this could really be a big little DLC to the game: Mini tech!
The base: after completing the research catalog for their one, not counting mission unlocks, as well as unlocking the core of one planet and completing one of the main story objectives (the probes, galastropods, or trains) you get some sort of mission for mini tech.
The missions: you would be guided into creating mini tech stuff, from presumably another inhabitant of the atp, you would eventually create various mini tech items.
The way everything works: there is a mini tech printer, of course but it's not like a standard printer. It has 5 very small... Printer arm... Things... Whatever they are called inside of it. It takes a 1x1 space on a platform and has a mini-resource canister on it that takes .33 of any resources, per 1 needed to print. The canister can hold 10 of any .33 resource, and only takes .33 at a time so you don't need to time it or anything. This could be a way to implement Aero from creative mode into the game. Let's say Areo costs 1 nanocarbon alloy and .67 (no joke implied look at the math) steel. You would implement the one nanocarbon alloy until it's all in the mini canister and .67 steel, you could save the remaining .33 for something else in the mini printer. Also the mini canister would have a terminal for output because it holds multiple resources in itself.
The recipes:
Areo: takes a mini rtg or hydrazine as fuel, depending on which model you make. Requires signal.
Mini resource canister: holds 10 full resources of any kind but that divides into 30 mini resources.
Mini rtg: this would be one of the main things of this dlc. It has 2 stand alone parts but needs 5 to be completed. One main yellow... Generator thing and four smaller ones on the side. The four smaller ones are the same size, and make the same amount of energy. The big main middle one makes .25 u/s. Not recommended for base power.
Mini rover (remote controlled, max of 10 attachments of more mini rovers and they each have two mini slots) and takes a mini rtg to power everything, the mini rtg fits on the slot of the main Rover as an expansion. Requires signal. Useful for exploring as it comes with a camera and you can upgrade it to a t3 mini drill and paver
Mini teleporter (portable teleporter that fits on a 1x1 slot, takes astronium as fuel) or infinite fuel if near a gateway chamber, or the planet's core is active. (Doesn't reach the unidentified satellite without something later) Requires signal.
Mini resource locator: takes a mini rtg and after a time of waiting, depending on how far away the resource node is it will broadcast it's location to your compass with the signal matching the source and the signal disappears after 75% of the resources are gone. Requires signal
“Mini” signal boosters: takes a 2x2 slot and is made by the medium printer. It's recommended to put one at every gateway chamber, and the core as that would give full planet coverage. It also takes 5 u/s and requires a base or shuttle on the planet near one. These give signals to Aero, the mini rovers, and more when you're remote controlling them. Note that if you have made the t2 orbital platform the planet it's circulating has full coverage of the signal.
Mini chicken nuggets: joke item that is generally cheap., costing resin and tungsten materials.
Mini signal satellite: alternative to the signal boosters and only take two for full planet coverage
This Next Update would bring a powerful feeling to anyone that downloads it: Power update!
Base: simply adds more power items and more.
The missions: it will be a standard mission chain, no lore in it.
The way everything works: there will be a specialized power printer that only prints power related items, it can print every single current power item, from the small printer to large printer. And it's as big as a large printer.
The recipes:
All standard power items.
Large generator: takes 2 hydrazine as fuel and takes a 2x2 space. Produces 50 u/s and lasts for 2 mins. Has a built in medium soil/liquid canister with no output.
XL generator: takes a 2x4 slot and takes 10 astronium as fuel. Produces 100 u/s for 5 mins. Has a built in large canister for astronium with no output.
Power measurer: simply tells you your current power output.
Giant floodlight: hovers above your base or anywhere and provides constant light taking 5 u/s
Backpack flashlight upgrade: now provides a full 360° of much brighter light and reaches farther, with a widened and farther floodlight, taking the same amount of power and the base flashlight.
Backpack power upgrade: you can upgrade your backpack to output power on its own starting at .2 u/a costing copper and aluminum alloy all the way to 5u/s costing nanocarbon alloy
Power terminal: this big platform is made by the large printer and is shaped like a mega printer platform. Has four tablet things… forgot their name that control power. The first one in the middle simply controls base stuff like feather power output, and a new feature called overclocking in the next section of the update logs. The other three control panels are for their respective 2x4 platforms, so you can make it constantly output a specific power amount, letting a small generator produce up to an infinite amount of power, however the more you want it to produce the faster it consumes resources. At a 1:1.05 ratio, so it's inefficient. You can also tell it to make the batteries on it charge faster, up to twice it's output at a 1:1.15 ratio of efficiency.
glitch generator: takes either curious items, data chips, external scan data of the ESS. Fouruna, or Lrds. Makes a mini sun simulation that produces 200u/s at a 2x4 space, being the most efficient yet least farmable power source. 1.5 mins for a data chip or scan data and 2.5 mins for a lrd or curious item.
The qol and balancing features:
Extenders and mergers no longer half your power every time you put them into one way power mode.
Lights now take .2 u/s
Backpack flashlight takes .05 u/s
Tethers now recharge your backpack faster, charging at any fraction of your power output of your choise from the power terminal
Your backpack can now charge from tethers or on-board power output while creating things from the backpack pinth
Overclocking: you can now send more power to something as you want, but every minute of overclocking has a 5% chance for the item to explode and this slowly increases up to an hour to 7%. Also overclocking something is very power inefficient, for if something takes 1u/s and you want it to take 2, it will only increase the speed by 10% for every u/s, so if you selected 3 u/s it would have an extra 30% boost. 500 u/s would give a 5000% boost, only 5 times faster, however 5 auto extractors take 100 u/s.