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You start from just your shelter and landing pad. To do things in the game you build machines, platforms to put them on, power-sources, places to store things, vehicles, and many other things. To a large extent it is your choice on what to do next. You might want to see what a certain machine does, or whether a certain type of platform is a shape that you will find useful. So you can choose what to make next. This is the 'base building' of the game. If you want to 'finish' the game, you will end up having to build many machines and other things. There is a lot of freedom in where to place them, and you can move them without cost, so you get to arrange and rearrange things to suit you.
You can't just build anything at any time. Sometimes you want to build something but you need to build something else needed to build it or power it. Or fetch something it needs to do its job.
The second part is this. From a point during the game you will find you can make things that can sculpt your environment. It's not very detailed, but you can make an above-ground base with walls and a ceiling, and a stairway up to your landing pad on the roof. Or you could move most of your secret evil base underground leaving just an innocent home and landing pad visible from orbit. And you can paint these things any colour you've seen, to stand out brightly, or to camouflage them.
But that is the extent of the "base building" of the game.
Issue I have with this right now is what is the true point of the automation? I think the new rail system is great, but if the point doesn't align with the game intent other than something fun to do, it feels a bit pointless to spend the energy putting it all together.
Want to collect a a resource from a deposit near a planet's core ? Underground minitrain. Rails stick to walls and ceilings as well as floors. You can get a roller-coaster ride on the way !
But more than that, ASTRONEER is one of the few games I've played where trains are easy to build (auto-curving rails, easy-switching points, automation if you like that sort of thing) and fun. In real life I'm not into trains. I've played a bunch of games which incorporate trains and in most of them they are no more convenient than some other way to transport yourself or goods. But in ASTRONEER trains are both efficient and fun.
Yeah, I think my question here was mostly aimed at what is the point in setting up that automation in the first place with an auto-extractor/trains etc if you get the ability to do so end-game and really have no need for a mass of resources any longer.
An early mission tells you to build an auto-arm and have it feed research items into a research chamber. Almost all automation can be done using these auto-arms, which can be used in a variety of ways. They even have a 'filter' element to them, so they will move one type of resource around and ignore anything else. With this you can have a 'dump anything here' patch, and use a number of auto-arms to sort it all into the right containers.
I would call auto-extractors mid-game. They're the last thing needed for automated production. You can, of course, choose to complete end-game missions before you bother to unlock their blueprint. Because ASTRONEER gives you the ability to do anything in any order.
However, the way the game has evolved means that this is not how most players see the game.
In fact several of the newer missions are blatantly more difficult than that original mission. And since several of them lead to very little return (A QT generator ? I'll put it with my other seven.) this may seem strange to someone who doesn't know the history of the game.
This may be something the devs want to address before they stop working on ASTRONEER. Or it may not seem like a problem to them. I have no idea.
It's a serviceable game if they're just looking to make it "good enough" and move on. Maybe a little steep on price considering the cash shop, but fine. A lot like Subnautica 1, however, it feels a little cheap where the edges meet and never gets around to really elaborating on the elements of gameplay that feel genuinely satisfying. We get to tinker a little with a few interesting mechanics but are never presented with opportunities to explore deeply and make big dumb weird goofy beautiful creations.
Ironically, the cash shop is probably underused because there's not much drawing people back into the game over and over like in (eg) minecraft (explore/build) or mindustry (defense/design) or whatever. Well that and it's unreasonably expensive, $6 for a skin is a MACRO transaction folks. And using a gacha currency feels... completely off-theme for the rest of the game, at least to me personally. And borderline scammy.
I'd love to see some harder quests that require a large number of late game resources, and not just "place them in a container" quests (although that would be sort of good enough probably). A reason to set up factories on different worlds to generate resources would feel like a final arc to me.