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  <title>Ideas for SurviveIcarus</title>
  <subtitle>Ideas for SurviveIcarus as submitted to our Feature Upvote board. Ideas are ordered by 'new' and the 50 top matches are included.</subtitle>
  <link href="https://icarus.featureupvote.com"/>
  <id>pr_stmtz02lt5qiltf</id>
  <updated>2026-06-22T07:37:41Z</updated>
  <entry>
    <title>[Bug] Stone Diagonal Brick Disappears</title>
    <link href="https://icarus.featureupvote.com/suggestions/714233/bug-stone-diagonal-brick-disappears"/>
    <id>sug_0q6ppheqnqcj2cl</id>
    <published>2026-05-29T14:18:21Z</published>
    <updated>2026-06-23T14:31:06Z</updated>
    <content type="text/plain">I put "stone wall/roof curved" pieces on the corner where two stone walls intersect to make a corner. I then used the stone diagonal piece to essentially plug the hole and added the stone advanced beam for aesthetics. Looks really nice, but the corner pieces disappear when I log out. This has happened twice. There is currently no piece that I can find to close this gap, aside from this design workaround. Not sure if it does this on other maps (this is on Elysium).</content>
  </entry>
  <entry>
    <title>[Suggestion] Benches</title>
    <link href="https://icarus.featureupvote.com/suggestions/714235/suggestion-benches"/>
    <id>sug_vlm1f3lyjdf0mqn</id>
    <published>2026-05-29T14:30:22Z</published>
    <updated>2026-06-23T14:35:08Z</updated>
    <content type="text/plain">I would like that when I open a package that was purchased from the orbital exchange interface, inside a workbench, the package's items remain on the workbench and don't go into my inventory. Sometimes I'm carrying many items, and when I open the package, because there's no space in my inventory, the items fall to the ground.</content>
  </entry>
  <entry>
    <title>[Suggestion] Angled Halfpiece for Ramps</title>
    <link href="https://icarus.featureupvote.com/suggestions/714251/suggestion-angled-halfpiece-for-ramps"/>
    <id>sug_9mr2lsizwnzrhf5</id>
    <published>2026-05-29T16:42:32Z</published>
    <updated>2026-06-23T14:40:15Z</updated>
    <content type="text/plain">Currently we can attach halfpieces to the sides of walkways to prevent falling off when riding a mount down a raised walkway, but there's no variant that will attach to the side of a ramp. You can use the stair variant of the ramp and attach railings, but mounts tend to ride right over the standard railings.</content>
  </entry>
  <entry>
    <title>[Suggestion] Hot key to move bodies on saddles/wagons</title>
    <link href="https://icarus.featureupvote.com/suggestions/714284/suggestion-hot-key-to-move-bodies-on-saddleswagons"/>
    <id>sug_uve8qoyqxmazz7j</id>
    <published>2026-05-29T19:55:01Z</published>
    <updated>2026-06-23T14:40:31Z</updated>
    <content type="text/plain">I think it would be a nice QoL addition to lets say...hold 'G' to put on and take off bodies from wagons or saddle inventory slots, without having to open the inventory and drag the bodies into the carry slot every time.</content>
  </entry>
  <entry>
    <title>[Suggestion] Add an MXC biofuel charging station</title>
    <link href="https://icarus.featureupvote.com/suggestions/714450/suggestion-add-an-mxc-biofuel-charging-station"/>
    <id>sug_7ew17uf7gpto7dg</id>
    <published>2026-05-31T16:01:34Z</published>
    <updated>2026-06-23T14:49:09Z</updated>
    <content type="text/plain">Add a workshop biofuel charging station to charge your devices with! Eco friendly!</content>
  </entry>
  <entry>
    <title>[Bug] Icarus Dangerous Horizons bugs</title>
    <link href="https://icarus.featureupvote.com/suggestions/714454/bug-icarus-dangerous-horizons-bugs"/>
    <id>sug_auqfxllm9pxgqg8</id>
    <published>2026-05-31T16:51:43Z</published>
    <updated>2026-06-23T14:49:31Z</updated>
    <content type="text/plain">I encountered some bugs while playing through the Dangerous Horizon expansion. &#13;
1. During the Fallout mission, at the end when you have to fight the mutated monster, the map displays the monster as being around in D2 where you can get the red exotics too, instead of near to the lab at I3. So you travel to the wrong place and cant finish the mission. &#13;
2. During the Cultivation Specialist Mission, I am selling stuff for ren, but the last mission point "Sell any crops for ren" does not trigger. This might be because you now get the ren as an item and then have to send it up to space and the mission hasnt been adjusted for that change? &#13;
&#13;
Also, generell complaint, having the world constantly check on everything so that it decays is fine in theory, but the cables/ pipes can never decay so they shouldnt be counted there, as that massivly decreases game performance. &#13;
&#13;
Generally good game though!</content>
  </entry>
  <entry>
    <title>[Bug] Iron Sledgehammer deals +10,050 Shattering Damage</title>
    <link href="https://icarus.featureupvote.com/suggestions/714455/bug-iron-sledgehammer-deals-10050-shattering-damage"/>
    <id>sug_y8gqejl4nwpuncl</id>
    <published>2026-05-31T16:52:47Z</published>
    <updated>2026-06-23T14:22:43Z</updated>
    <content type="text/plain">Looks like somebody forgot to revert a debug value.  Can deal a lot of damage, indeed.</content>
  </entry>
  <entry>
    <title>[Bug] Aim Sensitivity</title>
    <link href="https://icarus.featureupvote.com/suggestions/714461/bug-aim-sensitivity"/>
    <id>sug_ucjqnqcsqtv23nj</id>
    <published>2026-05-31T17:29:33Z</published>
    <updated>2026-06-23T14:56:35Z</updated>
    <content type="text/plain">Put the game down after 20 min, realizing the aim sensitivity, lowered all the way to least amount, still moves uncontrollably. Can the scale of this be adjusted so it can be lowered even farther? I noticed this is an option for the curser already.</content>
  </entry>
  <entry>
    <title>[Crash] Storm Crash</title>
    <link href="https://icarus.featureupvote.com/suggestions/714472/crash-storm-crash"/>
    <id>sug_heacrzujaxzxqh5</id>
    <published>2026-05-31T19:25:20Z</published>
    <updated>2026-06-23T14:57:13Z</updated>
    <content type="text/plain">Hello&#13;
&#13;
I often get this error message, and it usually happens during or after a storm.</content>
  </entry>
  <entry>
    <title>(Bug) crafting UI</title>
    <link href="https://icarus.featureupvote.com/suggestions/714485/bug-crafting-ui"/>
    <id>sug_sgcpp1hptbfbh4c</id>
    <published>2026-05-31T21:56:42Z</published>
    <updated>2026-06-23T14:57:51Z</updated>
    <content type="text/plain">UI is going outside screen limit and you can't tell crafting requirements</content>
  </entry>
  <entry>
    <title>[Suggestion] Accolades and Medals show on character</title>
    <link href="https://icarus.featureupvote.com/suggestions/714489/suggestion-accolades-and-medals-show-on-character"/>
    <id>sug_t6n9xznbq3t4wbn</id>
    <published>2026-05-31T22:42:26Z</published>
    <updated>2026-06-23T15:00:13Z</updated>
    <content type="text/plain">I think it would be pretty neat if Accolades and Medals show on character once you complete them so you can flex on your friends</content>
  </entry>
  <entry>
    <title>[Suggestion] Animal attachments</title>
    <link href="https://icarus.featureupvote.com/suggestions/714494/suggestion-animal-attachments"/>
    <id>sug_llg6tilvtkr6knz</id>
    <published>2026-05-31T23:33:39Z</published>
    <updated>2026-06-23T15:01:16Z</updated>
    <content type="text/plain">I think animal attachments would be a great thing to further improve the game these items could consist of things such as horse shoes to make the Terrenus and Shaggy Zebra go move faster or metal claws to put on Slinkers to make them do more damage</content>
  </entry>
  <entry>
    <title>[Suggestion] Limited Time Events</title>
    <link href="https://icarus.featureupvote.com/suggestions/714495/suggestion-limited-time-events"/>
    <id>sug_gvlybnk7lnx0lwc</id>
    <published>2026-05-31T23:46:08Z</published>
    <updated>2026-06-23T15:01:26Z</updated>
    <content type="text/plain">Now I don't want to Icarus into some game like Fortnite or Genshin Impact since they both have lots of limited time events, but I think limited time events such as "MINE 10,000 ORE NODES" could be nice and after you mine a certain number of ore nodes you are eligible to get rewards such as exclusive envirosuits or tools that give buffs.</content>
  </entry>
  <entry>
    <title>[Suggestion]The Planet Doesn't Forgive. Your Company Should.</title>
    <link href="https://icarus.featureupvote.com/suggestions/714498/suggestionthe-planet-doesnt-forgive-your-company-should"/>
    <id>sug_yi1wsgkepucsno6</id>
    <published>2026-06-01T00:13:31Z</published>
    <updated>2026-06-23T14:22:43Z</updated>
    <content type="text/plain">Icarus launched with a unique concept: a hostile, unforgiving planet actively working against your survival at every turn. Storms that could end a run. An&#13;
environment that didn't care about your progress. Real stakes and real consequences. What it needed was a layer of persistence to make those stakes feel rewarding instead of punishing.&#13;
&#13;
*Company Creation&#13;
Before your first drop, you create a Company — your persistent identity in Icarus, surviving long after any individual prospector is gone. Buildings, weapons, tech tiers, and crafting benches unlock at the Company level through mission completion. Multiple characters operate under one Company, each contributing toward shared progression via missions and optional resource care package side missions for bonus XP. The Company never dies. Your prospectors might.&#13;
&#13;
*Permadeath Returns&#13;
Characters face total loss — skills, progress, gear, all of it gone. The planet doesn't negotiate. What they contributed to the Company remains. Losing a seasoned veteran stings the way it should, and that sting is exactly what keeps players invested and coming back.&#13;
&#13;
*Real-Time/Game-Time Toggle&#13;
Real-time timers return as a toggle under Company settings. The tension is there for those who want it. Those who can't guarantee uninterrupted play aren't punished for it. The risk stays optional, not mandatory.&#13;
&#13;
*Space Station&#13;
The station grows with your Company. Resources and missions fund upgrades, unlocking decorative options and additional character slots. A terminal in your quarters handles vendor interactions by default — physical vendor locations remain for those who want the immersion. Your station becomes a reflection of everything your Company has survived.&#13;
&#13;
There is also a Part 2: "Difficulty as a Character Setting" to close out the full concept and I am attaching a txt with that full context.</content>
  </entry>
  <entry>
    <title>[Suggestion] Company Progression — Difficulty as a Character Setting</title>
    <link href="https://icarus.featureupvote.com/suggestions/714499/suggestion-company-progression-difficulty-as-a-character-setting"/>
    <id>sug_bz0uqjcc2ljwdgk</id>
    <published>2026-06-01T00:15:27Z</published>
    <updated>2026-06-23T15:02:38Z</updated>
    <content type="text/plain">See: "The Planet Doesn't Forgive. Your Company Should." for the full concept.&#13;
&#13;
Difficulty settings complement Company progression by giving each character a&#13;
meaningful commitment at creation. Choose Easy, Normal, Hard, or Brutal — this&#13;
governs storm strength, storm frequency, and environment damage for that&#13;
character. It can't be changed mid-run. Delete the character if needed.&#13;
The Company carries on.&#13;
&#13;
Suggested modifiers per setting:&#13;
- Storm Strength: Scaled min/max tier per difficulty&#13;
- Environment Damage: 0.5x / 1x / 2x / 4x&#13;
- Storm Frequency: 0.5x / 1x / 2x / 4x&#13;
&#13;
For multiplayer, the first player to load in sets the session difficulty.&#13;
&#13;
This also benefits casual players with no interest in Company progression —&#13;
a difficulty toggle serves the whole playerbase regardless of which systems&#13;
are implemented.</content>
  </entry>
  <entry>
    <title>[Suggestion] Crystalized miasma available in work shop bundles</title>
    <link href="https://icarus.featureupvote.com/suggestions/714506/suggestion-crystalized-miasma-available-in-work-shop-bundles"/>
    <id>sug_zgahpb7vicj40ub</id>
    <published>2026-06-01T02:07:29Z</published>
    <updated>2026-06-23T15:02:52Z</updated>
    <content type="text/plain">Oil geysers have come to Olympus, but there's still no way to get crystalized miasma? Best solution would be to make it available in the workshop</content>
  </entry>
  <entry>
    <title>[Bug] Sandstorm inside when it shouldn't be</title>
    <link href="https://icarus.featureupvote.com/suggestions/714510/bug-sandstorm-inside-when-it-shouldnt-be"/>
    <id>sug_ffq5d6n0zaxkauz</id>
    <published>2026-06-01T03:18:01Z</published>
    <updated>2026-06-23T15:03:55Z</updated>
    <content type="text/plain">Sandstorms appear indoors even with sealed interiors. Please fix.</content>
  </entry>
  <entry>
    <title>[Bug] Oil Line Nodes Do Not Glow like Electricity does</title>
    <link href="https://icarus.featureupvote.com/suggestions/714526/bug-oil-line-nodes-do-not-glow-like-electricity-does"/>
    <id>sug_tb61gzjywphn1wv</id>
    <published>2026-06-01T05:40:00Z</published>
    <updated>2026-06-23T15:07:18Z</updated>
    <content type="text/plain">Existing nodes on an oil Line do not glow when using the Oil Tool like they do when using the Electrical or Water tools. It would be nice to have it work similar to the other tools.&#13;
Note: When using the Oil Tool, the electrical nodes glow. Should this be turned off?</content>
  </entry>
  <entry>
    <title>[Suggestion] Seed extractor should visibly show status</title>
    <link href="https://icarus.featureupvote.com/suggestions/714576/suggestion-seed-extractor-should-visibly-show-status"/>
    <id>sug_6zbue5fmcsiuqse</id>
    <published>2026-06-01T14:52:22Z</published>
    <updated>2026-06-23T15:09:27Z</updated>
    <content type="text/plain">The basic seed extractor, when not processing, has no visible indication for whether it has anything in it. Because seed extractors are so slow, I have 12 of them, and it's very tedious to come back to them after a while and try to remember which ones I put stuff into; I have to manually check all of them.&#13;
&#13;
To that end, seed extractors should have something visible on their 3D model that shows that they have something in them. Seeds piled on top, or stalks sticking out, or something.</content>
  </entry>
  <entry>
    <title>[Suggestion] New Variant for Ramps</title>
    <link href="https://icarus.featureupvote.com/suggestions/714600/suggestion-new-variant-for-ramps"/>
    <id>sug_dj8n2gn14kyir9a</id>
    <published>2026-06-01T18:01:29Z</published>
    <updated>2026-06-23T15:16:55Z</updated>
    <content type="text/plain">Like the Half Pieces before them. a New Variant for ramps. It's probably out of the question, due to Unreal Engine's strict limitations for a 1x2 ramp piece, either 1 high and 2 long or 1 long and 2 high. But a Variant that sticks to the 1x1 grid metric, that changes degrees and makes the ramp go 1/2 x 1 in either format. So you could have 2 different formats. for the tall format. the piece would go 1/2 from floor piece corner to 1 wall tile high. Effectively being within snapping of a normal Half Piece walkway. While the Second Variant would be starting at that 1/2 point and continuing on to finish the full 1 floor slot, while going up 1 full slot. In effect allowing for a 1x2 Ramp(think it would be able 63.5 degree angle). Likewise turn it 90 degrees and you have a nice easy slope for tames that normally can't go up ramps very easily, if at all, and have something even they could use. Fully within the engines allowances and already feasible with how Half pieces work.</content>
  </entry>
  <entry>
    <title>[Suggestion] The question is about resources, and drilling for resources</title>
    <link href="https://icarus.featureupvote.com/suggestions/714635/suggestion-the-question-is-about-resources-and-drilling-for-resources"/>
    <id>sug_bkiadjmox8sqxnw</id>
    <published>2026-06-01T22:04:40Z</published>
    <updated>2026-06-23T15:19:07Z</updated>
    <content type="text/plain">The question is about resources, and drilling for resources.&#13;
Good day. I'm sorry for this question, I can't resolve the issue in the community because I don't have access to it.&#13;
&#13;
More and more resource-intensive opportunities are being created for players and for their development.&#13;
But&#13;
for me, as a player with strong principles, I can't enjoy playing this game.&#13;
&#13;
Because every time I create a new map (a new perspective) of the game.&#13;
Each time, I'm going to set up my checkpoint where most of the resources are available, such as a drilling rig (with and without caves).&#13;
Every time I have to delete the "perspective" because "THESE" features are added with each update.. And I mean the resources that are "NOT NEEDED" in this perspective, on this map.   &#13;
&#13;
STONE, OBSIDIAN, COAL, CLAY, AND SLAG. &#13;
&#13;
THEY ARE NOT NEEDED IN RESOURCE DRILLING RIGS, on the maps of Olympus, Styx, and Prometheus (at least in the initial stages of the game).&#13;
These resources must be obtained in other ways.&#13;
&#13;
I reset the map 5-6 times a day (because of these resources) so that it would be convenient for me to build a base so that the water was nearby and the necessary drilling points were nearby.&#13;
In most cases, I build at the expense of drilling rigs (I have already stopped running around the map in search of resources), I am no longer interested in this.&#13;
I update the map, make 5-6 visits, and look for a place to build, and after the rigs don't match my location, I delete the perspective and exit the game.&#13;
Sorry, but this is wildly annoying.&#13;
&#13;
My question is as follows.&#13;
When creating a perspective, is it possible to add options to exclude the possibility of the presence of irrelevant resources in drilling sources of production??</content>
  </entry>
  <entry>
    <title>[Suggestion] Allow selecting multiple items to drop from inventory</title>
    <link href="https://icarus.featureupvote.com/suggestions/714733/suggestion-allow-selecting-multiple-items-to-drop-from-inventory"/>
    <id>sug_olsjrkt3ewzclrw</id>
    <published>2026-06-02T13:39:21Z</published>
    <updated>2026-06-23T15:22:28Z</updated>
    <content type="text/plain">Currently, we are allowed to only drop single item slot from the inventory (Right Click -&gt; Drop). Would be nice to be able to drop multiple selected items (e.g. Hold Ctrl + Left Click items -&gt; Right Click -&gt; Drop).</content>
  </entry>
  <entry>
    <title>[Suggestion] Add my kitty to Icarus</title>
    <link href="https://icarus.featureupvote.com/suggestions/714772/suggestion-add-my-kitty-to-icarus"/>
    <id>sug_z7smltowva4jgix</id>
    <published>2026-06-02T17:26:50Z</published>
    <updated>2026-06-23T15:25:23Z</updated>
    <content type="text/plain">I would love to be adventuring on Icarus with by loved cat Habolito to the workshop page without need for the pet companions DLC</content>
  </entry>
  <entry>
    <title>[Bug] Workshop Module Disappeared After Game Crash</title>
    <link href="https://icarus.featureupvote.com/suggestions/714804/bug-workshop-module-disappeared-after-game-crash"/>
    <id>sug_b3fjqev3maplgmk</id>
    <published>2026-06-02T20:36:03Z</published>
    <updated>2026-06-23T15:28:58Z</updated>
    <content type="text/plain">Title: Workshop Module Disappeared After Crash&#13;
&#13;
Hello,&#13;
&#13;
I would like to report a bug.&#13;
&#13;
I am playing in Open World on Olympus in solo mode.&#13;
&#13;
I had a Workshop module equipped on my Envirosuit. I had already purchased, crafted, claimed, and equipped the module successfully.&#13;
&#13;
While playing, I encountered a connection/loading issue and was unable to reconnect properly. I had to close the game and restart it.&#13;
&#13;
After logging back in, the module was gone. It was no longer equipped, and I could not find it in my inventory.&#13;
&#13;
The module was not intentionally removed, dropped, or destroyed before the issue occurred.&#13;
&#13;
Could you please investigate this problem?&#13;
&#13;
Thank you.</content>
  </entry>
  <entry>
    <title>[Suggestion] Serum to boost Genotypes of tamed creatures</title>
    <link href="https://icarus.featureupvote.com/suggestions/714926/suggestion-serum-to-boost-genotypes-of-tamed-creatures"/>
    <id>sug_cr7khtbrynkkrii</id>
    <published>2026-06-03T16:30:52Z</published>
    <updated>2026-06-23T15:30:47Z</updated>
    <content type="text/plain">There should be a serum requiring exotics that can be crafted to permanently boosts stats of tamed creatures.</content>
  </entry>
  <entry>
    <title>[Suggestion] Enable the new resources on the previous expansion maps</title>
    <link href="https://icarus.featureupvote.com/suggestions/714928/suggestion-enable-the-new-resources-on-the-previous-expansion-maps"/>
    <id>sug_lxf11eg4vtd7ow4</id>
    <published>2026-06-03T17:45:18Z</published>
    <updated>2026-06-23T15:35:33Z</updated>
    <content type="text/plain">IE: oil, limestone deposits, deep veins for limestone, oil, uranium, etc. Sometimes I use the open world as my "Outpost" as it allows for more diversity. Having access to the newer resources would be nice. Otherwise an open world outpost on Olympia (for example) completely ignores an entire tier worth of improvements and all of the other materials available from later maps (miasma, etc.)</content>
  </entry>
  <entry>
    <title>[Suggestion] Workshop air fan to get cool with</title>
    <link href="https://icarus.featureupvote.com/suggestions/714938/suggestion-workshop-air-fan-to-get-cool-with"/>
    <id>sug_3uvzbaogjwckbcn</id>
    <published>2026-06-03T18:47:21Z</published>
    <updated>2026-06-23T15:36:07Z</updated>
    <content type="text/plain">Workshop deployable air fan to help cool your prospector in a hot enviroment.</content>
  </entry>
  <entry>
    <title>[Suggestion] Volumetric Cloud</title>
    <link href="https://icarus.featureupvote.com/suggestions/715183/suggestion-volumetric-cloud"/>
    <id>sug_w9iooullaut44ac</id>
    <published>2026-06-04T15:24:00Z</published>
    <updated>2026-06-23T15:40:08Z</updated>
    <content type="text/plain">Hi devs,&#13;
&#13;
I've been playing Icarus since late 2024, and honestly, it's been one of the most enjoyable gaming experiences I've had in years. The game is beautiful, immersive, and a lot of fun whether playing solo or with friends. I've also been following the weekly update patches, and it's clear the team is constantly working to improve the game's UI, features, and overall experience.&#13;
&#13;
That said, there's something that's been puzzling me for the last few weeks.&#13;
&#13;
I don't have any experience with game development, so I don't fully understand what the "Volumetric Clouds" setting actually does under the hood. What I do know is that enabling it makes the sky look much better, with larger and more realistic-looking clouds.&#13;
&#13;
However, I've noticed a significant performance impact when this setting is enabled. No matter whether I'm standing near my base, inside it, or exploring a completely untouched biome with no nearby structures, turning on Volumetric Clouds consistently costs me around 20 FPS.&#13;
&#13;
What I can't quite understand is why clouds that are often far away from my immediate field of view still have such a heavy impact on performance. Is this expected behavior, or is there room for optimization in future updates?&#13;
&#13;
I'm attaching my hardware specifications along with the settings I currently use in case that helps with the investigation.&#13;
&#13;
Take into consideration I have one RTX feature disabled because, somehow, it brings a lot of ugly black spots when the game in projecting the shadows, mainly among the vegetation.&#13;
&#13;
Thanks for taking a look, and thanks for all the hard work on the game!</content>
  </entry>
  <entry>
    <title>[Suggestion] Portals &amp; Resource Delivery Pods</title>
    <link href="https://icarus.featureupvote.com/suggestions/715225/suggestion-portals-resource-delivery-pods"/>
    <id>sug_xp2iukfttpvhskp</id>
    <published>2026-06-04T19:56:40Z</published>
    <updated>2026-06-23T15:38:29Z</updated>
    <content type="text/plain">This is similar to "[Suggestion] Portal between location" but also more expansive and therefore different.&#13;
&#13;
Having a Portal (Tier 5) that you can use as both a way to transport resources (mounts or character on foot), and as a fast travel station on Open Worlds. To balance this Portal out you could make the power consumption something like 5,000/second or maybe make it like 3,000/second (so a solar panel has ability to power 2 separate portals). The portals would link to each other and you could name them then as you go in you would a UI screen of a Portal Name to choose to travel to. If for example you setup a base in the Null-Arctic Sector maybe have a separate new device that makes it to work in the Null Sector.&#13;
&#13;
Resource Delivery Pods:&#13;
These could be reskins of the Advanced Orbital Exchange Interface but instead of going up to the space station like the standard O.E.I. this would travel between a Point A and Point B. Similar to how you use a recall dropship beacon it would shoot up then re-adjust location and land at the other location. The terminal could be specific with a "Send/Receive" or a simple "Launch". This could be a huge benefit for those that do big mining runs and perhaps are an entire map away from home they would be able to put it in the Delivery Pod and send it to the "Receive Pod" location and make their way unburdened.</content>
  </entry>
  <entry>
    <title>[Suggestion] Piping/Wiring Pass through Hotkey</title>
    <link href="https://icarus.featureupvote.com/suggestions/715255/suggestion-pipingwiring-pass-through-hotkey"/>
    <id>sug_pmgdo5x3ujbfsmw</id>
    <published>2026-06-05T04:23:36Z</published>
    <updated>2026-06-23T15:39:04Z</updated>
    <content type="text/plain">Hotkey to use when reaching/trying to connect wiring/piping nodes through walls and other building objects.</content>
  </entry>
  <entry>
    <title>[Suggestion] Sugar cubes take way too long to produce</title>
    <link href="https://icarus.featureupvote.com/suggestions/715259/suggestion-sugar-cubes-take-way-too-long-to-produce"/>
    <id>sug_4nxujysz54pxxsd</id>
    <published>2026-06-05T05:21:29Z</published>
    <updated>2026-06-23T15:39:26Z</updated>
    <content type="text/plain">Sugar cubes take way too long to produce. I have a few batches of sugar cane in my Material Processor and it's going to take a couple of *hours* to get through it all. I don't mind that some things take longer to make than others, but considering it takes like 3 seconds to manufacture a complex electronic device, it does not seem like it should take several hours to make a stack of sugar cubes.&#13;
&#13;
Logic aside, it's just not fun having a bench taken up for hours at a time.</content>
  </entry>
  <entry>
    <title>[Bug] Material Processor does not retain crafting queue after exiting game</title>
    <link href="https://icarus.featureupvote.com/suggestions/715332/bug-material-processor-does-not-retain-crafting-queue-after-exiting-game"/>
    <id>sug_b3ffibd4tp983gm</id>
    <published>2026-06-05T14:26:27Z</published>
    <updated>2026-06-23T15:44:35Z</updated>
    <content type="text/plain">When I have active crafting recipes in the Material Processor (e.g. 100x Gunpowder), if I exit the game and later return to the same prospect, I expect that the processor should pick up where it left off automatically without me needing to do anything. Instead, the crafting queue is empty and I have to manually re-add entries to the queue.</content>
  </entry>
  <entry>
    <title>[Suggestion] Turn Leather/Fur into carbon paste</title>
    <link href="https://icarus.featureupvote.com/suggestions/715371/suggestion-turn-leatherfur-into-carbon-paste"/>
    <id>sug_ykm9ji7ujxnxvcu</id>
    <published>2026-06-05T18:48:46Z</published>
    <updated>2026-06-23T14:22:42Z</updated>
    <content type="text/plain">Leather and Fur become fairly useless towards late game, and considering they're both carbon based organic byproducts, we should be able to turn them into carbon paste, which is far more useful late game</content>
  </entry>
  <entry>
    <title>[Suggestion] Oil jet packs for T5</title>
    <link href="https://icarus.featureupvote.com/suggestions/715389/suggestion-oil-jet-packs-for-t5"/>
    <id>sug_ompsszl6uehiajr</id>
    <published>2026-06-05T21:41:37Z</published>
    <updated>2026-06-23T15:47:22Z</updated>
    <content type="text/plain">I think an oil-fueled jet pack would be a really nice improvement to the travel and for fun/risk takers. First of all, yall already made a vehicule that works with oil and it’s only on land. It’s actually slower then a good raptor so you will get outsped by one in a race or just exploration. Jet packs are also good for travel because they are in the air and don’t have that much limitations from the environment. Second of all, it’s way more fun to fly like a plane with fire behind you that your friends can see from the land and loud sounds from the oil engine. It could also deal damage and kockback people when you land and lift off. Also for people that like risks it’s perfect because if you don’t have any oil left you will fall and die:) So yeah, yall already made an oil vehicule in the T5 so i think it’s a great time to add a jet pack in the game right now because it looks like you are all making oil stuff for the T5 and its been a long time we have been waiting for a fun and riskfull vehicule. It could even tremble when you fly it to give that not safe feeling but it will also go fast so people are gonna want to explore more the map then before. It could be in your heavy slot like a shield and you should be able to control the height you wanna go with like CTR to go down and SPACE bar to go up and when you press on W you will shift position so that your body will go horizontal to get into rocket mode. So I believe it’s a great addition if we have a jet pack in the tier 5 and I don’t think it’s that hard to make. Just new assets for the jet pack and take the same oil mechanic as the land one and for the fire just take the one pods have that deal damage to the surroundings and that knocks backs. So we could actually need a pad to land on our house if we don’t want it to break the walls or even set it on fire. It’s been an idea for a long time and i am sure it will be a huge sucess for youtubers or even casual players to have a functional fun/ risky jet pack in game.</content>
  </entry>
  <entry>
    <title>[Bug] Cold Steel appearing in concrete furnace Week 235 Update</title>
    <link href="https://icarus.featureupvote.com/suggestions/715418/bug-cold-steel-appearing-in-concrete-furnace-week-235-update"/>
    <id>sug_t2qarxvzdajac1u</id>
    <published>2026-06-06T03:18:11Z</published>
    <updated>2026-06-23T15:53:30Z</updated>
    <content type="text/plain">I directly join a peer-to-peer server that I have been playing on since before the new update. Since update Week 235 launched, there have been multiple new inconsistencies. After logging out and logging back in to the peer-to-peer server, cold steel ingots appeared in the concrete furnace. We do not have the ability to make cold steel ingots yet. We have not gotten frozen ore, and we definitely have not gotten super cooled ice.</content>
  </entry>
  <entry>
    <title>[Bug] Sudden loss of animal fat Week 235 Update</title>
    <link href="https://icarus.featureupvote.com/suggestions/715419/bug-sudden-loss-of-animal-fat-week-235-update"/>
    <id>sug_cg054lne7r0iupc</id>
    <published>2026-06-06T03:18:22Z</published>
    <updated>2026-06-23T15:53:36Z</updated>
    <content type="text/plain">I directly join a peer-to-peer server that I have been playing on since before the new update. Since update Week 235 launched, there have been multiple new inconsistencies. There were 4-5 stacks of animal fat in my kitchen bench. I log off, and when I come back, we have no animal fat in the kitchen bench at all. I only play with one other person who physically lives with me, and they didn't use animal fat for anything. I made the animal fat *in the photo* with raw meat that we had left at base.</content>
  </entry>
  <entry>
    <title>[Bug] Epoxy Crafting Recipe Mismatch Since Week 235 Update</title>
    <link href="https://icarus.featureupvote.com/suggestions/715420/bug-epoxy-crafting-recipe-mismatch-since-week-235-update"/>
    <id>sug_8vyxdzgmddsj8y1</id>
    <published>2026-06-06T03:18:25Z</published>
    <updated>2026-06-23T15:53:55Z</updated>
    <content type="text/plain">I directly join a peer-to-peer server that I have been playing on since before the new update. Since update Week 235 launched, there have been multiple new inconsistencies. I unlocked the crushed bone = epoxy recipe in the tech tree, and since the update it shows the epoxy recipe in the tech tree is sulfur and tree sap. but in the mortar &amp; pestle/windmill, i still have both crafting recipes. The other person I play with can no longer make the sulfur and tree sap epoxy since it is now locked behind the tech tree</content>
  </entry>
  <entry>
    <title>Option to kill tames / unowned adult tames.</title>
    <link href="https://icarus.featureupvote.com/suggestions/715435/option-to-kill-tames-unowned-adult-tames"/>
    <id>sug_2y7rzpk1cgqljf1</id>
    <published>2026-06-06T09:10:41Z</published>
    <updated>2026-06-23T15:54:01Z</updated>
    <content type="text/plain">have a hold option to kill / slaughter tames for when breeding you have so many raised tames but it takes forever to kill them, so add a option that is a hold to slaughter on owned or pre owned tames.</content>
  </entry>
  <entry>
    <title>[Suggestion] Add more chandeliers</title>
    <link href="https://icarus.featureupvote.com/suggestions/713179/suggestion-add-more-chandeliers"/>
    <id>sug_rwcajl56km5sh0t</id>
    <published>2026-05-22T08:50:51Z</published>
    <updated>2026-06-23T10:10:53Z</updated>
    <content type="text/plain">more chandelier choices.</content>
  </entry>
  <entry>
    <title>[Bug] Physics bug in UE while players use mount</title>
    <link href="https://icarus.featureupvote.com/suggestions/713199/bug-physics-bug-in-ue-while-players-use-mount"/>
    <id>sug_b7oayccl5i6tlwf</id>
    <published>2026-05-22T10:51:02Z</published>
    <updated>2026-06-23T10:11:24Z</updated>
    <content type="text/plain">on my dedicated server. when we are more then 3 players online and anyone of us uses a mount. the server get's spammed down with errors and warnings.&#13;
because of this, it makes the game unplayable for any of us on the server:&#13;
&#13;
 on PhysicsAsset 'SK_CHA_3RD_MAL_01_Physics' in SkeletalMesh 'SK_CHA_3RD_MAL_01' for bone 'foot_r'&#13;
[2026.05.21-19.12.04:832][331]LogPhysics: Warning: UpdateKinematicBonesToAnim: Trying to set transform with bad data Rotation: Pitch 62.898220 Yaw 174.413956 Roll 163.956238&#13;
Translation: -nan(ind) -nan(ind) -nan(ind)&#13;
Scale3D: 1.000000 1.000000 1.000000&#13;
 on PhysicsAsset 'SK_CHA_3RD_MAL_01_Physics' in SkeletalMesh 'SK_CHA_3RD_MAL_01' for bone 'foot_l'</content>
  </entry>
  <entry>
    <title>[Suggestion] Alteration slots for electronic devices</title>
    <link href="https://icarus.featureupvote.com/suggestions/713209/suggestion-alteration-slots-for-electronic-devices"/>
    <id>sug_fnimn8vaxto5jop</id>
    <published>2026-05-22T13:03:40Z</published>
    <updated>2026-06-23T10:12:09Z</updated>
    <content type="text/plain">I think a good gameplay improvement to all electronic devices would be to have alterations attachable. When I first thought of this, it was mainly to add an integrated portable beacon to all my electric drills instead of having to bring the beacon along and place them on the ground. I think it would be nice to have some kind of GPS alteration chips, overdrive alterations, or anything else for that matter that you can slot into them. I didn't think of what all the different electronic alterations there could be yet, apart from these:&#13;
&#13;
- Overdrive alteration: Consume +10% power but work 15% faster&#13;
- GPS alteration: Acts like a portable beacon but slotted into the device instead&#13;
- Status emitter: Allows you to see some status about the device it is slotted into (Inventory, durability, etc.)&#13;
&#13;
Good idea?</content>
  </entry>
  <entry>
    <title>[Crash] EAC Access Violation (0xc0000005) on Windows 11 Build 26100 - Crash on Launch</title>
    <link href="https://icarus.featureupvote.com/suggestions/713212/crash-eac-access-violation-0xc0000005-on-windows-11-build-26100-crash-on-launch"/>
    <id>sug_rcthkzxaehh6slk</id>
    <published>2026-05-22T13:12:24Z</published>
    <updated>2026-06-23T10:13:12Z</updated>
    <content type="text/plain">The game crashes instantly on launch with an Access Violation (0xc0000005) error related to the Easy Anti-Cheat integration. This issue started immediately after updating the OS to Windows 11 Build 26100. I have over 100 hours of playtime and the game ran perfectly before this Windows update. Other EAC/Secure Boot heavy games run flawlessly. Reinstalling the game from scratch and using the -dx11 parameter did not resolve the issue. Ticket previously escalated by Elissa before her vacation.</content>
  </entry>
  <entry>
    <title>[Crash] Crash on Launch - Windows 11 Build 26100 (ntdll.dll / 0xc0000005)</title>
    <link href="https://icarus.featureupvote.com/suggestions/713219/crash-crash-on-launch-windows-11-build-26100-ntdlldll-0xc0000005"/>
    <id>sug_xg1vnofykx1tapj</id>
    <published>2026-05-22T13:37:52Z</published>
    <updated>2026-06-23T10:13:34Z</updated>
    <content type="text/plain">The game crashes instantly on launch after updating to Windows 11 Build 26100. This is a structural compatibility issue where the executable crashes directly against the Windows kernel.&#13;
&#13;
Here is the official raw Windows Event Log from the crash:&#13;
&#13;
Faulting Application: Icarus-Win64-Shipping.exe (v4.27.2.0)&#13;
Faulting Module: ntdll.dll (v10.0.26100.8328)&#13;
Exception Code: 0xc0000005 (Access Violation)&#13;
Faulting Offset: 0x00000000001290b3&#13;
&#13;
Clean reinstallation, Secure Boot status, and launch parameters (-dx11) do not bypass this kernel-level restriction. Other EAC titles work perfectly. Dev team needs to review system calls on this Windows build.</content>
  </entry>
  <entry>
    <title>Game not starting</title>
    <link href="https://icarus.featureupvote.com/suggestions/713254/game-not-starting"/>
    <id>sug_3vpjj1p790glvtk</id>
    <published>2026-05-22T18:40:04Z</published>
    <updated>2026-06-23T10:14:14Z</updated>
    <content type="text/plain">The game won't start. I've already reinstalled everything (even Windows), and everything is up to date. I've checked the data multiple times, even tried a different SSD. Same result. The hardware is powerful enough:&#13;
&#13;
Windows 11, R9 5950X, 64GB RAM, Radeon 7900xTx</content>
  </entry>
  <entry>
    <title>[Bug] Lifeline Refuel issue</title>
    <link href="https://icarus.featureupvote.com/suggestions/713255/bug-lifeline-refuel-issue"/>
    <id>sug_f9h9qxmvvnmdp88</id>
    <published>2026-05-22T18:43:07Z</published>
    <updated>2026-06-23T10:24:24Z</updated>
    <content type="text/plain">Confirmed Lifeline quest on Elysium bugged , No matter what order you do it in you cant refuel the Prototype hoverbike , tried twice on my world and then on a friends world couldnt be refueled , I would assume because they were working on the map it messed with the code for that mission</content>
  </entry>
  <entry>
    <title>[Bug] Cannot dismiss pet's food buffs</title>
    <link href="https://icarus.featureupvote.com/suggestions/713294/bug-cannot-dismiss-pets-food-buffs"/>
    <id>sug_hvrufgkljk4sczg</id>
    <published>2026-05-23T00:54:19Z</published>
    <updated>2026-06-23T10:26:48Z</updated>
    <content type="text/plain">Version: Hotfix Version 3.0.11.152237-rel-DangerousHorizons, Olympus open world.&#13;
&#13;
When I click on the "X" in the upper right corner of a food buff icon in a pet's Status Effects pane, I expect the buff to be removed. Instead, nothing happens, and the buff cannot be removed except by waiting for its timer to expire, or by sending the pet to the station. This applies both to buffs acquired from the pet eating food on its own (e.g. silage in a food bin), or from buffs acquired when I manually feed the pet (e.g. if I give it Arctic feed).&#13;
&#13;
Up until a few days ago, this worked correctly, so I don't know what changed.</content>
  </entry>
  <entry>
    <title>[Crash] Seed Crackers Crash</title>
    <link href="https://icarus.featureupvote.com/suggestions/713315/crash-seed-crackers-crash"/>
    <id>sug_dffmepu6rlxowhn</id>
    <published>2026-05-23T04:39:54Z</published>
    <updated>2026-06-23T10:27:33Z</updated>
    <content type="text/plain">When eating seed Crackers while being the Host of a personal server, eating a seed cracker and opening the inventory with the tab key causes a crash to occur for the game.</content>
  </entry>
  <entry>
    <title>[Bug] Lost tens of thousands of resources, bug with pouches</title>
    <link href="https://icarus.featureupvote.com/suggestions/713333/bug-lost-tens-of-thousands-of-resources-bug-with-pouches"/>
    <id>sug_fbit0trt9mkfzmo</id>
    <published>2026-05-23T11:36:56Z</published>
    <updated>2026-06-23T10:28:52Z</updated>
    <content type="text/plain">While upgrading the castle, redoing the storage from wooden cupboards to metal cabinets, I utilized pouches to sextuple the storage capacity. It seems that when I redo this specific area, after I log out and back in, most pouches lose their contents, resulting in the loss of tens of thousands of resources: I condensed 4 wood cupboards into one metal cabinet via the pouches, for example.&#13;
This is on a dedicated server, with no mods and is plain vanilla ICARUS as it could be, with the bi-weekly updates being applied. The map is Olympus, sector L12.&#13;
I was able to capture some of the server log and ported it into a spreadsheet, which showed me there are some pouches that still have contents; I just have not seen them yet. &#13;
Currently, the server has been rolled back 4 days, prior to the event happening, which has been attempted 3 times now.&#13;
After the loss of resources, some of the pouches will not show any slots, others show 6 empty slots, but to be honest, when I opened the cabinet with all the high-end materials to see all the epoxy gone, I was demoralized to the point that after rolling the server back, I just haven't had the heart to play.&#13;
I am, of course, available to assist however I can with this.</content>
  </entry>
  <entry>
    <title>[Bug] Scalpal Missing</title>
    <link href="https://icarus.featureupvote.com/suggestions/713334/bug-scalpal-missing"/>
    <id>sug_9uovkwxrill1sxl</id>
    <published>2026-05-23T12:16:44Z</published>
    <updated>2026-06-23T10:29:04Z</updated>
    <content type="text/plain">SCAPAL INS NOT IN MEDICAL EQUIPMENT TO GET SAMPLE TISSUE,IT WILL NOT REPRODUCE AFTER FAILURE IN LAB</content>
  </entry>
  <entry>
    <title>[Bug] Tesla Coils cause periodic FPS drops every 5–7 seconds when powered, even while idle</title>
    <link href="https://icarus.featureupvote.com/suggestions/713382/bug-tesla-coils-cause-periodic-fps-drops-every-57-seconds-when-powered-even-whil"/>
    <id>sug_02qwjovpouk4k3m</id>
    <published>2026-05-23T22:02:39Z</published>
    <updated>2026-06-23T10:29:49Z</updated>
    <content type="text/plain">Hi,&#13;
&#13;
I found a reproducible performance issue with the Automated Defense System: Tesla Coil.&#13;
&#13;
Context:&#13;
- Map: Elysium&#13;
- Mode: Open World&#13;
- Location: F13 uranium mine outpost&#13;
- The stuttering appeared after finishing this mine/outpost.&#13;
- I normally play with mods, but I also tested without mods and the issue still happens.&#13;
&#13;
Test results:&#13;
- Tesla Coils not powered: stable around 112–121 FPS&#13;
- Powered Tesla Coils: FPS drops start around 8 powered units&#13;
- 35 powered Tesla Coils: FPS can drop from around 112 FPS down to 41 FPS&#13;
- The Tesla Coils are only powered/on through the electrical network&#13;
- They are not firing or actively attacking&#13;
- No enemies nearby during the test&#13;
- FPS drops happen every 5–7 seconds&#13;
- Drops continue even when I move far away from the Tesla Coils / mine&#13;
- Cutting power stops the issue&#13;
- Reconnecting power brings the issue back&#13;
&#13;
PC / settings:&#13;
- CPU: Ryzen 9 7900X&#13;
- GPU: RTX 4080 Super&#13;
- RAM: 32 GB DDR5&#13;
- Storage: SSD&#13;
- Resolution: 5120x1440&#13;
- Graphics API: DX12&#13;
&#13;
This does not feel like normal low FPS. It feels like periodic frame-time spikes linked to powered Tesla Coils, even while idle and off-screen.&#13;
&#13;
Because the drops happen every 5–7 seconds and continue regardless of distance, this may be related to idle target scanning, periodic automated defense logic, electrical network updates, VFX/audio ticking, or global Open World actor updates.&#13;
&#13;
Expected behavior:&#13;
Powered Tesla Coils should not cause recurring FPS drops every few seconds while idle, especially when they are not firing, no enemies are nearby, and the player is far away.&#13;
&#13;
Please investigate Tesla Coil idle performance / periodic logic when multiple units are powered.</content>
  </entry>
</feed>
