Autominers are the #1 factor in making crafting completely irrelevant in TT. Its time to address this head on - they absolutely must be rebalanced. Here are some thoughts: * More expensive: AMs (autominers) are one of the cheapest things you can buy and they are huge money cows. What piece of industrial equipment is like that? This one actually drills into the ground and pulls out minerals! They should cost at least 1000 BB. * Slower mining: when AMs debuted they were a little slow. I say adjust the speed to be somewhere between the original and current rates of extraction. * Inconsistent nodes: I haven't done the math on how much I can make from a single erudite node but I know its enough to buy a large, heavily armed tech. Vary the yield of nodes by maybe 50%. If necessary add a block that can survey a node to predict how much it will produce (I mean, its called the Galactic Survey Organization). * Power requirement: Make AMs use a small to moderate amount of energy. Considering what they do it seems quite believable. If that seems too harsh for the early game then perhaps adding external power would increase the rate of extraction slightly (assuming the default speed had been lowered per my suggestion). * Grand theft autominer: What if raiders could come along and do non-lethal damage to AMs? Imagine if they could switch to a different type of damage that actually let them capture AMs from players instead of destroy them? * AI-friendly: In line with my suggestion to make AMs capturable, perhaps AIs could be empowered to place AMs on unclaimed nodes. I have a few more ideas about tweaking AMs and tons more on crafting in general which I hope to post soon.