![]() ![]() My first few initial attempts involved just pointing my terrain tool at the ground under my feet and sucking away the dirt. It was a dumb goal, but it seemed entirely do-able. My goal? Dig a hole straight through a small planet so that I could hop into it on one side of the planet, and the planet's gravity would result in shooting me out the other side before it then pulled me back down through the same hole and I'd go back out the original side. When Astroneer first hit Steam Early Access back in 2016, I sunk some time into it 18 hours of time, to be exact. Not looking to defy the Adventure mode too much by cheating with larger/faster brushes - just to make actually flat areas possible.System Era Softworks' "sandbox adventure" game, Astroneer, is finally out of Early Access today and hits full 1.0! For this week's "Let's Play Co-Op," we decided to hop back in and kick the tires (and dig some holes underneath said tires).īefore recapping our stream, a brief story about my experience with Astroneer prior to our Monday night stream. Just another thought to simplify it - A Brush Lock-Angle that we can toggle to force it at the originally started angle to continue flattening as normal. Feel free to ignore if I'm being too picky!Įdit: That is a great video by the way. Releasing and re-grabbing the Ctrl levelling always seems to grab some slightly off polygon angle and makes flat bases very tedious to accomplish and difficult to verify it's actually flat until you go to expand and you start seeing the ripples in your levelling.Ĭall me OCD but man! My eyes sure lit up when I saw there is a table with True Flat! All of the other functions prove useful and helpful of course, many thanks for all the hard work. ![]() It's kind of hard to explain what I'm after but it's like the vanilla Ctrl levelling function except it locks to the planetary alignment at your feet and stays there at that exact angle regardless of where you move the brush. The true flat stays at voxel grid/chunk based alignment and almost instantly cuts it to perfect flat where the alignment slowly bends with the planet every meter or so and due to the slower brush speed often leaves angled polygons between brushes when you need to move the camera and such to get more terrain done. A nice big flat tarmack for the launch pads and factories if that makes any sense. Of course I am aware of the alignment mod, it's just the true flat mode makes it nearly instant and perfectly flat where as the alignment mod follow the curvature of the planet exclusively, which makes creating medium to larger sized bases not actually flat, which is what I'd like - flat. This mode, if used for the length of the circumference of the planet, will wrap back around to the starting point, creating a circle. This mode creates an ever-so-slightly curved ground that matches the Planet's curve. The wall will always face the player.įlat Mode: Facing the ground at your feet, press "Flatten Terrain" key. ![]() Makes a wall perpendicular to the planet's curve. Wall Mode: Facing the horizon, press "Flatten Terrain" key (default Left Ctrl). Building will be locked upwards in a straight line, perpendicular to the planet's core. Digging will be locked downwards in a straight line, perpendicular to the planet's core.īuild Mode: Facing the ground, press "Add Terrain" key (default Left Alt). The Alignment Mod has four functions, based on the direction the camera is facing: It doesn't give you "true flat" but is always perpendicular to the planet core (or perfectly horizontal when the cursor is far from you). ![]() The alignment mod for the drill/tool gives you current "level to core angle" you are describing, unless I'm reading it wrong. Any chance we can get a level brush similar to True Flat but that would abide by gravity of the current spot so that you're level with the planet core? ![]()
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