they've confirmed character customization will be coming, but it's current;y only under long-term priorities on their roadmap https://trello.com/c/xmW8EF7N/73-player-customization-system, nothing about pink specifically, but colors would likely be one of the easiest things to add depending on how the player models are implemented.
check their vlog channel, this is the only game I bought during early access stage that didn't fucked me over. there's a bunch of people and a real studio working on the game constantly. we see new bug made and old bugs fixed constantly as the game moves forward. they are quite transparent as well, https://trello.com/b/UoZgKrd3/astroneer-development-roadmap.
Since you've played it last there's been minor updates to content (a couple small items and some Augments). We've made some tweaks to how Research is done as a small step towards a complete overhaul of the Research system. We've worked towards improving performance and stability as well as crush any existing show-stopping bugs.
From there the team has grown (we're nearly 12 now) and have decided to tackle our large, system-base tasks first. They'll take weeks or months to be released so I wouldn't expect any large, fruitful content updates soon.
The team is currently focused on the tasks in the Immediate Priorities column: https://trello.com/b/UoZgKrd3/astroneer-development-roadmap As I mentioned before, it'll take us time to get thru these tasks. They're effectively the bedrock of all other content for the game.
Water is actually listed on the Development Roadmap (liquid on planets) but it's something that's slated for post release, so it'll be a while. I'd definitely like to see it, and think it could add a lot to the game, but It's definitely a secondary concern to many other things.
Quick Update: So i was focused on some of the ideas to do that differently and i think i got a bit too disctracted. Is there a way to make Mini Rtg's? Because i just lost like 5 of them and 20 batteries https://snipboard.io/1VZOur.jpg
If you look at the roadmap, it suggests later this year. However, looking at what's planned and the current date, I would be very surprised if they get all that done during 2018. Software development has a way of taking a lot longer than planned.
https://trello.com/b/UoZgKrd3/astroneer-development-roadmap
That said, the game is absolutely playable and fun. One of the cool things about early access is that you have an excuse to replay the game after every update.
If you like the concept of the game but are looking for a finished game, I highly recommend Subnautica. It has a lot of the same ideas: alien planet, survival, crafting, base building, exploration, resource gathering, etc. but it's finished, and has a really cool story (try to avoid spoilers).
Thats simply not true.
Their road map : https://trello.com/b/UoZgKrd3/astroneer-road-map-planning
Their blog, (granted not updated since release), contains some info regarding plans and the future of multiplayer. http://blog.astroneer.space/
The road map could absolutely have more details for each point, but I doubt they even have all the details. The game is prealpha meaning they have minimal content and an engine. They are working to add content in and figure out how certain mechanics will work within the game. Alpha does not mean feature complete. Alpha is where content is added and major bugs are fixed. Beta is for stress testing, polish, optimization and smaller bug issues.
>I personally want conveyor belts, but hopefully that will be added before or with the 1.0 update.
Yeah they have automation on the 1.0 card on the [Astroneer roadmap Trello page.]
I'd love to see the following put into the game by the devs or as a mod later on. . .
Some resource movement automation like conveyor belts/tubes.
Storage that only takes a certain material. Imagine laterite being automatically shunted to the storage on the left side or your smelter. You'd be able to have a smelter for each material.
A new module that automatically moves stuff from your rovers into the base. Maybe a new type of vehicle bay that only moves items instead of printing things.
Separate vehicle bays for rovers and shuttles.
Small 1 slot rockets that can be attacked to the top slots of your backpack. Plop a container of hydrazine and you have a rocket pack that'd save your arse when you dig straight down into a cave, or just jump around like a lunatic.
More upgrades for the terrain tool.
Upgrade slots for the base modules and rovers. Slap a boost mod on your research chamber.
They have automation on standby for release due to bugs as well as something like Minecraft redstone coming eventually. As well as more complex hazards and more survival mechanics.
Roadmap
According to the development roadmap, dedicated servers are something that they are currently working on for future release. I'd imagine they'll be out by the end of the year, since the 1.0 release was announced for December 2018.
If you look at the dev roadmap, it looks like a storyline is planned for v 1.0. Not seeing anything about a creative mode per-se, but who knows what will happen when they release the new printers, modular base pieces and Mods...
I don't think they've specifically mentioned elevators or elevator-like devices on the roadmap ( https://trello.com/b/UoZgKrd3/astroneer-development-roadmap ), but if you find the system era forums and spam your soul-deep need for one I'm sure they'll add one sooner or later ;)
I would watch a few videos to get to grips with the game in its current state. There's a bunch of streamers who are jumping on board so a YT search should be easy enough.
There's the roadmap for all current and future plans.
I love this game, 2nd most hours played in any of my steam games, so some bias I think.
You are dropped on a planet, you require O2 to survive and power to create, you have a catalog of items you can build which require research, plants can kill you, storms can kill you, falls can kill you, you need to gather increasing amounts of resources from greater distances to create enough technology to thrive.
In its current state the challenge is what you give yourself, the landscape is varied, the core gameplay has the hook, and the building system is incredibly modular, which just lets you make your own decisions on how you progress and solve your problems within a reasonably harsh environment. The other planets give you different problems and benefits.
But once you understand the various game elements is when you may get bored, plants aren't a struggle, storms are an annoyance, look before you leap and you're golden.
There's no combat, and unless you're unlucky, little consequence to death, so once you have everything unlocked and have visited all the planets for fun, your only adversary is yourself.
EDIT: Why do I play? I like to keep creating new games, the RNG is really cool and gives me various challenges, sometimes no trees, no wrecks, no caves, difficult terrain, I might start with great research around the main base to kick start me, or I may not have anything within O2 distance, or perhaps I get dropped into a surface cave or other really cool base location.
I hope the changes coming in January and beyond will amaze you even more! Be sure to check the roadmap in order to know what you can expect next!
They have talked about player housing post release. Take a look at their Trello here, and you'll be able to see what's tentatively planned.
First, this is their public roadmap which might be a helpful insight: https://trello.com/b/UoZgKrd3/astroneer-development-roadmap
No NPC's (yet, I believe they said they want to add those in some form at some time).
No weapons and there never will be. All interaction is with the terrain tool
Dungeons : Not like a boss-thing or 'mission', just cave systems with all sorts of materials.
No breeding, no animals (yet, I believe)
This is not a combat/action game, it's a relaxing explore/survival gameµ
Friends can join, and I recommend playing with friends. Right now you have to join your friends games, they're working on edicated servers. When you play alone you just kinda give yourself objectives to keep yourself motivated. I enjoy playing both alone and with friends, they can jump in on my 'alone'-map at all times.
Me and my friends got into the game by watching videos and in my opinion, No, I don't feel 'baited'. It was almost exactly as I expected. 1 of my friends got bored after 10 houres total so I guess there is a chance. That's why playing ith friends makes it better, it's less boring.
Indeed, right now there's not a lot of action/objectives. It's sandbox in some way but I always get exited to explore the other planets and try making my base bigger and more efficient when I start over again.
See this game to relax after a busy day, you don't need to grind to make progress and messing around with friends is the best part. When we played with the guy who stopped after 10 houres we decided to turn our cave into a giant slope. Incase you haven't seen it yet, there's a bug which makes you 'surf'.
I hope I could help :) feel free to ask more (or more specific) if you want
Honestly, forget the 2017 roadmap and look at the 2018 roadmap, that one is fresh, more accurate and exciting!
They did however finish the research overhaul.
Devs add new content & features "Fix the bugs!" Devs fix bugs "No new content, basically nothing!"
Things are in motion, watch the dev streams to understand what is going on, what is planned and where the development focus is currently on.
After almost a 100 hours played you have brought up two of my pet peeves: the drill and driving.
Is even worse when you combine both, driving around a truck with a crane in low gravity is not fun or challenging, is just flat out frustrating.
The partial resources on the drill I got around by building storage so I only had one removable storage with a partial titanium and a partial lithium but yeah, moving forward as you suggest it should behave as the matter gun.
Luckily if you look in their Road Map most of the stuff mentioned in your post is already is either being worked on or at least on their radar.
Said that two things that are not necessarily in that road map: satellite grid for GPS navigation and having different biomes in each planet would be cool.
So far 3 official updates in 5 days of release, once the game is more stable they have some great ideas for new content. Check out the roadmap if you havent already!
According to their Trello roadmap, cartography is planned for post launch.
I'd agree with the assessment of most people in here saying 20ish hours or so in the game's current state.
I think it's important to point out the game's roadmap. They have a lot planned and they've generally been keeping a good pace with development. I'd wager that we'll be seeing actual things to do like quests and whatnot within a year.
Roadmap has already been posted by the devs.
https://trello.com/b/UoZgKrd3/astroneer-road-map-planning
Make sure to check out the "Offical website" and the "Forum" tabs on the sidebar to stay up to date with System Era and Astroneer.
The reddit is run by community members and not the devs. To be most up to date make sure you check out the official System Era pages.
what if you're spending your time/effort just to get loot drops for the thrill of rolling that sweet cosmetic item you want?
sure it's gambling, which has multiple definitions that fit my usage. but regardless, the main point stands. if random cosmetic items is your longevity, there's plenty of other games that can scratch that itch. it's really not what astroneer is aiming for.
Why you’ve been downvoted for stating a documented fact is beyond idiotic: https://trello.com/c/WTp89DdM
u/78cheran, if you don’t like the facts, at least be mature enough to not shoot the messenger. I’d imagine most cases you had your mates join your childish downtvoting nonsense but in this case, I’m sure it’s just your own 6 alts.
P.S. - Just because liquid is on the roadmap, doesn’t mean oil & natural gas will be considered for the game. Any civilization smart enough to achieve interstellar travel, really shouldn’t even be bothered with fossil fuels. Ridiculous question.
Thank you.
I do enjoy Astroneer. But, like many, I don't play it as often as I used to. There is just so many ways to build the same base. So I get the OP's mind state here. I am kinda there too.
Sorry I bought into the pre-alpha? Oh hell no. Made some new friends. Had some fun times. And I will make more and have more of both as time goes on. I have had the opportunity to play multiplayer and cross platform and the experience was a good one. I had tried in pre-alpha (3.x) and failed miserably. Now its very workable.
IMHO, I believe we are past the low spots in the game. The engine and mechanics have vastly changed since I started playing at 3.x (pre-alpha) much like the OP. And we have yet to see what "Terrain 2.0" will do which I believe is the last major change to the game engine this year. There have been leaks and rumors as to what Terrain 2.0 is and will do, I won't repeat them here as nothing has been confirmed.
After T2.0, according to their roadmap, it appears that content will start sneaking in.
I, for one, am really looking forward to seeing what T2.0 does to the game mechanics.
They have a nice roadmap over on trello.
If you haven't checked their roadmap, this is kinda in here- https://trello.com/c/nn24uoZs/247-orbital-experience-update-including-take-off-landing
manual space flight is very likely a thing to look forward to! And you might be right, if the space flight is manual, that alone would make traversing planets infinitely more enjoyable
They have mentioned having your characters from your own saves persist and be playable in other peoples' saves, but that's a little way down the line.
You can take a look at their roadmap on Trello to see what they have planned. Doesn't really say when but lays out their priorities well.
Their Youtube channel is probably the best place for up to date news though as they do weekly vlogs showing what some of the team's been working on that week. They also do a Friday Q&A in which they answer a few questions about the game from the internet.
Well, we have our roadmap but I don't think that answers your question. The team is altogether in SF next week. I'll bring up the idea of having our current tasks more forward facing so folks like yourself can see what we're up to more recently.
A different formatting with bulleting, line breaks, or at least some separators for readabillity would be nice too.
Vote cast, but it's really up to the mods. Taking the oportunity to ask again that a link to the Roadmap be included. *(doesn't qualify as "Social Media", but neither does a wiki, you could just rename it "Useful Links" or something to that effect, if that's a problem)
Sure. It's been linked around here often. But i'm surprised it's not on the sidebar, actually. /u/payno_attention is commited to his username :P
Also, I was looking at their road map (which is super interesting to me) and it looks like they want to eventually make the game narrative based (have a story which would have to include npcs of sorts), have persistent servers, and a player economy. So I guess it's a matter of time before currency gets added, Unless they go full Catan and its just resources for trade.
Yeah I just noticed that too, I looked for a link to a PDF or something but couldn't find it!
e: link has been added to the article for the roadmap, thanks to u/Rekalty for noticing trello.com/b/UoZgKrd3/astroneer-road-map-planning
I agree this should be an option in the game! I've been using Dual Monitor Tools application in the mean time. I've tried other screenlock apps but DMT was the only one that worked with Astroneer. You just setup a hotkey and it locks or unlocks your mouse to the game.
Right now it's a great sandbox, but there isn't much to do in the way of questing or the like. You'll probably get 10-20 hours out of the game just learning, collecting stuff, and building. Once you're established, though, the game doesn't explicitly give you much to do.
Going by the development roadmap, I'd guess that we're gonna see 1.0 in either late Q3 or early Q4. A smart dev is gonna wanna try to get it out by Christmastime and it seems to be roughly moving along that schedule.
what if you could place nodes on surfaces, the roadmap says that the next set of updates will include base modularity, what if that update contained the ability to place nodes in large arrays on surfaces like walls, which isn't too hard to build with the alignment mod for terratool
While I agree that I wouldn't recommend the game right now to a lot of people that have false expectations, I can't see why you say the devs aren't transparent.
They have a road published for the game, they made streams talking about the game and the future, they are active in twitter, they have expressed the amount of time they expect to be an early access game and the list goes on. IMO they are a very open and communicative dev team. Yes you are supposed to be reporting bugs (though you're not obligated to) if you care for the game to improve, you decided to get the game twice, each time you open the game you get the reminder that the game is still a WIP. And also you're not dumping money, you're consciously buying an incomplete game.
Game development is not a fast process, maybe you feel that way because for the time you've owned the game it hasn't progressed as much as you expected. We have to wait, demand for a better game and help improve it along the way.
Now for people that want to look into the game, do your research, watch some game plays, Blitz on YouTube is a great one IMO, even if a little outdated on the patches. And if you feel you can endure the rough state of the game go for it, but again remember that you'll have to wait to get something complete and polished.
Edit :Here is the link to the road map.
Have a look into the road plan, there are some interesting features there https://trello.com/b/UoZgKrd3/astroneer-road-map-planning
(But i am also afraid that some of this features will destroy the actual feeling of astroneer as it is now)
That honestly doesn't sound fun, it sounds like way too much of a grind just to be able to play the rest of the game and probably wouldn't appeal to the majority of its player base. It would take a very long time to get anything done if this were the case. With that said I think some people would really like a hard grind like that and this could be incorporated into its own survival mode which the devs said they wanted to make in their road map. https://trello.com/b/UoZgKrd3/astroneer-road-map-planning (road map for the game) It's not a bad idea, but I doubt it will be a top priority to add a feature like this with the buggy state the game is in as it is.
I was on the fence before and now I cant stop playing it despite it being v0.2~
The amount you can do is worth it, and what they have in their roadmap is looking to turn this from sandbox fun, to potentially dont starve together levels of fun.
I paid $25 for it, it was the first of two games i bought from steam during the holidays, and i cant stop playing.
FYI devs have a public roadmap-ish thingie: https://trello.com/b/UoZgKrd3/astroneer-road-map-planning
Im assuming like any software early in development this isn't a 100% truth to what we will have, but a good general idea oh where the devs want to be.
Lots of people your age start making games. You can actually grab the Unreal 4 dev kit for free here: https://www.unrealengine.com/ and start working on a game of your own! The best way to get into a game company is to have a demo reel of games you have worked on.
Regarding this, I found this temporary solution.
Then close it and run the game. When in game, just press the hotkey and the cursor will stay within the screen. If you want to go to another screen, just the hotkey again and its released. Seem to work fine for me.
Try Factorio. https://www.factorio.com/demo and /r/factorio If it is type of game you enjoy you will soon be recommending early access game. :)
It is in early access and is one of the least buggy game I have ever tried. It also has lot of content and lot of mods to add even more.
So last year around this time, the player community devised the Astroneer 60-Day Challenge. It began 60 days out from the release of Astroneer 1.0, the final day of the challenge being the day before release. The 60-day challenge was a series of challenges submitted to a live google doc by players, one for each day. Challenges were like make a Christmas tree and decorate it, make a rocket rover and stay in flight for at least 10 seconds, make a series of True Flat steps. They were small challenges that could easily be done in a single gaming session.
We decided to do it again this year, though 60 challenges in 60 days was absolutely grueling. I would know, I did them all. XD So we looked at that timeframe - 60 days is 8.5 weeks, so we'll say 9 challenges, one per week (counting that .5 as a full week to round it off). This time around, we are urging the fans submit more advanced, more rigorous, or otherwise more time-consuming and more substantially creative challenges.
Once we obtain enough challenges, we'll sift through them and post them as finalized list on December 7th. The challenge is from Sunday, December 8th through Thursday, February 6th (1-year anniversary of Astroneer 1.0's release). You can simply do the challenges on your own, make videos, post screenshots, do whatever. You don't have to do them all, and feel free to make whatever extra rules/caveats for yourself to suit your gameplay style. It's all just for fun. Something from the players to the players to celebrate Astroneer in a focused, communal way.
I posted the link above, but if you'd like to get more info and submit an idea for a challenge, go here: https://tinyurl.com/60DaysOfAstroSuggestions
no, check https://trello.com/b/UoZgKrd3/astroneer-development-roadmap , it is not a shipping map but it shows what the devs are working on
First of all paragraphs are our friend. Second it’s an early access sandbox game and if you look at the roadmap it says there are more hazards coming.
Roadmap: [ https://trello.com/b/UoZgKrd3/astroneer-development-roadmap ]
Of the linked "immediate priorities" https://trello.com/b/UoZgKrd3/astroneer-development-roadmap
so they've released or otherwise shown proof of work on every single point they hoped to do by end of year... and still have time to reply calmly and politely to dismissive and entitled little brats like the one in the post u/HolyCodzta linked, I think they're kicking ass so far ( but I am glad to see the content start flowing )
The game was updated just yesterday and about a week before that I think they said there goal was to get one update out every week here is the roadmap: https://trello.com/b/UoZgKrd3/astroneer-road-map-planning
I think that they might go in the direction of permanent buildings, but I am positive that they aren't doing that because every other survival game already does that.
If you go to their blog you can read about exactly how they changed research, here's the link: http://blog.astroneer.space/p/making-research-more-fun/
It does make unlocking everything a bit harder, but honestly this game needed to be more difficult because it only took a few hours to unlock most things.
And if you want to take a look at their plans, they have a page on Trello which shows a roadmap of the things they are planning, and currently working on, here's the link to that: https://trello.com/b/UoZgKrd3/astroneer-road-map-planning Don't give up hope, this game is gonna be freakin awesome!
I was frustrated by launching games and finding out that I had massive updates to do, so I figured I would make an app to solve this problem.
Patchify will send you a notification when a game you are subscribed to updates, and will also provide you with the latest patch notes for it.
Patchify currently has support for 50 games and aims to integrate many more.
The app is still in its early stages, so any feedback would be greatly appreciated!
Also please join the discord, where you’ll be able to vote for features and games you want to see added to Patchify.
Discord link: https://discord.gg/7pWKVtMtaR
Patchify link: https://play.google.com/store/apps/details?id=com.TLgino.gameupdatenotifier
Totally agree with everything on here. So excited that they've been patching so much since the alpha dropped and they seem to be growing the company. I think the core issue of frame rate needs to be fixed in order to accommodate a lot of these more content based items.
You can actually see what they plan to fix before the full game comes out here: https://trello.com/b/UoZgKrd3/astroneer-road-map-planning
First thing first,
https://trello.com/b/UoZgKrd3/astroneer-road-map-planning
This is the planned development of the game, take it with a grain of salt. Everything that they plan to add for 1.0 release is part of this so
> It would be great to read an interview to hear where devs wants to take this game.
... objective complete
Second thing, though I agree a minimap would be nice, it sounds like a pretty dynamic headache despite what you compare with technological advancement.
It's programming nightmare. All the planets are in constant motion and the shape of each planet can be changed. The constant motion means that player tracking would actually have you moving all over the place in X,Y directions when stationary.
Creative tools are already high up on their list of features intended for full release. Whether this means you get what you want is hard to say (both you and them are ambiguous in this matter) however one would assume that it would at least come with more refined control over your landscaper.
Consult this page if you want anymore info on what's coming :
https://trello.com/b/UoZgKrd3/astroneer-road-map-planning
It's the dev roadmap
Also few lives and a video of devs talk about "automation" like Factorio, and many new things to come.
Like any games in developpement things WILL probably disappear from what we've seen ealier (I remind this video) but many are probably on their way ;) just wait'n'see
I have been experiencing this issue on Pop!_OS 20.04 using proton 5.0-9. I have been playing the game without issue when hosting or joining a solar system, but am unable to join dedicated servers.
I was able to boot into windows and play on a dedicated server just fine, but would like to get it working on Linux.
I posted a compatibility report on the Proton GitHub here.
It's a fan-made Astroneer Funko pop that I designed a few months back when the frame suit concept was announced. I was so hyped up that I had to make a Funko pop of it. Also here is the link if you want to download it. (Also I challenge anyone to make a modern/finalized version of the Frame suit as a Funko pop.) Link: https://www.tinkercad.com/things/73kpv1JbLFD-astroneer-frame-suit-funko-pop
If wine doesn't work you can try virtualbox with a windows vm.
Windows VM 90 day https://developer.microsoft.com/en-us/microsoft-edge/tools/vms/
VirtualBox https://www.virtualbox.org/wiki/Downloads
I haven't! Will definitely give it a try, looks really nice.
A friend recommended another game which has this same idea and looks quite cool as well, Opus Magnum.
And there is this mobile game that I spend some time every now and then, Assembly Line, which also goes in a similar direction
>"The last time I tried to gather that red material it exploded, I'll try using a different tool this time. Perhaps I should use the red laser on the red crystal? Ah-ha, this is the right tool!" -Thats about the extent of the knowledge I suggest.
But you added lazy difficulty. There is no need for explosions here, the only thing it has to do is: not work. The knowledge is the same.
>Or just 'bleep' as you get closer.
I like that a lot. It's so simple and effective :)
>I'm not suggesting a material may explode and you loose 'everything'. Only that small blob/rock/bubble of material would be lost. In which case, you move on to the next. If materials are found in clusters, you may fail a few times -on a single cluster- while you learn, but by the end of that cluster, you know what you're doing
Right, but that's important. Things can 'not work' in many ways. Minor damage, minor explosions, just to get a visceral effect could be fine.
>Fun Hazards
Fun is a personal thing. I absolutely hate inverted controls, i basically instantly uninstall games who do that to me. It's the most annoying thing to me. I can not stand it. Your fun is my pet peeve :P
>the motivation was really to highlight my hopes that the collection of resources, which seems to be a large focus of the game, be more than 'click and collect'.
Yes, I really hope so too. I hope that the hazardous environment gets really hazardous. Low oxygen, low light, poison, maybe lava, water, and of course alien life. Have you played 'motherload'? (link to flash game) It's interesting in how it makes progression work, how it deals with upgrading and how balanced it is. Also notice how it deals with dangerous materials. Highly addictive little mining game. But nothing more than 'click and collect' in every aspect.
Or cease and desist the Let's Plays, gather unrelated personal data from players, share it with third parties and fill their game with adverts and mobile style monetisation. Or get acquired by a larger entity inclined to do these things.
They probably won't, but I'm disturbed by the addition of an EULA that's angled in that direction. For comparison, here's a third party EULA that doesn't particularly concern me: https://playstarbound.com/eula
See also the thousands of multiplayer capable games on Steam that don't feel the need for any third party agreement at all.
Basically I'd like to know why System Era are wearing skulls on their hats.
I agree with most you wrote. That is why I suggested Factorio. It could be one Early Access game even you would recommend. It is in totally different level compared to any other Early Access game.
It has almost no bugs and it is extremely well optimized. Average play time in Steam is 40.9 hours so I would say there is plenty content. Speed of major updates isn't very fast but there has been clear roadmap. Communication is good with 169 weekly blog posts so far https://www.factorio.com/blog and plenty of activity on forums and subreddit.
There is demo that allows you to test out the game for free since game might not be for everyone. I think people playing Astroneer are probably more likely to like it than not. https://www.factorio.com/demo
I was exploring underground below my base...ran across some unpowered tethers...sure enough...it's where I was lost the other night! Hooked it up, smoothed out the ramp, returned with a truck and made a triumphant egress. Felt awesome.
GPU based video capture, there's nVidia Shadowplay and AMD ReLive.
nVidia https://www.nvidia.com/en-us/geforce/geforce-experience/shadowplay/ AMD https://www.amd.com/en/technologies/radeon-software-relive
Are you on PC?
If so, post links to your save and we can try to load them in-game, or inflate them. You can use something like TinyUpload if you don't have Google Drive, Dropbox, or whatever.
You can find PC saves for Steam in this folder:
C:\Users\%Username%\AppData\Local\Astro\Saved\SaveGames
You can find PC saves for Microsoft Store by running this in PowerShell:
explorer ((Get-ChildItem $env:LOCALAPPDATA\Packages\SystemEraSoftworks\SystemAppData\wgs\ -Recurse -Filter container.).FullName | Where-Object { Format-Hex $_ | Select-String '$.(\d.){4}' } | Split-Path)
I also made Astroneer Backup because I was sick of losing saves, too.
​
"just need to know if they r trying to fix lag issues with multiplayer on ps4?"
​
​
Yup, there's a fix coming in the next update - same issue doesn't affect other platforms though, just PS4
https://discord.com/channels/226115726509998090/260188315913945105/707967449638633554
Depending on where you live, you can start similar setup with 75 euros, there is a good deal on Amazon.de for 2 color bulbs + bridge, down from 150 euros. it is a killer deal. You need bridge to make it work like in the video and use color bulbs, otherwise it will not change colors.
The link for Amazon deal is here: https://www.amazon.de/dp/B0797WGVWW/ref=as_li_ss_tl?ie=UTF8&linkCode=ll1&tag=1322b-45545v-96656-32d21b232-92d078879-d798a-4537d-a53b5-aec4-21&linkId=12d71c1bc3e74301212b0e491b76008d&language=en_GB
Nowadays Amazon makes good deals on Hue Bulbs.
In my experience, iterative optimization can be a useful means of guiding one's approach when implementing features. If you can do the same feature with five different combinations of classes, it can be immensely helpful to know which classes play well together in terms of code optimization. Same when assessing real-world throughput when encoding/decoding collections. Iterative optimization can cut down on the needless technical debt that refactoring long after the fact can represent.
Really, this is just a conflict of two arguably legitimate schools of thought, of much the same character as other such conflicts examined in works like Code Complete which leans on statistical analysis of different coding styles (average number of bugs her line of code or number of bugs vs. number of classes, etc). There's probably statistical data that bolsters one side of the debate or the other, but personally I'm content to rely on my experience and on the coding standards established at whatever shop I'm working in.
>It heavily depends on a development base. In the alpha version, only critical performance bugs should be fixed...
I agree, but "alpha", "beta," etc. means different things to different development teams depending on the approach to versioning that they've chosen to adopt. Unfortunately there's no true industry standard in that context, though I'd like for there to be one-- which in part matches what you've described here.
>they stop QA team (on EA we are the part of QA team as well) from actually testing the product
Iteration doesn't have to stop QA, but I do acknowledge that it can take talented and people to manage it. I do admit that iterative development does add complexity on that end.
Hey back at my computer. Specs:
water cooled i7-4770K, Two XFX AMD Radeon R9 graphics cards, 16GB RAM.
I had no issues at all with lag during my journey, but oddly enough DID have an issue right as I returned to my base with lag. I chalked it up to me having played for so long. I also need to update the drivers.