Welcome everybody to part 2 of this Farming Masterclass in No Man’s Sky, last time we covered the basics, this time it’s the mathematics and how to use maths to plan the perfect farm for you. <Part 2: Planning & Mathematics> So let’s start with complexity. If you haven’t alterred your game files, you are limited to 2000 complexity, it is worth noting here that while you can lift that limit by manually alterring your game files allowing you to build more, anyone visiting your base will not see more than the first 2000 complexity that you built, so if you planted your crops last after building more than 2000 complexity, no one will see any of the crops, also from some study from a traveller of whos name I do not know, it is possible that only the first 1850 complexity is visible by others. Complexity works in a very simple manner, each buildable item is given a complexity value, so by knowing these values you can plan your full build with 100% accuracy. The main buildable items you will want to know for planning a farm is that all crops cost 5 complexity each, normal and holodoors are also 5 complexity, a Bio-Dome is 40, a ladder is 5, a single cuboid room is 10, a circular or square room is 40, the original habitable base circular room with the teleporter, vendor and such is 20, a storage container is 5, so 50 if you want them all, signal boosters and save points are 20 which is a little high if you ask me.

Corridors range between 10 and 40 being some of the most expensive for what they are. Now, I have done the maths on the efficiency of complexity as far as what the best use of complexity per crop plot and it is as follows. The most efficient by far is the initial default circular room with a bio-dome directly on top and a ladder going up into it, this utilizes all 16 plots in the biodome while only costing as much as a bio-dome on the ground with a door into it which gives 13 plots.

This can unfortunately only be done once per base as the other circular rooms provide little extra value while costing an extra 40 complexity. The next most efficient method is free standing Bio-Domes with a single Door or Holodoor as an entrance, this offers 13 crop plots and costs complexity per crop which is pretty darn good. The next most efficient after that is pretty awful and this is Hydroponic Trays, now these cost either 5 complexity for a single crop plot planter or 20 for a quad plot planter, that already is 10 complexity per plot, but you also need an inside environment for them to be placed inside, at the very minimum this is a cuboid room, this room requires a door, the door is only needed once or for every 4 or so as with no way to walk around the planters you could only harvest as far as you can reach, but even without the door this is complexity per plot. So, the general rule is this, if you have 4 or fewer crops to plant, then build a cuboid room with hydroponic trays inside and a door to access it, if you have 5 or more to plant even if the other 8 plots will remain empty, it is more efficient to build a bio-dome with a door.

You will likely wish to have a galactic trade Terminal in your base which cost a very acceptable 10 complexity. The standard satisfactory farm would consist of the default building with a bio-dome on top and a ladder to access, a galactic trade terminal inside the default building, any containers you wish to have present which could later be placed inside your freighter and an optional landing pad which comes in at a hefty 50 complexity and an optional exocraft pad coming in at 40. The rest should be spent on freestanding bio-domes with a single door per dome. Now let’s move to the products you can craft from the crops you will farm.

This dictates fully what you will need to grow, there are 14 blueprints that require farmable plants to make, some require the items indirectly in a sense that an item they require to build is made directly or indirectly from crops. These are; Acid, Circuit Board, Cryogenic Chamber, Freighter Fuel, Fusion Ignitor, Glass, Heat Capacitor, Liquid Explosive, Living Glass, Lubricant, Poly Fibre, Quantum Processor, Stasis Device and Unstable Gel. You can narrow these down to 2 kind of Final Forms and these are Stasis Device and Fusion Ignitor, these 2 are what I call level 5 blueprints, as they require 5 levels of production, they both sell for 18 million units and are rare to even obtain the blueprints, I’m personally lucky to have both but am missing a key blueprint being the quantum processor which is needed to make the stasis device.

The best out of these as far as farming goes is the Stasis Device as the crops required to build, overall have a lower duration to grow than the fusion ignitor. The problem with these 2 blueprints is that they require a lot more than just the crops to make, you will need to gather consistently large amounts of Carbon, Iron, Heridium, Gold, Emeril, Iridium, Radon, Sulphurine & Nitrogen and that is just the Stasis Device, not the Fusion Ignitor. This is high-end endgame farming and not how most people do it. Most people craft level 2 blueprints that require only the crops themselves to build and there are 3 of them, Circuit Board, Living Glass and Liquid Explosive. These 3 can be produced almost passively in great number netting you anywhere from 20 to 50 million per cycle, a cycle is what I refer to as anywhere from 1-8 harvests, this is, however, many harvests are required to produce one lot of the crafted product.

Circuit Boards are the most valuable per item but require the most to make, they go for 1,315,875 units by the galactic average. To make a circuit board requires 1 Poly Fibre and 1 Heat Capacitor. To Make a Poly Fibre requires 100 Cactus Flesh and 200 Star Bramble while a Heat Capacitor Requires 200 Solanium and 100 Frost Crystals. Each Echinocactus will give a yield of 100 cactus flesh but take 2 hours to grow, each Star Bramble gives a yield of 25 star bulb and takes 30 minutes to grow, a solar vine gives a yield of 50 Solanium and takes 2 hours to grow while a Frostwort gives a yield of 50 Frost Crystals and takes 15 minutes to grow. This is the part of the planning stage that you decide how often you are going to harvest, this massively affects how much of what you plant, and even what planet is best suited to your farm.

If you only plan to harvest once per cycle, you will need to plant 1 Echinocactus, 8 Star Bramble, 4 Solanium and 2 Frostwort per Circuit Board. For this configuration, Star Bramble requires by far the most crop plots and so a farm such as this would be best suited to a lush planet where Star Bramble can be planted on the planet surface taking it’s general complexity cost to 5 down from 8.5, allowing you to plant more of the required crops and therefore get more Circuit Boards per cycle. But, if you increase the level of harvesting, for this farm you can choose to harvest every 15, 30 or 120 minutes, I would not advise 15 in general as only the frostwort can be harvested that often and little is needed, but doing so would increase your efficiency, but I would definitely advise harvesting every 30, this would give you the configuration of 1 Echinocactus, 2 Star Bramble 4 Solar Vine and Frostwort per Circuit Board, the difference here is massively allowing you to make far more Circuit Boards per cycle, also the ratio has shifted to Solar Vine being the highest crop plot crop and so would be better suited to a planet with a hot environment allowing you to plant the Solar Vine on the planet surface for greater efficiency.

If we take both of these examples and make the perfect farm from them, say it has a trade terminal, all 10 containers and a landing pad with the default building also accounted for this leaves us with 1870 Complexity for the farm. To work this out we need 2 average complexity calculations, 1 for the crops in domes and one for without, so the first configuration that is only harvested once per cycle requires 7 plots inside and 8 outside per circuit board. We can simplify things by also assuming the first 16 plot dome has only 13 and deal with those 3 later. Each dome plot cost complexity, each planet plot costs 5, this gives us for the domed and 40 for the planet. We then divide our lot of 1870 by 99.22, this gives us 18.84, so we round it down to 18 and that’s roughly how many circuit boards we can make per cycle with that configuration so 18 would require 126 dome plots and 144 surface plots. This is a total of 10 domes, 1 with 16 plots, 9 with 13. The total complexity cost of that is 10 Bio-Domes each costing 45 complexity plus the 126 domed crops and 144 surface being 5 each when not taking the domes into consideration is 1800, this leaves us 70 complexity and a few potential empty dome plots.

In this circumstance the 10 domes 1 with 16, 9 with 13 gives us 136 plots to work with, so we have 10 empty plots inside domes, if you add an extra circuit board worth of crops youd be only 5 complexity over so just having 1 less star bramble on the surface could give you almost 19 circuit boards per cycle just requiring you to go out and harvest a nearby star bramble for each harvest as you are on a lush planet where they grow in this example or get rid of a single container for a perfect 19 board farm. We should stick firmly to the example so this farm produces Circuit Boards per harvest which gives us based on the galactic average 24,909,513 units per cycle or 12,454,757 units per hour. I’ll not explain the maths for the second example and just go straight to the results. The second configuration of harvesting every 30 minutes for 4 harvests per cycle and based on a hot planet where you plant the Solar Vine on the surface, requires; 10 Bio-domes Producing Circuit Boards per Cycle with an extra few slots empty for a per cycle wealth of 49,345,312 units or 24,672,656 units per hour, making it pretty much double the single harvest per cycle config.

As a passive farmer, the first is ideal requiring around a 3rd of the attention for half the reward, but if your main concern is making units, then the higher frequency harvest is certainly the best option. This of course only covers circuit boards, the highest per hour yielding product of the 3 level 2’s is actually living glass. I’ll be going into detail on specific builds and the most efficient farms later this week, but this lays out the mathematical structure you would want to apply to fit your own uses. If you would prefer not to do the maths yourself then head over to xainesworld.com/nmsfarmplanner/, link in the description for an advanced calculator which guides you through the process and gives you all the details and more that you would like to get building.

Stay tuned for part 3 of this masterclass of farming in No Man’s Sky where we cover the actual building and gathering of resources for your farm. If this video did help you a like would be much appreciated, subscribe if you haven’t already for more and maybe think about joining on Patreon, a dollar a month is a great way to support the channel and get early access to the videos. But above all, have an awesome day folks..