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>Satisfactory Concept: Farming</a>
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<h1>Satisfactory Concept: Farming</h1>
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<time datetime="2023-04-16T00:00:00-08:00">2023 Apr 16 PST</time>
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- <span aria-hidden="true" style="font-style:italic">Revision as of: </span> <time datetime="2024-03-24T00:00:00-08:00" aria-label="Revision">2024 Mar 24 PST</time>
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<p>Here is my idea for automating the collection of healing materials(such as Beryl Nuts) in Satisfactory</p>
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<h2 id="plant-pods">Plant Pods</h2>
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<p>Plant pods would be researchable in the Nutrients section of the MAM. It would cost:</p>
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<ul>
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<li>5 modular frames </li>
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<li>10 steel pipes</li>
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<li>20 biofuel</li>
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</ul>
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<p>to research.</p>
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<p>You'd be able to build it in a new <em>Farming</em> section in the production category of the build menu. It would cost the user:</p>
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<ul>
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<li>4 steel pipes</li>
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<li>2 quickwire</li>
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<li>5 biofuel</li>
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</ul>
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<p>to build. It would require 1 MW of power to function. Plants that are left without power while in there will not continue growing or providing harvest, however they will not die(that'd be annoying if they did).</p>
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<p>The user would be able to interact with the planting pod to bring up a menu that tells them what stage of growing it's at(baby, growing, fully grown), how ripe for harvest the plant is(out of 3 states: none, starting, ripe). The UI will have a button to harvest at the bottom, and a box that will allow the plant to be exchanged for another--which would give you a few leaves, proportional to how long it's been growing(0 if baby, 4 if growing, 10 if fully grown), and the amount of fruit they would have gotten from the harvest + 1 extra(for the fruit they put in).</p>
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<h2 id="robot-farmers">Robot Farmers</h2>
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<p>Researchable under the <em>Crystal Oscillator</em>. The research cost is:</p>
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<ul>
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<li>10 Crystal Oscillators</li>
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<li>5 AI limiter</li>
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<li>3 quickwire</li>
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</ul>
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<p>These little farmers need power to survive, which is why the <em>ROBOT charger</em> is unlocked with them.
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This building can be built in the power section. They cost:</p>
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<ul>
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<li>15 quickwire</li>
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<li>2 modular frames</li>
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<li>5 crystal oscillators</li>
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</ul>
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<p>to build.</p>
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<p>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.</p>
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<p>The Robo-Farmer is then buildable under the <em>Farming</em> section in the production category of the build menu. It costs:</p>
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<ul>
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<li>1 Factory Cart</li>
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<li>2 Crystal Oscillators</li>
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<li>1 AI limiter</li>
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<li>3 quickwire</li>
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<li>5 steal pipes</li>
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</ul>
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<p>to build.</p>
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<p>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 <em>ROBOT charger</em> 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. </p>
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<h2 id="getting-the-most-out-of-these-resources">Getting the most out of these resources</h2>
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<p>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 <em>ROBOT charger</em>, as it will allow the robots the run around equally in each direction. Players should also utilize the <em>Conveyor Lift</em> to bring materials to a layer above for sorting, or other purposes.</p>
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