Astroneer Gameplay ▶SPACE FLIGHT & STORAGE◀ Lets Play Astroneer Patch 197 #6

Let’s Play Astroneer: Taking a look at the latest Astroneer Update with new items, bug fixes & more! The Inhibitor Mod is the BEST mod ever! I love it!! Enjoy & leave a like if you enjoyed!! 🙂

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➤Astroneer Experimental Branch Details:

➤July 2017 Patch 196:

➤Astroneer Augment & Research Curve Details:

➤Astroneer Lets Play:

➤Astroneer Game (Release Date December 16th 2016) –

One of our primary goals with Astroneer is to provide an open-ended gameplay experience that incentivizes creative problem solving. The socket (snap) system is a big part of this desire, and it was specifically designed to facilitate as-of-then unplanned gameplay systems and interactions. With this update, we’re introducing our first new system that leverages that potential: say hello to Augments!

The first 4 Augments available in Astroneer


The short answer is that Augments are items that modify and tune the behavior of the things they’re attached to. While each individual Augment serves a very specific function, when used together, they can yield entirely new gameplay possibilities.


Augments work like any other item: simply snap one to an object, and if that object can use it, you’ll see the Augment’s Status Light blink on.

For this initial release, we’ve limited the use of Augments to the Deform Tool. You can access the Deform Tool’s slots by clicking it while your backpack is open. This pulls up the tool allowing you to simply drag an Augment onto an available slot.

1 – Open your backpack and Click on the Tool. 2 – Your tool will expand, making it interactive. 3 – Snap your augments to the tool.
1 – Open your backpack and Click on the Tool. 2 – Your tool will expand, making it interactive. 3 – Snap your augments to the tool.
Augments are equipped from the top-down. If more than one Augment is attached that modifies the same behavior, only the top-most one will be equipped (as indicated by its Status Light). Once you’re done making changes, you can click the Deform Tool to close it, or simply close your backpack to close them both.


Now that we know how Augments work, let’s take a look at what they can do. We’ll start with the Terrain Analyzer Augment .

The Terrain Analyzer allows you to analyze a specific type of terrain (indicated by it’s color). This is done by removing the sampled terrain, which will slowly fill a progress meter on the Augment.

As you collect terrain, the analyzer’s meter will fill with the colour of terrain you are analyzing.
As you collect terrain, the analyzer’s meter will fill with the colour of terrain you are analyzing.
Once analysis is complete, the Terrain Analyzer has two different effects on the Deform Tool:

1 – When adding terrain, it’s tinted with the sampled color.
2 – When removing terrain, only terrain matching the sampled color is effected.


Let’s turn to another Augment, the Inhibitor.

On its own, the Inhibitor simply disables the functionality of the object it’s attached to. In the case of the Deform Tool, it disables the actual deformation process while using the tool. Secondary effects, however, remain fully-functional. These include clearing any non-terrain features (like plants and rocks) and gathering exposed resource deposits when using the Remove Mode. Or, in the case of the Add Mode, terrain tinting.

Which brings us back to the Terrain Analyzer. When the two Augments are combined, you can ‘paint’ the surface of terrain, without deforming it. You can see that being used in the trailer for this update:

While the artists in our midsts are likely rejoicing, there’s a practical utility to this combination as well. You can ‘paint’ a section of terrain in order to single-it-out for other deformation effects, such as surface-clearing (I.E. collecting Organic without collecting the Terrain underneath it) or selective terrain removal. Going forward, we’ll be working to introduce even more situations that will benefit from this level of control.


Xstermanator says:

Before my notifications, yeah

ATM 323 says:

you should build a castle out of the ground and put a base in it

Fabián Aguilar says:

Another masterpiece Mr. Biffa, I am really looking forward to see that new update and all the new cool stuff in it. Keep it up the good work :).

Louis Goelen says:

Can u bring back autonauts

Idjles Erle says:

The “white” planet is the Sun.

Doug Gibson says:

Love the new episode! I always enjoy your adventures with Astroneer.
One challenge I have had when building on lower levels of Exotic planets is reliable access to solar power. Sunlight often gets blocked by various things. You may have to tear down large areas of terrain to get lots of sunlight.

Charlotte Drolet says:

Stopping by for some entertainment and to say hello. It’s weird how a total stranger feels so familiar. I have never seen you but you are a part of my day, everyday.

CoolBoyX [ Gaming Channel ] says:

Pls more Autonauts!!! I subscribed for that!!! (And maybe probably everything else on your channel.)

boomthemech says:

Thanks for changing the music up in timelaspes

Red Chicken says:


Ebba Lytle says:

As Bob Ross used to say “we don’t make mistakes, we have happy accidents”. Making those two printers was a happy accident. 🙂

My question… are there plans, do you know, to give a reason for developing bases? Like eventually having it inhabitable and perhaps even having people arrive to take over once a base is complete? I love the exploring in this game and it shouldn’t necessarily be about actually building a colony, but having a completed base there for a reason would be nice to see. If you know what I mean. 🙂

Louis Goelen says:


Vanger48912 says:

Wait! We can put things other than power sources up top in the backpack again?!

Grant Ivy says:

It’s The Sun ;p

Fancyboots 2015 says:

The white planet is a sun, a white dwarf.

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