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2.
Upgrader
Research Cost: 2,500 Bytes
Material Cost: 1x Graphene & 1x Compound (or Plastic?)
Size: M

Description: A Deployable Item that can upgrade any item to its next size (adequate space required) for less/simpler materials than what it would cost to make them from scratch via infusion. Up to 3 resource pieces can be used to upgrade modules.

Also useful for preventing base clutter.

Can upgrade 6 small items, OR 4 medium items, OR 2 large items.

Visuals: Double tetrahedron shape with one tip as the attachment point to the upgradable item. On the opposite end each side holds one resource.

Upgradable items

Small:
Small Solar Panel: 1x Glass
Small Wind Turbine: 1x Ceramic
Small Battery: 1x Zinc
Small Generator: 1x Tungsten
 
Medium:
Medium Platform A & C(to LP A): 1x Resin
Medium Platform B (to LP B): 1x Resin
Medium Storage:  2x Ceramic
Medium Storage Silo (2 options): 2x Aluminium Alloy or Steel
Medium Solar Panel (unattached): 1x Compound and Graphene
Rover Seat: 1x Plastic and Compound
Medium Shredder: 1x Tungsten
Medium T-platform: 1x Tungsten

Large:
Large Platform A (to EXP A): 1x Iron and 2x Ceramic
Large Platform B (to EXP C): 1x Iron, Steel and Carbon
Large Shredder: 1x Tungsten Carbide, Steel and Carbon

My Ideas (Subject to Change):
Soil Centrifuge (to XL Soil Centrifuge): 1x Silicone, Quartz and Tungsten Carbide
Canister (to Soil Tank or silo): 1x Plastic or Silicone

Whether it be a missed item, better resource mapping or anything else, PLEASE suggest and correct. This is far from perfect and I want it to be closer to that.

Inspired by the Astroneer Roadmap


 

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I like the general idea, I would suggest to make the update cost the exact resource difference between the two size versions. So you really "pay" more just the cost of the updater itself...

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Posted (edited)
5 hours ago, Igoooor said:

I like the general idea, I would suggest to make the update cost the exact resource difference between the two size versions. So you really "pay" more just the cost of the updater itself...

+1, also the upgrader will have to be a huge module since it has to fit in those you have to upgrade.

Edited by TMarcher74

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3 hours ago, TMarcher74 said:

+1, also the upgrader will have to be a huge module since it has to fit in those you have to upgrade.

Actually not... I would think of it as a medium sized block that attaches to other things.

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8 hours ago, Igoooor said:

Actually not... I would think of it as a medium sized block that attaches to other things.

Hmmm, actually you might be right , it's better than my idea.
You mean like a packager but it can used multiple times.

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@Igoooor and @TMarcher74 that was exactly what I was going for. A medium consumable, deployable(packager and dynamite) item that is a mixture between a printer and a chemistry lab.

As for the idea of paying for the exact resource difference, I don’t think it would work. It would wildly skew the balancing because half of the finished size versions have add-on recipes (medium platform A, 1x Resin to Large Platform A, 2x Resin), while the other half has new recipes (medium silo, 2x Titanium to large silo B, 3x Steel). I know it isn’t balanced that good as it is, but if the divide becomes bigger, it probably wouldn’t make any sense.

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On 8/29/2019 at 10:27 AM, Igoooor said:

Maybe it could also be used to repair scrap...

New item : Repairer ,lol

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On 8/28/2019 at 11:57 PM, Igoooor said:

Maybe it could also be used to repair scrap...

Sure! I think I’ll add that.

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