u/Honourael

Image 1 — Patch 1.43.2 is out!
Image 2 — Patch 1.43.2 is out!
Image 3 — Patch 1.43.2 is out!
▲ 140 r/Astroneer

Patch 1.43.2 is out!

Hi folks! We wanted to try sharing Patch Notes here on Reddit again, it will be another way to help us gather your feedback. :)

https://blog.astroneer.space/patch-notes/patch-43/

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We're following the trend of lengthy Patch Notes with another chunky one today. Aside from the list of bug fixes and improvements at the end, we want to give a bit of a deep dive into one particular improvement going into this update and go into some extra detail on others. 

A lot of the Patch Notes this week are provided by the dev team, so they may be a bit more technical than usual. We are hoping that the additional context is helpful in understanding these subtle, but broad reaching changes. 

 

CHANGES TO POI SPAWNING

  • Fixed a legacy issue where certain Mission items, like the Vehicle Data Recorder that spawns on Desolo, could sometimes fail to spawn.

 

In this update, we fixed the above-mentioned legacy bug. It ended up being quite the technical undertaking, so here are some details about the issue itself, and how our fix could impact your game. 

In ASTRONEER, we use a world generation system to procedurally generate new planets when you create a new save. During this process, the game determines the locations where specific objects should spawn, like the Vehicle Data Recorder (different items have different location requirements).  

In very rare circumstances, the game would generate a planet without a viable location for certain items to spawn. If that happened, the options were to fail to place the items, or to keep loading indefinitely. Both of these situations are bad, but failing to place an item is better than sitting on the loading screen forever.   

Affected POIs 

The following is a list of the affected items, also known as POIs, or Points OInterest: 

  • Wanderer Probes 
  • Vehicle Data Recorder 
  • Material Analysis Transmitters (MAT’s) 
  • Mission Data Caches 
  • Satellite Wrecks 
  • Vehicle Ports (previously Parkade Pad, where you find Data Circuits) 
  • Space Ports 
  • Mega-X Platforms (previously Installed Platform, where you find the Extra Large Resource Canister) 
  • Storm Spawn Locations 
    • Note: Storms will now spawn in new locations. In the base game, storms can be disabled in the Settings menu. Go to the Options tab and under General you can check the “Storms Disabled” checkbox.

 

To fix this issue, when the game fails to find a spawn location, we lower the POI’s spawn requirements. The game then continues retrying and lowering requirements until a spawn location is found. A trade-off to fixing a bug in a core system like world generation is that we have to apply it across the whole game, including existing save files.  

Most players won’t notice any changes, but some of you may find the affected POIs in new locations. We've taken steps to prevent them from spawning on top of your existing items in-game. New POI’s are only spawned when a save has less of them than it was meant to!

 

MUSEUM DONATIONS PERK REPLACEMENT

  • Removed the Increased Backpack Capacity Perk and replaced it with a new Perk which increases Galastropod and EVA buff durations.

 

We're swapping the Museum Donation Perk for reaching the final Power donation milestone, which used to grant increased Backpack power capacity. There were issues that were making this Perk not work as intended, and we also saw the feedback that it wasn't an impactful enough Perk. 

Because of this, we've swapped it out for a new Perk that grants up to 30% increased buff duration from any of the Galastropods or EVA. As a reminder, each active Perk consumes 5 u/s, and the Perk will decrease in effectiveness proportionally if the Museum is underpowered.

 

BUG FIXES

Megastructures 

Intermodal Terminal (IMT): 

  • Fixed an issue which caused the load mode on the IMT Rail Station C to revert after saving. 
  • Fixed an issue which caused players to get stuck in their seat after being loaded onto and launched in an automated Shuttle. 
  • Fixed an issue which caused settings made to the IMT Rail Station B & C to save without confirming. 
  • Fixed an issue which forced players to manually relaunch empty Shuttles that are set to automatic launch, whilst on an IMT Landing Pad, on reloading a save file. 
  • Fixed an issue for multiplayer clients where ‘Launch into Orbit’ would be displayed erroneously on a Shuttle’s tooltip while occupying a Shuttle placed on an IMT Landing Pad.

 

DLS: 

  • Fixed an issue in multiplayer that could sometimes prevent client players from launching an Orbital Platform package on the DLS.

 

Orbital Platform: 

  • Fixed an issue in multiplayer which caused the Orbital Platform’s MEGA-Mini Asteroid to disappear after being changed by the host. 
  • Fixed an issue in multiplayer where client players could become stuck on the Orbital Platform launch cutscene if they rejoined the game. 
  • Fixed an issue in multiplayer which caused the Orbital Platform’s Mega-Terrain Platforms to be invisible when viewed from a planet. 
  • Fixed an issue where the Orbital Platform’s Mega-Terrain Platforms can become visually skewed when viewed from a planet.

 

Biodome: 

  • Fixed an issue which caused a small visual error on the interior of the Biodome.

 

Miscellaneous

  • Fixed an issue on the Xbox and Xbox for PC App that prevented loading or saving saved games that were larger than 16MB in size. 
    • Dev Note*: We’ve been investigating this bug for quite a while, and we know it’s been a real pain to deal with for anyone affected by it. The way Xbox handles save file limits is pretty tricky, but we think this update should address it. We thank you for your patience, and if you continue to experience issues, please let us know:* support@systemera.net

      

  • Fixed an issue that was preventing Solid Fuel Thrusters from being properly consumed and turned into Used Solid-Fuel Thrusters. 
  • Fixed an issue which caused all Control Panels to be cut off and partially unviewable if FOV was set to -20. 
  • Fixed an issue where Vehicle Port tooltips could appear as Mega-X Platform in saves created before Update 42. 
  • Fixed an issue preventing the green light on top of the XL Resource Canister from lighting fully. 
  • Fixed an issue where some seed resource levels could be hard to see inside Resource Canisters. 
  • Fixed an issue which caused Wheezeweed and Spinelily plants to not drop Research Samples when dug up. 
  • Fixed an issue in Creative Mode which caused the Simulated Aquarium to appear in the Medium Printer Plinth when it should only appear in Small Printer Plinths. 
  • Fixed an issue which caused the leaves on the Robo Bonsai to become invisible if the player would set it to Growth Mode and then saved and reloaded the game. 
  • Fixed an issue which caused some of the audio in the final Galastropod Mission cutscene to cut out. 
  • Fixed an issue on PS5 which removed controller vibration feedback on the VTOL if a player rode a Hoverboard first.

 

 

IMPROVEMENTS

  • Added audio sound effects for turning on/off the Tether Dropper.

 

 

KNOWN ISSUES

The following issues were identified following the release of the previous patch. Most of those were already addressed in this patch; these will follow in an upcoming update. Check the Bug Tracker for more information.

  • #2245 – Shuttles that are placed on the IMT will not have a prompt to launch even when removed from the IMT. You can resolve this by packaging and then unpackaging the Shuttle. 
  • #2122 – On the IMT (specifically Pad B), if the player removes a storage unit from a Shuttle while the IMT is in Loading mode, the items on the storage unit will incorrectly transfer over to the Shuttle instead of moving off with the storage.

 

Upcoming Changes to Data Circuits 

In our previous update, we implemented a change to Data Circuits so that they would all be unscrappable and instead become destroyable with Dynamite. This was done as part of a set of fixes for instances where Mission-required Data Circuits could be lost and lock you out of completing those Missions, so we made the Data Circuits reclaimable at the POIs (Points of Interest) that generate them. 

Since Data Circuits were scrappable, we worried it might be exploitable as an infinite source of free Scrap, so we also chose to make them unscrappable. This change was not intended to also affect the Data Circuits you get from LTEs, which can be pretty plentiful, but it did. Plenty of you rightly pointed out this inconvenience as well as a few other issues, so in our next update we're making the following changes to address this: 

  • All Data Circuits will be made scrappable again. 
  • All Data Circuits will no longer be destructible with Dynamite. 
  • Reclaimed Data Circuits are limited to 1 per POI that generated them. 
    • This means that only 1 reclaimed Data Circuit can exist at any given time per POI that generated them, not that you can only use the Reclaim action once per POI. Also, when you generate a new reclaimed Data Circuit, it will delete the previously reclaimed one. This measure is primarily to help with performance.

 

 

We look forward to hearing your feedback on the latest changes! Keep an eye on our Live Bug Tracker to check the status on other bugs present in the game, and if you run into an issue that isn’t listed or you have more information to share, please send us a bug report.  

– Honourael

u/Honourael — 8 days ago
▲ 109 r/Astroneer

Look for the STARSEEKER Subreddit

Hi folks!

I've noticed some of the chatter for our new game, STARSEEKER, here on the ASTRONEER subreddit. When we announced STARSEEKER we created a separate subreddit so that conversations could stay on topic.

It's possible some of us at System Era might have STARSEEKER news to share here from time to time, but generally we ask to please post over at the STARSEEKER Subreddit if that's the main topic of your posts.

Look for the STARSEEKER Subreddit: https://www.reddit.com/r/Starseeker/

u/Honourael — 2 months ago
▲ 333 r/Astroneer

ASTRONEER Mid-Year Dev Update

>Hi folks! Sharing this update to the community here on behalf of Joe. Couldn't embed the blog's images here, so I linked to the main blog instead for those to be seen. Cheers!
- Honourael

Hey all! Joe here again to share more news about what’s coming to ASTRONEER for the rest of the year. 

TLDR: We will continue our monthly update cadence until at least the end of 2026.  We’re also preparing something special for the game’s 10^(th) anniversary at the end of this year. 

At the end of 2025, I shared our plans to release monthly updates for the game, focusing on bug fixes for Megatech content, but also other legacy issues in addition to quality-of-life improvements to the base game. 

Since then, we have made significant improvements to the game in addition to releasing the Megatech DLC for Nintendo Switch. Huge thanks to everyone who has continued to share feedback with while we have been working through these monthly updates! 

Excited to now confirm that we will continue our monthly updates until at least the end of 2026. Although a lot of the team is working on our next title: STARSEEKER: Astroneer Expeditions, we felt like monthly updates should continue on ASTRONEER.  Not much will change in terms of our focus, you can expect similar updates to the ones we’ve released these past few months; fixing bugs both old and new, and making quality-of-life improvements. That said, we do have a special update free for all players that’s planned for the end of the year to commemorate the game’s 10-year anniversary since the Early Access release. 

For a better breakdown of our progress so far and what’s to come, I’ll hand it over to ASTRONEER producer, Sarah. 

-jt 

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Hey Astroneers, Sarah here! I’m here to share a little about what our dev team is currently working on, and what we have planned for the year ahead. We’ve made steady progress on bug fixing and quality of life improvements to the game so far, but there’s still plenty more to do. 

Caption: Here's some of my data showing the split between bugs and tasks completed so far this year! A task is an improvement or piece of work that made it into the game, like "update the credits", or "implement new Astropedia page." 

FUTURE PLANS

Our work for the rest of 2026 can be roughly clustered into three categories (in priority order):  

1) Bug Fixing (highest priority)  

Fixing bugs in ASTRONEER remains our primary priority for this year. A bulk of this work is Megatech related, but we’ve also allocated a large chunk of the team’s time to try to fix “Legacy” bugs (issues that have been around for a while).  Some of these issues are quite difficult to resolve and likely will take us some time, but we’re not giving up on them. You can track the progress on our bug fixing in the Live Bug Tracker. In case you missed it, we recently fixed the longstanding Rails bug.   

2) Quality-of-Life Improvements  

We’ve been collating player feedback about the overall game experience, and work has begun on some new features that will make meaningful improvements to ASTRONEER. Some of these features are things many of you have been suggesting for a long time (see the leek further down this page!). These will be released as soon as the work is complete and then tested. In our most recent patch notes, we shared an update about changes we’ll make to the IMT – this work is a combination of bug fixing, and work that falls into the QoL category!   

3) December Update (New Free Content)  

This December, ASTRONEER celebrates its 10-year anniversary of releasing in early access! We’re planning to release a FREE update to all players that will include some new gameplay content and be a bit bigger than our usual monthly updates. We’ll share more about this in the coming months – as much as we love making brand new stuff, our focus has to be on improving the overall stability of the game. I’m really excited about some of the ideas our designers are currently brainstorming, and I’m sure you all will be too! 😊

IMPROVING AUTOSAVES AND SAVE SETTINGS (LEEK TIME!)

As part of our QoL improvements, we’re currently working on overhauling the way that players can save their game. A piece of feedback we hear frequently from the community is that they want more flexibility to decide how their game is saved, and also to have it autosave on a regular basis (instead of needing to do it manually, like hopping into a vehicle or into a Shelter). 

At a high level, here are some of the save-related improvements you can look forward to seeing soon!  

  • Toggling on and off periodic auto saves, and choosing how frequently they happen 
  • Settings to change which gameplay moments trigger an auto save (like arriving on a new planet, entering a Shelter, or completing an achievement) 
  • Introduction of “Save Slots” that will replace the current save file view in-game 
  • Save slots will expand to reveal the recent history of auto-saves for your game

 

Caption: Here’s a development mock-up of how the save slots could look. Still very much a work in progress though, this isn’t indicative of the final look. 

We hope you’re looking forward to these future improvements and additions, and that you’re as excited as we are for the new content and features we have lined up!  

- Sarah

u/Honourael — 3 months ago