Duh! Of course that would work. Thank you!
At least on this, I’ve figured out some information - blueprints are unlocked by tier, and I’d guess weighted towards the front. I don’t know that there’s a specific order, but I have had a couple times where I was told there were no more blueprints available, only to get more after I made the next tier.
I’ll probably unlock the T5 heaters tonight. I might have to take a page from LHOD and throw up a teleporter somewhere random - maybe the volcano somewhere - to place them. I’ve found my current struggle is throughput - when it comes to larvae and trees, that wait time in the DNA manipulators is killing me. So I started building more, and relocated my biolab right next to the lake.
At some point I need to get a GPS satellite up. Having an in-game map would be useful.
Oh hell yes. The map is difficult to read, since (AFAICT) there’s no way to get a player marker on it; but once you get the “Points of Interest” or whatever it’s called, it’s amazing. It shows where to find the rare minerals, including, crucially, where to put your T2 and T3 miners. Once I got T3 miners for iridium, uranium, zyalite, osmium, and sulfur, as well as a drone network going, the amount of drudgery in the game dropped precipitously.
Maybe I should shift over a bit and get the drone network up first, then update to T3 miners for everything (picked up a LOT of osmium rods doing the side quest). I’m wondering how useful a teleporter network would be at that point, except maybe for those terraforming locations/exploration/non-functional “homes”.
I’m trying to resist my Satisfactory impulses to build factories out of auto-crafters. Getting supply lines set up and running will not make that easier. Maybe I can limit myself to fertilizer and mutagens.
Side-quest note–how do y’all get into it? I’ve found two abandoned bases (one in a crater, one near the volcano), and the mushroom river, and the stone door there–and nothing else. Is there a hint for getting into the side quest that I’m missing? I feel like I’m pretty close to the end games–is out halfway through amphibians–and am missing this big chunk.
There’s another altar like the one in front of the stone door nearby. A careful wandering of the mushroom forest will find it.
I got that, and went through the door, and saw a spaceship that I could not reach. Was there more I was supposed to do when I went through the door? I also read a couple of plaques by the wardens back there.
You missed another hallway off that plaque room.
I think I found my solution to the “too many goodies” problem, using EllisDee’s idea to always have materials for a living compartment and door - I keep the materials to build a teleporter. Didn’t have a chance to test it yet, but I hope it works. Plop a teleporter outside a wreck, clean it all out, and move on, taking the teleporter with you.
Yep, same. It even works out to taking up the same six slots of inventory. With breathable atmosphere, it really does make exploring wrecks a joy. Just dump all the materials back at home base, pop back out and keep emptying until everything is done. Pick up the teleporter and jetpack over to the next wreck.
I just now finally got my t2 deconstruction microchip, so I’m very excited to go clean up all the wrecks. The problem is I also recently unlocked t5 drillers plus I just hit fish stage and unlocked a bunch of fish stuff. And I’m in the middle of a major redesign of a previously unused floor of my base. And I just got enough circuit boards to build a trade launch platform plus a couple extra for some new buildings that just unlocked.
I have so much I want to do first I can’t even wrap my head around it. I guess the smart play would be to focus on upgrading my terraforming so that goes better during these other time consuming projects. Then base redesign – mainly I’m just adding a tremendous number of lockers to a previously empty floor because I have way too much stuff – then trade rockets and wreck exploration, I guess.
Just realized something. I’ve been mostly balancing my rocket launches across the types since the percentage increase goes down with each subsequent launch. But this actually doesn’t make any sense. Each rocket is +1000% of the baseline amount. So whichever groups has the highest baseline amount, that’s what you should send rockets for. Assuming the costs are about the same, at least.
Though right now I’m actually limited by the stupid asteroids. I want to send up a bunch more heat rockets but the asteroid debris gets in my way. At least the rocket still counts when it goes all wonky from hitting the debris.
The wiki seems to imply that you should match your number of rockets with your number of buildings. That’s what I’ve been trying to do, anyway.
You definitely have me beat, but I made up a ton of ground. Right now I stand at:
30m/s oxygen
29m/s heat
25m/s pressure
8m/s biomass
46% through amphibians heading to mammals and progressing with alacrity.
I started off with the trade rockets, immediately exchanging the two production fuses (can’t I just build more extractors?) for two heat fuses and two pressure fuses. That matches well with my two oxygen fuses and two plant fuses, meaning I still need one fuse each of all four.
My intended design is to have each stat being powered by eight buildings, eight rockets, and one optimizer with three fuses boosting them all. Mission largely accomplished:
I put eight t5 drillers in a circle just past the sulfur field in that canyon with the “sandfall” thing. (It’s like a waterfall but it’s sand.) I moved my sulfur mine to the very edge of the sulfur so that I could use the sulfur teleporter for access to the drilling area.
I put eight t5 heaters just past my aluminum mine. That mine is right on the border as close to my base as possible while still mining aluminum, with the heaters just past it on an 8x8 foundation grid. Even though it’s so close to my base I still have an aluminum teleporter, which also serves as access to the heaters.
And then I put eight t3 tree spreaders in the desert behind that cliff/mountain thing just north of my main base, with two optimizers in the middle of the circle: one for plants and one for oxygen. The highest tree seeds I had unlocked were 450%, so I just made eight of those. I’ll worry about improving that later. No teleporter anywhere near the trees, and honestly I’m dreading when I have to go out there and put the final two fuses in. But the trees are no longer visible from my base, which makes me happy.
Rockets stand at 3 oxygen, 8 heat, 8 pressure, 8 plant and one insect. I stopped launching oxygen rockets once oxygen balanced out with the other two stats, not counting bio.
For energy I have eight fusion generators on a 2x2 foundation grid with an optimizer boosting them. I lucked into finding a single energy fuse, which really saved my bacon. That allowed me to delete all my other legacy power, both the solar panels and the t2 nuclear generators. The fusion generators are so small and tidy that I kept those in my main base. Currently standing at a little over 4000 energy still available.
Despite having blasted through fish and being halfway through amphibian I have yet to build anything related to animals. In the biomass screen my animal total is 0.0. (Whenever I look at that sign I hear Dean Wormer.) I was more focused on finishing the other stats as much as I could. Animals will be next, then I will go exploring wrecks.
As for resources, I have a t3 extractor with a teleporter for super alloy and osmium, then the rest (aluminum, iridium and sulfur) are mostly t1 and t2, though they also have teleporters. Except iridium. No teleporter for that yet. So clearly I still have a lot of work to do on my mining operations.
I set up a single T3 extractor at osmium, obsidian, sulfur, iridium, and super alloy so far. Couple auto-crafters for osmium and iridium bars, as well. I’ll wander by and hit uranium and aluminum, then drop some near the base for basic minerals. I ran across a cave full of zeolite before, but I haven’t been able to find it again. Drone station is placed, but I’ll definitely need more drones quickly. Then the factory can grow. Is it possible to set a container to supply everything, say, for sorting exploration goodies?
I had a pulsar quartz meteor hit my base last night. I think it was 3 fusion reactors worth by the time I picked it all up. As long as I’m not going crazy with supply line expansion, power shouldn’t be an issue at the moment, but that’s sure to change, as the T5 heaters unlocked last night. Drills shouldn’t be far behind.
Not a terrible rule of thumb, but it depends on the tier. If you have 10 buildings and 10 rockets, you can improve throughput by 10% by installing one of either. But a T5 building is more expensive than a rocket, while a T1 building is less. So there’s some balance between the two.
I’ll probably just wait it out at this point, though. I have 16 T5 heaters and 12 T5 drills. I actually have a ton of space still but I’m going to be burning time by exploring wrecks anyway.
I’ve been thinking about the math a lot, lately. Wiki is very clear that multiple optimizers stack. Also, just the fact that three of the same fuses in a single optimizer stack with each other implies that multiple optimizers stack.
Assuming eight buildings, eight rockets, and one optimizer with three fuses, if we call a single building’s production “p” that gives us:
8p * 80 * 15 = 9600p
What happens if we add a second group of eight buildings with their own optimizer somewhere else, leaving the same eight rockets in orbit? Wouldn’t that be…
16p * 80 * 15 = 19,200p
…? Since each group of buildings gets its own optimizer, the optimizer multiplier is 15 for all 16 buildings. Adding a second group of buildings with their own optimizer simply doubles production. Am I correct in this?
What I’ve been thinking is what if you instead add a second optimizer to that original first group of buildings without adding any more buildings? Now you’re looking at:
8p * 80 * 30 = 19,200p
We end up with the exact same bonus, but we didn’t have to spend resources constructing eight more buildings and adding more energy to power them. In both cases we had to build the same extra optimizer with three fuses.
Now let’s run the same comparison but this time we also add eight more rockets:
16p * 160 * 15 = 38,400p
vs
8p * 160 * 30 = 38,400p
I feel like I’m making a mistake somewhere, because every way I try to do this, simply adding more optimizers to your original eight buildings is exactly the same as adding more buildings. I think this is caused by optimizers only being able to boost eight buildings, but I’m not 100% positive I’m doing this correctly. Does all this look right?
If I am doing this right, my conclusion is there is no reason to ever build more than eight buildings. Once you have eight, just add more optimizers to them. Plus more rockets, of course, but rockets are “free” in that they don’t use energy.
Interesting. I didn’t think the optimizers stacked. I’ll have to try that experiment out. I have a ton of tokens available, not to mention about a dozen production fuses that seem pointless.
Yeah, actually, I forgot about drones myself. So I guess my agenda goes like this: animals, then drones, then explore wrecks.
What I really want to do is have my drones automating rocket launches every 10 minutes earning 25 * 25 = 625 tokens per launch. In terms of obsessing over the math, I haven’t yet decided if it makes more sense to go with circuit boards or pulsar quartz. Either way I will have to figure out what production is needed to support that volume of rockets.
It’s possible that there’s a cap on how many fuse bonuses any single building can receive. If so, then the most efficient strategy would be to hit each building with the maximum number of optimizers before constructing more buildings.
Now I’m curious about energy production, which I feel works differently. Let’s call the energy produced “e”. Each optimizer fuse ads 50%, but of course starting from 100%. So the first fuse is 1.5 * e, the second fuse makes that 2.0 * e, and the third one 2.5 * e:
8e * 2.5 = 20e
Adding a second full group:
16e * 2.5 = 40e
Versus just adding a second optimizer to the first group:
8e * 4 = 32e
So yeah, it looks like with energy you get more bang for your buck out of optimizers if you add a second cluster of fusion generators for each optimizer. That implies that the same thing holds true for individual fuses:
8e * 1.5 = 12e
16e * 1.5 = 24e
vs
8e * 2.0 = 16e
If I’m doing this correctly, it looks like the most efficient way to use energy fuses is to only put one single fuse on each group of eight generators. Meaning you could just use t1 optimizers since you only need a single fuse.
Only if you discount the cost of the second group of generators. Say you have two groups of 8 generators. You can put 6 fuses on one or split it 3-3. That’s:
8e * 2.5 + 8e * 2.5 = 40e
Or:
8e * 4 + 8e = 40e
For equal cost, it’s the same either way. Assuming they stack infinitely, that is.
Great point.
I think I was discounting the cost of generators for two reasons: first, they do not cost energy to run, so it’s only the cost of construction that you have to worry about. Second, you can craft pulsar quartz and mine super alloy, so it seems like getting an unlimited amount of both is reasonably attainable.
I feel like energy fuses are a much stricter limiting factor, costing 3000 trade tokens each, so the incentive here is the most efficient use of energy fuses. By contrast, production buildings use a ton of electricity on an ongoing basis, so the incentive there is to make the most efficient use of production buildings.
The more I think about it the more I think there has to be a cap on how many fuses a single building can be boosted by. But of course this is all theoretical; I still have not confirmed that multiple optimizers with the same kind of fuse stack beyond just three fuses. So the cap could very well be three.