I think you indirectly mentionned it at the end of the video, but the tapper also allows to make a fully automated explosive powder farm since it only requires sulfur and carbon which are now both renewable.
Tapers also make it very easy to automate research. People have already talked about combining carbon and compound into plastic to research but a much better option is to go to calador and combine 2 carbon and sulfur for explosive powder. A relatively simple automated explosive powder setup can easily supply over 4 research chambers simultaneously, giving you 960 b/m.
I think they should make the tapper work extremely slow on early game plants, making it a lot harder to replace solar and wind, while making it really viable and funny item on late game. Either that or make it cost something like a diamond, although this feels a bit more restrictive than the other option
I don't know how this video has less views than mine. The quality of this is insane! I do truly believe that System Era should just make the tapper cost titanium alloy or something really expensive so it is not an early game item. That would fix EVERYTHING although... maybe they added this so we would play Astroneer again to change all our farms. Hmmmmmmm. I don't know, I'm just glad it got you to make a video!
If you scrap two Medium Buggy Horns, and then with that scrap you purchase resin and compound, combined with the organic/carbon needed to make rubber and plastic, allows you to make two new Medium Buggy Horns, and you'll be left with 1 net excess scrap. Build a machine to do this and the only manual process required is to feed Medium Buggy Horns into a shredder (because auto arms won't pick up something that big) and it's an infinite (if slow unless you scale it way up) scrap making machine with no input.
Sure there's balance problems with using organic for power. IDK I feel like players that care just won't use it for that. Astroneer is a chill game. I think you have a point about RTGs. I did the math, and yeah fields and fields of batteries, storage to hold them that have to go along with higher tier solar / wind items didn't appeal to me over simply mass producing nano-carbon alloy (which I wanted to automate anyway). For scrap, you can also go gangbusters with by automating tungsten / copper collection and shredding lights though. It just takes a little more infrastructure to set up. I do appreciate there being a way to *fully* automate organic collection though. I think that should stay in some form. It was nice setting up assembly lines for all resources that require carbon without me having to use soil (not fully automated!) or collect the organic myself. Thanks for the video
I started watching this guy YESTERDAY mainly and he's pretty good. I saw its been a few months since a upload and expected one soon. I guess that came true. It would be a dream to play with you some day. Also very nice beginning cinematic shots!
You know nanocarbon allows as cheap as dirt video? Where do you scrap the dirt? And how you can get free organic to turn into scrap? Same thing but with glow sticks and non-automated. Nanocarbon alloy Is Free. Edit: I did the calculations 1 nanocarbon alloy is 9 scrap or 36 glow sticks.
with the tapper and medium generator you can get up to 27 u/s (and maybe even more however i havent tested that yet) by placing the generators close together and by getting the harmless flora plant on Atrox (i think it generates 1 organic every 40 seconds when tapped)
I honestly love the tapper the way it is. Dont get me wrong it is so absolutely broken. 😂 But It made me love the game so much more because it forced me to create an automation to generate power. Thats what I loved I had to use ingenuity to make something super busted. Wind and Solar and RTGs never had that feeling for me. Felt like an endless grind process to get some sort of resemblance of an endless power source.
Buddy, pair it with the composter mod and the craftable qt-rtg mod. Make 3ish large resource canisters of nanocarbon alloy, an extra large platform B, 4 large storage silo B, and 48 medium silos, then you can construct what i call: THE BEHEMOTH. (lol already created it in my world) spits out a whopping 1152u/s of power. Takes a few hours to make and you'd have to craft the rtgs by hand but i'd call it worth it. Rtgs aside, tapper + composter = infinite resources.
Also works with tapper + shredder + trade platform dude I get free nanocarbon alloy in vanilla game Even if I only had these things and a source of power, I can print anything just might take a while to get the rocket
you can automate scrapping organic by making medium buggy horns. they can be automated, they need (if I remember correctly) two resources, one made with compound (I guess) and organic, second made with something and coal. and you can buy that compound and other material for 1 scrap both and you'll get 1,5 scrap from scrapping horn. so you'll get 0.5 scrap in total per one horn
@@zbynk810 I guess that is correct, plus you can get an unlimited number of scrap from this so it can make things far cheaper, especially if you have high amounts to tappers and auto arms.
@@worldclassjerk-epicgamer inhibitor mod still destroys vegetation. What about collecting organics did you find to be so engaging? I find the automation of using a tapper to be more fun.
they should make it so you have to do like one of those quests like the train one where you need to complete a quest to get the item and you're going to have to collect all the seeds and put them in the right place, here's an idea maybe you need to collect a seed put it in the wrong area and complete the quests. and I'm sorry if I blurred on but hey it's a good idea it's so easy to get early game. and that would be too easy so here's a LOT of ideas. 1 you need to plant all the seeds on Sylva. 2 you can place the seeds in specific locations on that planet that the seed is on. 3 like if you plant a seed in the core it's going to grow a special plant that will generate the seed,to be more specific you're going to get a seed in a quest that you can only plant in the core, and the plant in the core is going to infinitely generate that seed,sure it's a little easy but you can't get it in the early game. and to get the overpowered item you need to also do all of the quests on every planet. I hope you liked my ideas have a wonderful day happy mining astroneers.=]
I like to start early early games with solar and wind powered item found over sylva. Early games with the medium generators, tappers and batteries, for Sylva. Then i move on to other planets with their respective ''high power'' and batteries. Mid-game still use some tapper/generator setup (mostly on moons-hense the early game batteries from Novus on Sylva. And Tungsten[Floodlight/Chemlab/Mediumgeneratos!!] from Desolo.) But with a twist of some higher solar/wind powered system with batteries on main planets. Solar for Calidor(Dynamite), Wind for Glacio(Yeah right, who knew? Steeeeeeel.), both for Vesenia(Takes a lot[100+units of power per second] for Titanium Alloy automation/Vesenia can craft Hydrazine, Graphene and Titanium Alloy on its own. RTG's mostly are used on Atrox on a Large Platform C to Automate Nanocarbon Alloy along with a Atmospherique Condenser generating Helium and both other ressources. Stay organized.
@@worldclassjerk-epicgamer nwm, I just didn't progress through the game enough to see that kind of generation (1:01 - 1:07) yet, so I thought it got removed or smth
Hey hes back but for how long? That editing, amazing, your best yet. Now im waiting to see if there is a vid of destroying each planet in the solar system. Or at least semi auto mining.
The second I saw what the tapper did my brain said "unlimited power?". When I showed my friend he said but what if we did this with research chambers making infinite Bytes
You forgot to say that organic resources give 50 bits when researched, you just have to unlock the large platform B, the autoarm, the research chamber and the tapper to have enough bits per second that you won’t need to leave Silva (you’ll need a ton of research chambers, but that’s easy). Also, the research chamber takes 5 minutes to research an organic resource, the remaining organic resources can be used as fuel or to make glow sticks and then scrap to trade for extrasilvan materials. You just need to leave Silva for gases, galastropods and to end the game.
I just don’t think it’s worth using for research when you can do the same with methane much faster and easier once you gain access to it. Good catch though. I never considered it.
I ran a similar setup. Running 2 platform b's ya can run 8 generators off it. But tapper isnt restricted to one tapper per plant brother. I put 4 on the one plant....
I didn’t test this myself, but word on the Wiki street is that adding two, for example, makes them both half as fast unless they’re on separate plants.
You can put alot more small generators on a medium storage so you dont need a furnace it is easy to craft and tou only need 1 arm dont use medium generators
I was doing a new game last week and i noticed some trees grow organic slower than some of the others. Im not sure why but i was getting 3x the amount from a tapper bush i found then from a tapper tree.
I just played 20 hours of this game, and don't understand what the point of building a factory is. There is no massive structure you build towards. why make a factory that can output thousands of items an hour, if you have no use for those items? Like what do you all do when you got all this production pumping?
The lack of base building is the downfall of Astroneer. I assume they’re going to add it in some form eventually. That’s what the game needs. That’s what would make it easier to play long-term.
@@davidcostin2434 Yes! (I love the spiffing brit!) Atrox actually has a plant that is faster at making organic than any other one! I also have a different, in depth way of getting infinite scrap on my channel. (IDK how it has more views than THIS video though 🙄)
Yeah, it’s really odd that this exists. The moment infinite of anything becomes possible, it’s pretty obvious to me that it should be checked for scrapability.