No Man’s Sky Origins Guide to Diminishing Returns & How To Build a Perfect Industrial Farm for Units

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No Man’s Sky Origins introduced diminishing returns on Gas and Mineral Hotspots which lower the overall yield and so unit making capacity of particularly large farms. Today I’ll go through how diminishing returns works and how you can completely avoid it and build a perfect efficiency industrial farm to make hundreds of millions of units with ease. The farm we’ll be focusing on today is an Activated Indium farm as it is well known to be the best passive farm, requiring you to only collect and sell once built, and while stasis device farms make more units in a shorter time, they require the effort of collecting, refining and crafting. If you are interested in the Stasis Device farm, then check this guide out, it’s long and goes into great detail about everything, it is also unaffected by diminishing returns upto 64 Stasis Devices per harvest, which equates to around 1 billion units worth.

We’ll start with finding your hotspots, if you are confident you know everything on this subject and how hotspots work, then skip to the timestamp on screen now, where we’ll discuss blueprinting to avoid diminishing returns. If you don’t yet have a survey device required for hunting hotspots, then check the nexus missions, you can get it for free with the components to make it by completeing a documentation/survey mission. When searching for a hotspot, you should start with the one that requires the highest class. as this will be an activated indium farm, we would be best off with an S-Class deposit. When searching, you will often see no hotspot nearby, but this doesn’t mean it’s not showing you where the nearest one is. Listen carefully and the stereo audio beeps are still working, using the left and right audio beeps, you can easily discern the rough direction and move toward it to get the class of the deposit when within 400u of it’s core.

If it isn’t the class you are after, then turn 90 or so degrees away from where you’ve previous been and just keep going to keep it nice and efficient. I was unlucky in my search as it took me an hour and a half, in which i’d found 8 S-Class mineral hotspots, 6 were Silver, 1 was Basalt and finally the 8th was Activated Indium. On average an S-Class of the type you want should take around 30 minutes to find, but rng plays a big role here. Once at the hotspot you are happy with, mark it with a beacon, then switch to searching for Electromagnetic to ensure there is one within 2000u. You will need to mark out all of the hotspots you require before setting your base computer. This will allow you to cover an area where the hotspots are upto 2000u apart at the longest by placing your base inbetween them so that each hotspots is within a 1000u radius of it.

1000u translates to 4 minutes on foot, so bear that in mind when measuring longer distances. Once you have your beacons set and you base computer built and claimed, you can start building. Your base will consist of multiple parts, these will be you main area at the base computer which is where you will collect your resources and do whatever else you wish to do in a base. Then a small part for each hotspot you are aiming to take advantage of. These hotspot parts of your base, unless one is also the main part itself, will generally not be visited once built and will be purely functional. For the hotspot parts, you will need a rough idea of how hotspots work. They are a circular area on the planets surface. Extractors placed in that circle produce the resource that the hotspot is focused on. The class of the hotspot determines it’s maximum potential production of the resource.

But also where you place the extractor on the hotspot will determine how much of that maximum potential you can take. Imagine a circle with a central point, an extractor built on the very center of the hotspot will produce the maximum that hotspot will allow. The further from the center you place the hotspot, the less in relation to that maximum the extractor will produce. This circle is only 2D, however, meaning that this center point is as potent regardless of height, so you can keep getting the maximum per extractor from each one, by either stacking them straight up from the center, or glitching them perfectly phased inside of each other.

For this example build, I’ll be doing a bit of both. For Diminishing returns, from all of my testing it would appear it works specifically on the network itself, and just on the overall resources per hour gain. To expand on that; It is calculated to each network of extractors, so any extractors that are in some way connected, which includes being connected by supply depots. The calculation will take into account the combined hourly extraction rate from all extractors in the network, and apply a percentage modifier to each extractors hourly rate determined by the size of the hourly rate. Diminishing returns do not kick in at all until the combined hourly rate reaches 2500 or more. This is why all stasis device farms made from my guide that are 64 per cycle or lower are completely unaffected, as a cycle is 16 hours and you need 32,000 of each gas for 64 Stasis Devices, which gives an hourly rate to charge every 16 hours of 2,000 per hour, so none of them will be affected by the diminishing returns.

The simple way to avoid diminishing returns is to just have multiple networks of extractors and supply depots. We can plan the farms by just knowing the central points hourly rate per extractor, how often the farm will be collected and then after, how much you intend to make per harvest which will show us how many cells we need. For this farm we are building today, It is an S-Class Activated Indium Hotspot which means the maximum possible hourly extraction rate per extractor is 625.

You should not bank on getting this maximum bang on and instead plan for about 99% as that is far more viable of a placement to make than getting the extractors pixel perfect on the center. This would put our realistic maximum at 619 or so. Through some careful placement I have gotten a wire point down where I can glitch an extractor perfectly every time to an hourly rate of 622. Now we have our hourly rate per extractor, It’s just a case of dividing by 2500, and rounding down if you want perfect efficiency, which in this case means 4 Mineral Extractors per cell of this farm. For a well placed farm on an S Class hotspot, it will always be 4 extractors. 622 multiplied by 4 gives us an hourly rate of 2488 per cell, this number may be 1 or 2 higher due to the rounding the game does. I want to make this farm fill up fully once per day, so multiplying by 24 gives us a daily cell production rate of 59,712.

Now we just need to figure out how many storage silos we need. Each extractor will hold upto 250 of the resource and each silo will hold 1000. So it’s just a case of multiplying the extractors per cell by 250, then minus that number from the total amount it will produce per cycle; and then divide that by 1000, rounding up to get how many silos we need. So for this, we will need 59 Silos per cell. If you want to work out at this point how much power you’ll need, just multiply the extractors by 50, so for this, we will need 200kps per cell. For the average unit gain for Activated Indium, just multiply the total resources per cell by 949, so for this example, that is 56,666,688. But the price of Activated Indium appears to hover within 10% of the average price depending where you go so it’s more like 51-62.3 million. I am not after a particular amount of units per cycle and would rather calculate it to a full cargo inventory, which on normal mode is 480,000, minus the 48 as slots aren’t bangon 10k.

With that in mind, i’ll want almost bang on 8 cells, which when fully looaded will procude an average of 455,520,000 units worth of Activated Indium, which if you shop around, could be 500 Million. Now we should mention the connections. It’s not just a case of not connecting these separate cells together as the connections work in a conductive manner. Supply Pipe connections snap the pipe to the connection on the extractor or silo. This makes it look connected, but the way it actually registers the connection is via proximity. This is why if you glitch however many extractors or depots inside each other, it will only take a single supply pipe and power connection to sync them all into a network.

The proximity for this is actually surprisingly large. To be gauranteed of safety, you should space connection with an Extractor or Silo from another network around 10u or more apart, something around a floor pieces width, if vertically, a walls hieight is cutting it close but should do in general, to be safe 1.5 wall heights would be best. I have seen this issue not always present itself right away, so don’t take it working first time if they are close as being 100% good. Also, this proximity issue does not seem to affect joints in the supply pipes caused when you attach it to the floor or some other surface to further extend the pipe, which does allow for pipelines to be very close to each other when building pylons. As a note for clarity, the electrical network is separate and does not join items together for a resource network, so you will not need to split up wiring also, everything can be connected into a single network regardless of how many cells as far as just the electricity goes.

For this example build, each cell of extractors and supply depots will be blender glitched into each other, and with the extractors, the different cells will be spaced apart vertically for a safe and consistent set of multiple networks. To make things easier when phasing extractors and supply depots into each other, I would recommend having one of the resource required to craft it at just the amount you need to craft the full quantity, so that you don’t have to count all 59 depots as you glitch them in. For a detailed explanation of glitching in this sense, I will place a timestamped link in the pinned comment and description for the glitching section of the stasis device mega-guide. Blender glitching is simply wire glitching on to a wire connection point using the end of a stretch wire. When building your supply depots, be sure to build 1 less than you need, as we will put that last one in the main base area, this will be one supply depot for each network cell, and where we will collect the resources once the harvest cycle has completed.

Electromagnetic Generators and their hotspots also work the same way, minus the diminishing returns, so can be stacked. I would recommend having all cells built before setting up the power, and then you can place a generator to get the kps generated per one and divide the power required for all cells by that number and round up, then I would recommend adding 1 extra for your main base items like lights, teleporters and trade terminals.

Lastly is just your main base, which is a highly subjective part. At the very least I would recommend having a Landing Pad, Teleporter and Trade Terminal, also with a big enough area to put 1 supply depot for each cell with at least a flooring space between each connection to prevent networks merging. Connect everything up correctly and job is done! You can visit my example farm in the Eissentam Galaxy on Normal Mode, it is on PC so you may have to crossplay if on console. Thank you for watching! I hope it was helpful, and has convinced you to click that subscribe button for more No Man’s Sky Guides, Livestreams, Let’s Plays and all the news on updates.

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