# The salvage guide
Salvage will comprise of 3 divisions:
1. Magnet
2. Expeditions
3. Shaft mining
4. Unnamed fourth part TBC
## Magnet
Current magnet gameplay gets thrown out the window (magnet itself stays).
Short-term:
* Give it an options screen similar to Expeditions. This has procgen asteroids / the current salvage maps as one of a few options to pick.
* Magnet can be ended early at any time with 30 seconds cooldown.
Long-term:
* Remove prefab maps entirely.
* No mob spawns, just deconstruction, all tools should be based around this.
* Use dungeon code but generate them smol.
* No asteroids, just salvage.
* Somewhat hardspace shipbreakers esque, give them a field that autosells stuff in range
* Emphasis on cash inflow / pulling out potentially useful things.
* Spawned items need a penalty modifier so there's more to do but don't get extremely good income.
## Expeditions
* PvE combat became slightly more gamer than I liked with them ordering meds and guns roundstart so they were a bit strong.
* tl;dr Make it more exploration focused with events / vaguely like Astroneer's progression.
Essentially:
* Gateway has options of destinations, like a node network.
* Each destination leads onto others, with nearby ones having fewer difficult modifiers and later ones having more.
* To unlock the neighbour destinations need to do a certain objective like "powerup a beacon" or the likes.
* Each destination only has a few types of materials (e.g. steel + quartz, gold + plasma) and you need to go to new destinations to unlock more.
* Fixed range, if you go too far your screen starts fading out.
* Every 10-15 minutes adverse weather affects the entire planet and kills everything (think rain world) and you need to go back through the gateway for 5-10 minutes or die, but your body is still recoverable.
* Can re-use existing megafauna like dragon as objectives to be cleared to unlock new nodes.
## Shaft mining
* Nearby asteroids to station / minerals to planet station.
* Mining, minimal to no PvE combat.
* Emphasis on relaxed gameplay and purely mineral focused.
* Items emphasis mining speed (e.g. bots, faster mining tools, area pickup, etc.)