r/Astroneer

How many?

Crazy survival bite farm. If you want to get tutorial pls comment

u/jodle2009 — 14 hours ago

Played long ago nd remembered there was a “cat ear hat(?)” on the in game store. Unfortunatly i can’t log in. Coud someoje be a gentle soul and send a screen if you have it?v

It wasn’t the purrfection one, it was another with longer ears

u/juggler_ghost — 13 hours ago

Has anyone experienced this issue on Xbox Series X?

My survival world is very highly developed, and the save file is about 19.1 MB. The game runs perfectly while I'm playing, but every time it tries to save (for example, when entering a shelter), the game crashes to the Xbox dashboard.

When I load the world again, none of the recent progress has been saved.

This did not start after an update. It just suddenly began happening one day. My other worlds save without any problems, so the issue only affects this one world.

I've spent hundreds of hours building this save, so I'm really hoping there's a way to fix it. Has anyone found a solution or managed to recover a world with this problem?

Platform: Xbox Series X Game mode: Survival Save size: 19.1 MB

In a short Time i will show you guys my world

reddit.com
u/jodle2009 — 17 hours ago

My Rant About the Storytelling of Astroneer, and its Directive Based Gameplay

For those of you who do not know, Astroneer has a story. I won't talk about it in detail, but the story gives me chills. There is an amazing video that explores the lore of the base game, minus the DLC's and stuff. Here's the link: https://youtu.be/7FoNk5ELA1c?si=W1lw6VUgF5L-ETuH I did not finish this video because I am determined to solve the rest of the lore by myself.

With that out the way, here is my rant:

When I played this game, I found myself driving across Sylvia for hours, trying to find pods with curious items because of how interested I was with the story, noting down the logs in the curious objects, activating and reactivating them over and over again waiting for something to happen, and nothing did. So I gave up on those. And then I gave up on the story.

I love storytelling in games. As much as I love sandbox games like Minecraft and KSP, nothing draws me back to a game then when there is a distinct story that I am deeply interested in. This is similar to my favorite game, subnautica. I loved the game, but what made me come back to it wasn't the creatures, it was the story. It still stands as my favorite game, even if I don't play it any more. When I read the logs from the curious items in astroneer, I have the same curiosity from Subnautica. They are so incredibly intriguing in a game where I only expected resource gathering. But without any leads to pick up on, I gave up on the story.

This is where I went wrong, and where I wish the game was different. It's in the directives.

This next section is kinda spoilers, so please don't read if you are interested in the story.

In order to advance in the story, you need to complete the directives. But this is so incredibily difficult when mid to late game directive takes up to hours to complete. On top of that, the game drowns you out with 15 directives at once. And on top of the top of that, when you complete a directive, it gives you another one to complete that takes longer. For example, you have the rail system on Glacio. It required me to mine deeper and deeper in the Glacio and build rail bundles. It was a long time ago so I don't remember all the details, but it took me days of nonstop playing just to finish the rail network and get all of the frozen argon, or whatever it was.

And then it told me to activate a rail outpost on Calidor.

Needless to say, I didn't do it. In my mind, I spent hours doing something I did not feel was necessary, with rewards that I did not need or want, just for it to instruct me to repeat the process on a different planet, where I would once again need to make a base, mine deep into the planet, and spend more hours on something that I don't feel is important. The same goes for the processor units on Desolo or Novus. It seemed like busy work that had me planet hopping countlessly and wasting fuel.

What I didn't know at the time was that the way to progress in the story was to complete these directives. But that being said, there is no indication that by completing these directives, you can advance in the story. There is barely any mention of any substantial story in the directives, other than lines that can easily be overlooked or brushed off. I don't recall ever feeling like I completed a milestone or got closer to the finish line after completed a directives. Because I didn't know that by completing endless objectives would get me farther into the story, I stopped completing them and just played the game my way, which of course thwarted any progression into the story.

Here is my opinion. Astroneer walks on a line in between Sandbox and story game. But imagine that line is torn in two, thrown in the air, and dusted in sand. It has elements of a story game that don't fit in well with a sandbox game, and elements of a sandbox game that don't fit well with a story game. The objectives is one of those elements. Objectives are things usually found in story games. The game wants to lead the player somewhere in order to progress the story. In Astroneer, the story is so incredibly subtle that the directives don't feel meaningful. They feel like "Go here, do this, craft that, reward". And while that works for a short amount of time and helps new players learn the game, it makes late game incredibly tedious. Another example would be the very subtle story. The curious items are a great way to spark curiosity, but a not so great way to leading the players to the story. It makes it so subtle to the point where I didn't think the story was something that could be pursued or solved. I think this unintentionally leads players like me to have to guess how to continue, and in combination with how meaningless some objectives feel, turned me away from the game.

I want to end this whole speech that's longer than some of my essay's by saying that Astroneer is a great game. I know I sound harsh, but I was hooked by this game when I first played it, and needless to say I will return to this game to actually finish the rest of the story I did not watch. I am with the people who love this game, and I understand why I might sound a bit crazy to the people who like the freedom and aren't as interested in the story. The developers of this game deserve praise, especially considering its rocky development. Despite the bugs, and despite some blaring issues, this game will always be great.

u/Impossible_Youth6956 — 23 hours ago

Got some big boy fans and some new batteries, doing really well🥹

Fans took forever to research. I'm watching world cup now tho, just gonna chill.

u/Glittering-Pea7776 — 1 day ago

Finally got them big boy batteries 🥹

Took 3 days & like 21 hours total ( forgot to add pic last time😔)

u/Glittering-Pea7776 — 2 days ago

my improved power system

some people may have seen my last post but i replaced my trees with tappers with honeypots with 2 tappers on each. (also added some renewables since someone was giving me grief xd) lmk if theres anything i can change/add. (i already know about portable furnaces im working on it)

u/LBigCheese — 2 days ago
▲ 157 r/Astroneer

By popular demand we have updated the Sylva Powerhouse™ to use tappers

Infinite power is ours! We used the old tech to make a hydrazine farm.

u/SpookBook11 — 3 days ago

The Power Tower - how to build an extremely powerful and space-efficient energy solution for your base!

This is a design I've perfected over a few years of playing Astroneer. It's compact, outputs all the power a standard base will ever need, it's simple to build, and all of its parts fit neatly on a single Large slot!

It's easy to build one of these on Sylva and fit it onto a medium or large rocket. When you package up all the parts, everything will fit onto one of the Large Storage Silo B's and one of the Medium storage silos.

You can quickly assemble it on any base you've built, anywhere. It's totally self-contained, and does not depend on wind or light, so it will work just as well on Atrox as it does on Sylva. On my larger bases, they're so compact you can easily build a row of them, all working in concert. You will need a Honeypot Seed from Atrox, but once you have one, you can farm them to get as many as you need.

Parts list:

- (1) Large stacked platform
- (2) Large storage silo B
- (2) Medium storage silo
- (2) Auto arms
- (4) Honeypot seeds
- (4) Tappers
- (4) Portable smelting furnace
- (20) Medium power generator

The power comes from 4 honeypot seeds that are planted at the base of the tower, each fitted with a Tapper. Auto-arms on the lower section pluck the Organic from the ground, and carry it up to the portable smelters on the upper section. The smelters turn the Organic to Carbon, and the Carbon is automatically moved onto one of the 20 medium generators.

Total power output: ~170 units/second. It will need a small kickstart from an external power source, just enough to power the first portable smelter.

This is my favorite power generator I've ever built - I use them everywhere these days.

u/ElectronicSamurai — 3 days ago

My Brother and I built this base today and thought it was pretty cool ascetically.

We call it the Rock Garden Fortress

u/SpookBook11 — 3 days ago

my power system

lmk if i should change anything ive got 5 trees with a tapper on each (im pretty new to this automation business)

u/LBigCheese — 4 days ago