier 4 storage platform that prints on top of a Large Rover, or an XL Platform. It contains 31 Tier 1 storage slots, costs 3000 Bytes to unlock, and 2 Compound and 2 Aluminum to print.
The Vehicle Bay can now be operated by a Control Panel.

Module Control Panels have received a lighting pass

INTERACTION
A large number of the orange floating UI buttons have been removed from the game and replaced with interaction verbs. Your bases should look a bit less like a Las Vegas light show.

The default Use verb has been replaced with contextual interaction verbs. For instance the Work Light now uses the verbs “Turn On” and “Turn Off,” while Drop Pods, Habitats, and Seats now use “Enter” and “Exit.”

AUDIO UPDATES
  • Update Smelter Audio, better end loops. Less Abrupt.
  • Added variations for Base Building.
  • Hazard Plant SFX
OTHER UPDATES
Items in the Catalog have been slightly reorganized.


---------BUG FIXES---------
  • [AS-1831] - Fixed a longstanding bug where Tether lines did not go dark in Multiplayer games when disconnected from an Oxygen source.
  • [AS-2237] - Fixed a bug where the Astroneer’s headlamp would turn off while dying inside a Drop Pod
  • [AS-2545] - Fixed an issue with cables twisting in strange ways in relation to the planet center.
  • [AS-2546] - Fixed an issue with power sockets on platforms twisting cables in strange ways in relation to the planet center.
  • Due to the physics constraints of the world, vehicle chains have once again been limited to a maximum of 4 Rover bases.
  • [AS-2567] - Power Nuggets once again charge batteries. Cave spelunkers, rejoice!
  • [AS-2570] - Drop Pods should no longer launch into space when invoking the Use command.
  • [AS-2572] - Large Solar arrays can once again be moved by the Winch!
  • [AS-2574] - Mineral Extractor and Smelter should once again auto-pull from and auto-deposit into connected storage.
  • Fixed several recurring crashes on PC and Xbox One which should increase general stability.

We will be updating our roadmap a little later today. And don't forget, we are on sale for another 24 hours, so tell a friend! Thanks for reading and enjoy!

-jt
Mar 15, 2018
ASTRONEER - staymighty


Steam 'Early Access' users will receive this update today, Thursday March 15th, 2018.

This update is another foundational change, with an overhaul to rover visuals and functionality! Now Astroneers can operate new rovers with updated visuals, storage and suspension, as well as the ability to create mobile bases by unpacking base modules on the rover chassis. Also included in this update are splitters, a tool to direct power flow, and a plethora of new base platforms so players can create even more custom base configurations.

----------UPDATES---------
You can find these updates in 0.6.5.0, the current build of the game.

VEHICLES



The Medium Rover and Large Rover have received a visual update. This includes new front and back slots which provide extra storage. These slots will only be active if the power line below them is unconnected. Once the power line is connected to another Rover or Platform base, the slots will fold down and drop any items attached to them. Old rovers should transfer over seamlessly.

The visual representation for Rover batteries has been changed. But their discharge and capacity is unchanged.

Rovers have received an update to their suspension. Handling should be much better. Also, gravity on vehicle chassis has been adjusted so Mobile bases should be more stable.

The power connection between Rovers and Platforms has been changed to directional. Now, you can very easily tell if your rover is consuming or providing power from your base. You can use this directional line to prevent the rover from mistaken power draw or discharge.

Research unlock costs relating to Vehicles have been reduced.This change has been made to encourage acquiring Rovers earlier in progression. Specifically:
  • The Vehicle Bay cost has been reduced from 1000 Bytes to 250 Bytes
  • The Medium Rover cost has been reduced from 2400 Bytes to 2000 Bytes
  • The Large Rover cost has been reduced from 8000 Bytes to 6000 Bytes
  • The Open 1-Seat cost has been reduced from 600 Bytes to 300 Bytes

POWER

A three port Splitter object has been added to the game.

The Splitter takes in a power line and creates up to two adjustable directed streams. It is available in the Catalog for 1000 Bytes and prints from the Small Fabricator for 1 Copper.

Directional power visualization has been updated for clarity. The previous version was just placeholder art. The marching chevrons should now be much more readable at a glance.

Power Cells behavior has been changed. They now act as an on demand, single use battery which will only discharge when power is needed by the item they are attached to. Oh, they also no longer provide infinite power.

BASEBUILDING

Modules can now be unpacked on top of Rover bases enabling a kind of Mobile base.


You will still need immense amounts of power to operate a base on wheels, but this should allow for our nomadic players to continue base operations on the go. Also, be aware that once unpacked, base modules on rovers are linked forever. <3

Added new Platform and Storage variants to the game! (KNOWN ISSUE: OLD FABRICATORS WILL NOT UPDATE TO INCLUDE THE NEW PLATFORMS. UNTIL WE ISSUE A FIX, PRINT A NEW FABRICATOR TO SEE THE ENTIRE LIST OF PRINTABLE PLATFORMS.)

  • Medium Platform B - More compact version of the Medium Platform, costs 250 Bytes to research and 1 Resin to print.
  • Large Platform B - More compact version of the Large Platform, costs 500 Bytes to research and 2 Resin to print.
  • Large Platform C - Winged version of the Large Platform which swaps the Tier 2 side slots for 20 Tier 1 slots, costs 2000 Bytes to unlock and 2 Aluminum to print.
  • Large Platform D - Two-tiered platform with 10 Tier 2 storage slots, costs 2000 Bytes to unlock and 2 Aluminum to print.
  • Extra Large Platform - An octagonal platform with a single Tier 4 slot, and eight cable sockets, costs 3000 Bytes to unlock and 2 Aluminum to print.
  • Extra Large Storage - A domed Tier 4 storage platform that prints on top of a Large Rover, or an XL Platform. It contains 31 Tier 1 storage slots, costs 3000 Bytes to unlock, and 2 Compound and 2 Aluminum to print.
The Vehicle Bay can now be operated by a Control Panel.

Module Control Panels have received a lighting pass

INTERACTION
A large number of the orange floating UI buttons have been removed from the game and replaced with interaction verbs. Your bases should look a bit less like a Las Vegas light show.

The default Use verb has been replaced with contextual interaction verbs. For instance the Work Light now uses the verbs “Turn On” and “Turn Off,” while Drop Pods, Habitats, and Seats now use “Enter” and “Exit.”

AUDIO UPDATES
  • Update Smelter Audio, better end loops. Less Abrupt.
  • Added variations for Base Building.
  • Hazard Plant SFX
OTHER UPDATES
Items in the Catalog have been slightly reorganized.


---------BUG FIXES---------
  • [AS-1831] - Fixed a longstanding bug where Tether lines did not go dark in Multiplayer games when disconnected from an Oxygen source.
  • [AS-2237] - Fixed a bug where the Astroneer’s headlamp would turn off while dying inside a Drop Pod
  • [AS-2545] - Fixed an issue with cables twisting in strange ways in relation to the planet center.
  • [AS-2546] - Fixed an issue with power sockets on platforms twisting cables in strange ways in relation to the planet center.
  • Due to the physics constraints of the world, vehicle chains have once again been limited to a maximum of 4 Rover bases.
  • [AS-2567] - Power Nuggets once again charge batteries. Cave spelunkers, rejoice!
  • [AS-2570] - Drop Pods should no longer launch into space when invoking the Use command.
  • [AS-2572] - Large Solar arrays can once again be moved by the Winch!
  • [AS-2574] - Mineral Extractor and Smelter should once again auto-pull from and auto-deposit into connected storage.
  • Fixed several recurring crashes on PC and Xbox One which should increase general stability.

We will be updating our roadmap a little later today. And don't forget, we are on sale for another 24 hours, so tell a friend! Thanks for reading and enjoy!

-jt
ASTRONEER - staymighty

Hello Astroneers! This week has been rather busy, so I wanted to take a moment to consolidate all of the exciting news!

SALE!
Thats right, we are on sale, offering 20% off of Astroneer for a limited time. This is most likely the lowest price Astroneer will go during Early Access, and possibly the last time we go on sale before 1.0. If you have been on the fence, there has been no better time to pick up the game. We just updated last month with our biggest update ever, and as mentioned in our stream, will be adding more items in an update next week!

NEW STUFF & UPDATE NEXT WEEK!
If you missed our Steam stream today, we revealed that we are going to update the game again next week. We will have an official date soon, but in our vlog we showed off some of the new items you can expect to see, including a new power management tool and new rovers! Click below to watch the full vlog on Youtube.

https://youtu.be/sIMXrYqS2HM



Stay tuned to our social media channels this weekend and early next week for more info on the full list of fixes, features, and items that we will be adding in our next update.

Twitter
Facebook
Discord
Forums

Talk soon!

-joe
ASTRONEER - staymighty

Hello Astroneers! This week has been rather busy, so I wanted to take a moment to consolidate all of the exciting news!

SALE!
Thats right, we are on sale, offering 20% off of Astroneer for a limited time. This is most likely the lowest price Astroneer will go during Early Access, and possibly the last time we go on sale before 1.0. If you have been on the fence, there has been no better time to pick up the game. We just updated last month with our biggest update ever, and as mentioned in our stream, will be adding more items in an update next week!

NEW STUFF & UPDATE NEXT WEEK!
If you missed our Steam stream today, we revealed that we are going to update the game again next week. We will have an official date soon, but in our vlog we showed off some of the new items you can expect to see, including a new power management tool and new rovers! Click below to watch the full vlog on Youtube.

https://youtu.be/sIMXrYqS2HM



Stay tuned to our social media channels this weekend and early next week for more info on the full list of fixes, features, and items that we will be adding in our next update.

Twitter
Facebook
Discord
Forums

Talk soon!

-joe
Feb 28, 2018
ASTRONEER - staymighty


Steam 'Early Access' users will receive this update today, Wednesday February 28th, 2018.

This patch addresses some issues introduced during the Basebuilding Update, as well as a quality of life addition fix for Large Storage!

UPDATES

You can find these updates in 0.6.2.0, the current build of the game. We issued hotfix 0.6.1 to Steam last week to address some of these issues, but are squeezing in a bit more, as well as issuing all of the fixes for Xbox Play Anywhere!

Large Storage on a Rover or on a Large Platform will now pass-through power! We are extremely excited that players are finding all new ways to plug different base and vehicle modules together, and realized we needed to add some functionality to large storage to account for that. Now generators, wind vanes, and solar panels connected to Large Storage will pass power through to the platform or vehicle they are printed on. Additionally, we are working on new platforms, storage units and more to keep expanding on the variety of configurations for bases. Details soon.

BUG FIXES
  • Fixed missing sounds that were not loading for fireworks and other items
  • Fixed an interaction but that resulted in players being unable to use the terrain tool after sitting in a 3-seat on a Shuttle or Large Rover
  • Fixed a bug where users were able to unpack base modules that were not on a Large Platform.
  • Fixed a bug where a battery that was plugged into a power pool would constantly tell the player it was full
  • Fixed a bug where running platforms that got disconnected would then gain infinite power
  • Fixed a bug that would result in "wireless power" for disconnected platforms
  • Fixed a bug that caused a full sediment processor to turn into Barad-dûr, resulting in the Eye of Sauron's gaze to follow your every move in your solar system.
CRASH FIXES
  • Fixed and added guards against crashes resulting from the array of connections while regenerating and merging Tether networks
  • Fixed and added guards against crashes resulting from the unpack animation failing to play
KNOWN ISSUES

We are aware of the following issues, but they didn't make this patch. Thanks to the users who have reported these, we will address them in our next content update, coming in March.
  • Corpses in the habitat from disconnected players trap players in the Habitat. Until we a get a fix in, make sure players do not disconnect while sitting in the Habitat! You can almost always jump your way out, or examine the corpse to start the despawn timer.
  • Rovers sometimes become stuck in terrain on save/load.
  • Power nuggets no longer charge batteries. They do however, still power rovers and other battery based items one their batteries have been depleted.
  • Clients in multiplayer sometimes cannot see holograms on modules or in the Catalog.
  • Invoking the use action on a printable Habitat sometimes causes the player to simultaneously grab it, causing them to rocket into space.
  • The burn-off particle effect shoots across the entire screen.
  • Large platforms are intended to create oxygen in this build. We plan on changing this behavior in an upcoming update.
  • Extractors no longer autofeed from connected storage
  • Solar Array crashes are no longer moveable via the winch.
Thanks to everyone for the feedback regarding the Basebuilding Update! Looking forward to sharing details very soon about content in our update in a few weeks.

-jt
Feb 28, 2018
ASTRONEER - staymighty


Steam 'Early Access' users will receive this update today, Wednesday February 28th, 2018.

This patch addresses some issues introduced during the Basebuilding Update, as well as a quality of life addition fix for Large Storage!

UPDATES

You can find these updates in 0.6.2.0, the current build of the game. We issued hotfix 0.6.1 to Steam last week to address some of these issues, but are squeezing in a bit more, as well as issuing all of the fixes for Xbox Play Anywhere!

Large Storage on a Rover or on a Large Platform will now pass-through power! We are extremely excited that players are finding all new ways to plug different base and vehicle modules together, and realized we needed to add some functionality to large storage to account for that. Now generators, wind vanes, and solar panels connected to Large Storage will pass power through to the platform or vehicle they are printed on. Additionally, we are working on new platforms, storage units and more to keep expanding on the variety of configurations for bases. Details soon.

BUG FIXES
  • Fixed missing sounds that were not loading for fireworks and other items
  • Fixed an interaction but that resulted in players being unable to use the terrain tool after sitting in a 3-seat on a Shuttle or Large Rover
  • Fixed a bug where users were able to unpack base modules that were not on a Large Platform.
  • Fixed a bug where a battery that was plugged into a power pool would constantly tell the player it was full
  • Fixed a bug where running platforms that got disconnected would then gain infinite power
  • Fixed a bug that would result in "wireless power" for disconnected platforms
  • Fixed a bug that caused a full sediment processor to turn into Barad-dûr, resulting in the Eye of Sauron's gaze to follow your every move in your solar system.
CRASH FIXES
  • Fixed and added guards against crashes resulting from the array of connections while regenerating and merging Tether networks
  • Fixed and added guards against crashes resulting from the unpack animation failing to play
KNOWN ISSUES

We are aware of the following issues, but they didn't make this patch. Thanks to the users who have reported these, we will address them in our next content update, coming in March.
  • Corpses in the habitat from disconnected players trap players in the Habitat. Until we a get a fix in, make sure players do not disconnect while sitting in the Habitat! You can almost always jump your way out, or examine the corpse to start the despawn timer.
  • Rovers sometimes become stuck in terrain on save/load.
  • Power nuggets no longer charge batteries. They do however, still power rovers and other battery based items one their batteries have been depleted.
  • Clients in multiplayer sometimes cannot see holograms on modules or in the Catalog.
  • Invoking the use action on a printable Habitat sometimes causes the player to simultaneously grab it, causing them to rocket into space.
  • The burn-off particle effect shoots across the entire screen.
  • Large platforms are intended to create oxygen in this build. We plan on changing this behavior in an upcoming update.
  • Extractors no longer autofeed from connected storage
  • Solar Array crashes are no longer moveable via the winch.
Thanks to everyone for the feedback regarding the Basebuilding Update! Looking forward to sharing details very soon about content in our update in a few weeks.

-jt
Feb 22, 2018
ASTRONEER - staymighty


Steam 'Early Access' users will receive this update today, Thursday February 22nd, 2018.

The Basebuilding update is Astroneer's biggest update to date. Whether underground, on a mountaintop, or on far away planets, the all new Basebuilding and Power systems will allow you to create efficient bases that are all your own. This update includes 20+ new art pieces, which includes new platforms, modules, items to print, and much more. With that being said, this update is only the beginning for Basebuilding as a system. We have already begun development on more features and content to continue growing the already robust foundation. Check out the basebuilding trailer below!

https://youtu.be/GCA80QgMTNU
UPDATES
You will find these updates in 0.6.0.0, the current build of the game.

Introduction of the Basebuilding System

Creating bases has changed fundamentally at its core. Now Astroneers can create bases however they like with a variety of new movable platforms and new ways to connect those platforms together.

We have introduced free standing movable base platforms. Three all new Platforms have been added. Two versions of the Medium Platform, and a platform for base modules, the Large Platform. These objects can now be placed and rotated individually, allowing for greater flexibility in base configurations. Lock platforms into place by connecting them to power. If you want to move them again, just disconnect all power lines.

Introducing: Fabricators. Fabricators are portable printers that allow you to make bases. Pop up the new control panel, pick what you want to fabricate, and in the end you will have a crate you can unpack immediately or bring with you anywhere you go. The Small Fabricator allows you to bootstrap an entire base from your Backpack and is used to print Medium Platforms and Medium Fabricators. The Medium Fabricator is for printing Large Platforms and Base Modules. Medium Printers and Vehicle Bays remain unchanged for now.

The starting Habitat module has received a visual update. Complete with a built in Oxygenator, Power Generation System, nighttime running lights, and 4 power connectors, the new Habitat is top of the line Exo Dynamics technology.

All printed base Modules and Platforms now come in the form of packaged crates. This allows them them to be moved or stored before deploying. Hovering over a crate on the ground or a Module on a Platform will show a hologram preview of its orientation. Base module crates can only be unpacked while on top of a platform, so keep that in mind when planning your base.


Added a new Landing Pad which automatically deploys next to a new Habitat. The Landing Pad is used to call in your first packaged items, and as zone for other players who join your session to land. Be aware that calling in new packages to the landing pad will destroy the extant ones. We plan on adding more functionality to the landing pad in the future. For now, shuttles will still land in the area in front of a vehicle bay.

Bases created in previous builds will automatically migrate to the new Basebuilding system. When loading into an old save, Platforms and Modules will be converted to their movable, packaged form. We tried to support old saves as best we could so there was no loss of items, but terrain might not always generate properly. As always though, use old saves at your own risk.

All holograms have received a visual update. They should now be much more readable at all times of day.

The introductory landing sequence has been updated. We will continue to improve on the introductory sequence in future updates.

Implemented an all new Power System


Changed the Power System over to a system that uses streaming shared power pools. That means items that need power pull from available power generators on a connected network. All Modules, Rovers, and crashed solar arrays have been migrated to use this new power system. To see how a network is doing, check out the new power indicators on platforms.

Cable and Cable Connector Art has been updated. Cables and their Connectors are now indicators for how much power is running through a network. When the indicator is red, the network needs power and all Modules connected to it will not run at optimal efficiency. As you add more power, the indicator will begin to expand, and connected Modules will run faster.


Added a new directional power tool, Extenders. Extenders are printable in bundles of six from your backpack. Extenders provide directed power flow, which redirects excess power from one pool to another. Drag a cable from the extender to indicate the direction of power and where you would like it to flow. Power flow is indicated by the large chevron on the cable.

Added small standalone platforms for small power items. When placed on the ground, Small Solar Panels, Small Generators, Small Wind Vanes. and Worklights will now deploy standalone bases with two Power Connectors on them. Use these to add power to your network, power bespoke standalone platforms, or as extenders that also add power. Small worklight bases also contain spikes can now stick to any terrain surface regardless of orientation.

Interaction Updates

A new interaction verb “Use” has been added to the game. Holding Use (by default E on keyboard and X on the Gamepad) triggers using an object. It is also used to get in and out of vehicles and the Habitat.

A new interaction verb “Examine” has been added to the game. Holding Examine (by default Q on keyboard and Y on the Gamepad) triggers examining an object or its control panel.

Holding Q on keyboard or Y on Gamepad will now open the Catalog whether or not the Backpack is open. This is a change from the double-Q / double-Y interaction from previous releases.

  • Shoulder buttons can now toggle items in the Backpack Auxiliary slots on and off.
  • Interactions that need to be held rather than tapped, like Use and Examine, now have a visual indicator ring around them.
  • Platforms and Modules can be rotated using Z / X keyboard and RB / LB on Gamepad by default.
  • When standing close enough to power slots, Gamepad users will auto-select slots that can pull connections.
  • The Backpack printer can now be used with the directional pad and A button, rather than having to use the Gamepad cursor.

Other Updates
  • Small Generators now auto-pull nearby Organic resources when actively generating power.
  • Small Generators will now automatically turn on when an Organic resource is added.
  • Firework rocket has been added to the Catalog as an unlockable object. Happy Lunar New Year!
  • Control Panel buttons, including the Research Platform, have been updated to change color and icon depending on whether pressing it will start, stop, or cancel a process, or if there is insufficient power.
  • Tutorial help menu carousel has been updated to include Basebuilding, Power, and Interaction changes.
  • Informational widgets that appear at the bottom of the screen have received updated visuals.
  • Optimized rendering of hovering info text that appears over holograms, along with other minor framerate optimizations.
  • Made several changes to the gravity system to improve stability of Rovers.
  • Medium Generators now provide about 30% more power

If you want to see the other stuff that happened this month that didn't make it, check out our vlogs for weekly insight to what the team is doing.
https://www.youtube.com/watch?v=8P1IZkCB0zo&t=25s

BUG FIXES

  • Fixed several issues causing Rovers to float when outside of physics range. There should now be fewer instances of Rovers going on a beautiful journey into space.
  • Unified the simulation of the vehicle chain. This should mean many less vehicle physics freakouts going forward.
  • Fixed an Xbox One crash that sometimes occurred when players were transitioning into Multiplayer games, improving overall stability.
  • Fixed a PC crash that sometimes occurred when players were transitioning into Multiplayer games, improving overall stability.
  • Fixed a minor issue where large rocks would not despawn when dislodged, causing untidy bases.
  • Fixed an occasional bug where the mouselook camera would do a single wild 360 degree swing.
  • Fixed an issue where players were sometimes able to pick up things inappropriately while seated.

ROADMAP HIGHLIGHT

The following major features are continuing during development, but are not included in this release. Now that we are in Alpha, you can expect to see all of these items implemented during the first half of 2018. Click here to see the full roadmap.

Dedicated Servers - (Q2 2018)
We now have our final plan for implementation and player workflow when it comes to dedicated servers and have begun implementation. The rollout plan is to have servers provided through a 3rd party during Early Access for stress testing, and then DIY hosted servers at a later date.

Basebuilding - Implemented & In Progress
Its finally out! As mentioned above, we still have plenty more we want to add to this system. We would love your feedback once you get your hands on it.

Research 2.1* - Implemented & In Progress
The next steps include working on items that instantly grant you research points, and unlockable blueprints that can only be found out in the world and never be unlocked via the catalog. Expect this to keep getting more content for our next few updates.

Weather and Hazards - (Q2 2018)
As a part of Terrain 2.0 we will also be introducing an entirely new weather and hazard system to challenge players. First on the list is fixing the wind system so it is more predictable and players can rely on it as a source of power generation.

Terrain 2.0 - (Q2 2018)
Not much has changed here. The terrain system is now stood up, and final tools are being implemented to account for item placement in the world. Adam has begun generation of terrain and exploration of new planets and biomes.

Thanks for reading all of this! Really excited to get these sweeping changes into the hands of players.

-joe
Feb 22, 2018
ASTRONEER - staymighty


Steam 'Early Access' users will receive this update today, Thursday February 22nd, 2018.

The Basebuilding update is Astroneer's biggest update to date. Whether underground, on a mountaintop, or on far away planets, the all new Basebuilding and Power systems will allow you to create efficient bases that are all your own. This update includes 20+ new art pieces, which includes new platforms, modules, items to print, and much more. With that being said, this update is only the beginning for Basebuilding as a system. We have already begun development on more features and content to continue growing the already robust foundation. Check out the basebuilding trailer below!

https://youtu.be/GCA80QgMTNU
UPDATES
You will find these updates in 0.6.0.0, the current build of the game.

Introduction of the Basebuilding System

Creating bases has changed fundamentally at its core. Now Astroneers can create bases however they like with a variety of new movable platforms and new ways to connect those platforms together.

We have introduced free standing movable base platforms. Three all new Platforms have been added. Two versions of the Medium Platform, and a platform for base modules, the Large Platform. These objects can now be placed and rotated individually, allowing for greater flexibility in base configurations. Lock platforms into place by connecting them to power. If you want to move them again, just disconnect all power lines.

Introducing: Fabricators. Fabricators are portable printers that allow you to make bases. Pop up the new control panel, pick what you want to fabricate, and in the end you will have a crate you can unpack immediately or bring with you anywhere you go. The Small Fabricator allows you to bootstrap an entire base from your Backpack and is used to print Medium Platforms and Medium Fabricators. The Medium Fabricator is for printing Large Platforms and Base Modules. Medium Printers and Vehicle Bays remain unchanged for now.

The starting Habitat module has received a visual update. Complete with a built in Oxygenator, Power Generation System, nighttime running lights, and 4 power connectors, the new Habitat is top of the line Exo Dynamics technology.

All printed base Modules and Platforms now come in the form of packaged crates. This allows them them to be moved or stored before deploying. Hovering over a crate on the ground or a Module on a Platform will show a hologram preview of its orientation. Base module crates can only be unpacked while on top of a platform, so keep that in mind when planning your base.


Added a new Landing Pad which automatically deploys next to a new Habitat. The Landing Pad is used to call in your first packaged items, and as zone for other players who join your session to land. Be aware that calling in new packages to the landing pad will destroy the extant ones. We plan on adding more functionality to the landing pad in the future. For now, shuttles will still land in the area in front of a vehicle bay.

Bases created in previous builds will automatically migrate to the new Basebuilding system. When loading into an old save, Platforms and Modules will be converted to their movable, packaged form. We tried to support old saves as best we could so there was no loss of items, but terrain might not always generate properly. As always though, use old saves at your own risk.

All holograms have received a visual update. They should now be much more readable at all times of day.

The introductory landing sequence has been updated. We will continue to improve on the introductory sequence in future updates.

Implemented an all new Power System


Changed the Power System over to a system that uses streaming shared power pools. That means items that need power pull from available power generators on a connected network. All Modules, Rovers, and crashed solar arrays have been migrated to use this new power system. To see how a network is doing, check out the new power indicators on platforms.

Cable and Cable Connector Art has been updated. Cables and their Connectors are now indicators for how much power is running through a network. When the indicator is red, the network needs power and all Modules connected to it will not run at optimal efficiency. As you add more power, the indicator will begin to expand, and connected Modules will run faster.


Added a new directional power tool, Extenders. Extenders are printable in bundles of six from your backpack. Extenders provide directed power flow, which redirects excess power from one pool to another. Drag a cable from the extender to indicate the direction of power and where you would like it to flow. Power flow is indicated by the large chevron on the cable.

Added small standalone platforms for small power items. When placed on the ground, Small Solar Panels, Small Generators, Small Wind Vanes. and Worklights will now deploy standalone bases with two Power Connectors on them. Use these to add power to your network, power bespoke standalone platforms, or as extenders that also add power. Small worklight bases also contain spikes can now stick to any terrain surface regardless of orientation.

Interaction Updates

A new interaction verb “Use” has been added to the game. Holding Use (by default E on keyboard and X on the Gamepad) triggers using an object. It is also used to get in and out of vehicles and the Habitat.

A new interaction verb “Examine” has been added to the game. Holding Examine (by default Q on keyboard and Y on the Gamepad) triggers examining an object or its control panel.

Holding Q on keyboard or Y on Gamepad will now open the Catalog whether or not the Backpack is open. This is a change from the double-Q / double-Y interaction from previous releases.

  • Shoulder buttons can now toggle items in the Backpack Auxiliary slots on and off.
  • Interactions that need to be held rather than tapped, like Use and Examine, now have a visual indicator ring around them.
  • Platforms and Modules can be rotated using Z / X keyboard and RB / LB on Gamepad by default.
  • When standing close enough to power slots, Gamepad users will auto-select slots that can pull connections.
  • The Backpack printer can now be used with the directional pad and A button, rather than having to use the Gamepad cursor.

Other Updates
  • Small Generators now auto-pull nearby Organic resources when actively generating power.
  • Small Generators will now automatically turn on when an Organic resource is added.
  • Firework rocket has been added to the Catalog as an unlockable object. Happy Lunar New Year!
  • Control Panel buttons, including the Research Platform, have been updated to change color and icon depending on whether pressing it will start, stop, or cancel a process, or if there is insufficient power.
  • Tutorial help menu carousel has been updated to include Basebuilding, Power, and Interaction changes.
  • Informational widgets that appear at the bottom of the screen have received updated visuals.
  • Optimized rendering of hovering info text that appears over holograms, along with other minor framerate optimizations.
  • Made several changes to the gravity system to improve stability of Rovers.
  • Medium Generators now provide about 30% more power

If you want to see the other stuff that happened this month that didn't make it, check out our vlogs for weekly insight to what the team is doing.
https://www.youtube.com/watch?v=8P1IZkCB0zo&t=25s

BUG FIXES

  • Fixed several issues causing Rovers to float when outside of physics range. There should now be fewer instances of Rovers going on a beautiful journey into space.
  • Unified the simulation of the vehicle chain. This should mean many less vehicle physics freakouts going forward.
  • Fixed an Xbox One crash that sometimes occurred when players were transitioning into Multiplayer games, improving overall stability.
  • Fixed a PC crash that sometimes occurred when players were transitioning into Multiplayer games, improving overall stability.
  • Fixed a minor issue where large rocks would not despawn when dislodged, causing untidy bases.
  • Fixed an occasional bug where the mouselook camera would do a single wild 360 degree swing.
  • Fixed an issue where players were sometimes able to pick up things inappropriately while seated.

ROADMAP HIGHLIGHT

The following major features are continuing during development, but are not included in this release. Now that we are in Alpha, you can expect to see all of these items implemented during the first half of 2018. Click here to see the full roadmap.

Dedicated Servers - (Q2 2018)
We now have our final plan for implementation and player workflow when it comes to dedicated servers and have begun implementation. The rollout plan is to have servers provided through a 3rd party during Early Access for stress testing, and then DIY hosted servers at a later date.

Basebuilding - Implemented & In Progress
Its finally out! As mentioned above, we still have plenty more we want to add to this system. We would love your feedback once you get your hands on it.

Research 2.1* - Implemented & In Progress
The next steps include working on items that instantly grant you research points, and unlockable blueprints that can only be found out in the world and never be unlocked via the catalog. Expect this to keep getting more content for our next few updates.

Weather and Hazards - (Q2 2018)
As a part of Terrain 2.0 we will also be introducing an entirely new weather and hazard system to challenge players. First on the list is fixing the wind system so it is more predictable and players can rely on it as a source of power generation.

Terrain 2.0 - (Q2 2018)
Not much has changed here. The terrain system is now stood up, and final tools are being implemented to account for item placement in the world. Adam has begun generation of terrain and exploration of new planets and biomes.

Thanks for reading all of this! Really excited to get these sweeping changes into the hands of players.

-joe
...