steve0greatness,
created on Sunday, 24 March 2024, 23:33:50 (1711323230),
received on Monday, 6 May 2024, 02:55:39 (1714964139)
Author identity: Steve0Greatness <steve0greatnessiscool@gmail.com>
18bcfe55610d7b168320df7ae1885a5ef027226a
blog-posts/satisfactory-farming-idea.md
@@ -1,18 +1,21 @@
title: Satisfactory Concept: Farming
date: 2023 Apr 16
updated: 2024 Mar 24
Here is my idea for automating the collection of healing materials(such as Beryl Nuts) in Satisfactory
## Plant Pods
Plant pods would be researchable in the Nutrients section of the MAM. It would cost:
* 5 modular frames
* 10 steel pipes
* 20 biofuel
to research.
You'd be able to build it in a new _Farming_ section in the production category of the build menu. It would cost the user:
You'd be able to build it in a new *Farming* section in the production category of the build menu. It would cost the user:
* 4 steel pipes
* 2 quickwire
* 5 biofuel
@@ -23,13 +26,15 @@ The user would be able to interact with the planting pod to bring up a menu that
## Robot Farmers
Researchable under the _Crystal Oscillator_. The research cost is:
Researchable under the *Crystal Oscillator*. The research cost is:
* 10 Crystal Oscillators
* 5 AI limiter
* 3 quickwire
These little farmers need power to survive, which is why the _ROBOT charger_ is unlocked with them.
These little farmers need power to survive, which is why the *ROBOT charger* is unlocked with them.
This building can be built in the power section. They cost:
* 15 quickwire
* 2 modular frames
* 5 crystal oscillators
@@ -38,7 +43,8 @@ to build.
Once built, this building acts like the truck station, but instead of coal, it loads power, and it can only unload items from the bot's inventory.
The Robo-Farmer is then buildable under the _Farming_ section in the production category of the build menu. It costs :
The Robo-Farmer is then buildable under the *Farming* section in the production category of the build menu. It costs:
* 1 Factory Cart
* 2 Crystal Oscillators
* 1 AI limiter
@@ -47,7 +53,7 @@ The Robo-Farmer is then buildable under the _Farming_ section in the production
to build.
These little robots have themselves a little UI that allows you to select items they should farm. Once given a task, these robots will always return to the nearest _ROBOT charger_ when their inventory is full, or they are running low on power(robots will always attempt to keep themselves powered). If the robot cannot find a plant within range that is harvestable, then the they will wait until there is one.
These little robots have themselves a little UI that allows you to select items they should farm. Once given a task, these robots will always return to the nearest *ROBOT charger* when their inventory is full, or they are running low on power(robots will always attempt to keep themselves powered). If the robot cannot find a plant within range that is harvestable, then the they will wait until there is one.
## Getting the most out of these resources
Robot Farmers are best at traversing on foundations(they spend less power). As such, it is recommended, that the player create a flat platform that has plant pods with some space between for the bots to traverse between them. In the center, the player should build a _ROBOT charger_, as it will allow the robots the run around equally in each direction. Players should also utilize the _Conveyor Lift_ to bring materials to a layer above for sorting, or other purposes.
Robot Farmers are best at traversing on foundations(they spend less power). As such, it is recommended, that the player create a flat platform that has plant pods with some space between for the bots to traverse between them. In the center, the player should build a *ROBOT charger*, as it will allow the robots the run around equally in each direction. Players should also utilize the *Conveyor Lift* to bring materials to a layer above for sorting, or other purposes.