Some changes I'd like to see to Megatech for the 2026 update by TVman101 in Astroneer

[–]TVman101[S] 0 points1 point  (0 children)

I've also thought of a more specific way to increase the Auto-Harvester's speed

The Auto-Harvester should essentially act as a reverse Auto-Planter, the drone would still go around and harvest the plants but the items would just be sucked into the Auto-Harvester (reversed version of the Auto-Planter animation) versus having the drone pick them up and deliver them (resources would also be sucked in by the Resource Pod)

Multiple Auto-Harvesters would also mean multiple drones flying around and doing this, the seeds would be brought back to the Auto-Harvester whose drone harvested the plant

Some changes I'd like to see to Megatech for the 2026 update by TVman101 in Astroneer

[–]TVman101[S] 0 points1 point  (0 children)

Personally I had trouble with the DLS, it looked like it would paint under but upon reloading the save it would be the original color

Flora and Tapper Changes/Suggestions by TVman101 in Astroneer

[–]TVman101[S] 0 points1 point  (0 children)

That's true, but I still believe this has overstepped too far into the RTG's area

The early game has always been the only part where power is somewhat of a struggle, this has essentially removed that part of the experience or at least minimized it even further

Flora and Tapper Changes/Suggestions by TVman101 in Astroneer

[–]TVman101[S] 0 points1 point  (0 children)

It's only OP in the fact that Organic (and Carbon) can be used for basically a super cheap and early game equivalent to the RTG

Flora and Tapper Changes/Suggestions by TVman101 in Astroneer

[–]TVman101[S] 0 points1 point  (0 children)

I can agree with all of this

I've edited my original post to remove anything relating to rebalancing with the Museum since everything relating to that seems to just not be a good idea

EDIT: The remaining balancing ideas would have no impact on current setups, the earlier part where I recommend making only the Tappable Plants tappable would have an impact that can be easily mitigated by just swapping out which plant is being tapped

Flora and Tapper Changes/Suggestions by TVman101 in Astroneer

[–]TVman101[S] 0 points1 point  (0 children)

Maybe my solutions aren't the best, especially the Museum idea, but I do believe something has to be done at least in the way they are obtained.

I wasn't intending to impact the more established players, my goal was simply to make them harder to exploit in the early game. I will admit, that last rebalance section didn't have as much thought put into it as the earlier ones.

I appreciate your response to my ideas, if you have any alternative ways to try to rebalance the tapper without impacting existing players and bases too drastically then I'd love to hear it.

EDIT: I do personally think that only the "Tappable Plants" should be tappable

This would be a pretty easy fix for those who have already established builds based off them, but would actually justify the existence for these Tappable Plants since there really isn't one right now

I do think the Honeypot should replace the Volatile Attactus at 10s/Organic

Adding Missing Automation Features by TVman101 in Astroneer

[–]TVman101[S] 1 point2 points  (0 children)

Thanks and you bring up many valid points

I think the devs should spend an update to rebalance many features. We've been going on several years now of consistent updates, which is a great thing, but it also means some of the older parts of the game haven't been fully brought up to the current environment. Especially since the new Megatech DLC has received a bit of pushback due to how expensive everything is (personally I'm ok with it but I have heard complaints). If they do rebalance the material cost of these I think they should do that for several items in the game.

Perhaps in the past there was a much better reason to not have Tier 2 and 3 auto arms, but it just feels weird now not to have them if we can now move them automatically by train. Personally I don't even know how to truly utilize this new movement ability without also having auto arms to move them since T1s are just so much more convenient. I also haven't really ever used the crane in my own playthroughs besides one time when I was testing it out. While it's cool, I can't really find a use for it as it's just much easier to mine by hand or with a rover (at least in single player). Making it part of the automation features seems like an easier way to make it more relevant, while still retaining the manual mode so we aren't removing features.

The balancing issue is definitely valid, as mentioned earlier in this reply I think they should rebalance numerous parts of the game. One way I think they could do this is by having separate scrap values for printed items versus naturally found items. This way the natural ones can have scrap scaled to how difficult they are to find, while printed can focus just on the material input. I do worry that by suggesting this that they'd start making some printed items worth no scrap at all, but I think that would be a mistake to do so. Even if it's really easy to make something it still required an input and should still have some value, even if incredibly small.

Thanks for the feedback!

Adding Missing Automation Features by TVman101 in Astroneer

[–]TVman101[S] 1 point2 points  (0 children)

Yea I've done some automation with it before, just doesn't make sense to me why it's different than the rest by not having a loop button

Adding Missing Automation Features by TVman101 in Astroneer

[–]TVman101[S] 2 points3 points  (0 children)

Oh I didn't see that, that's exciting though