No Man's Sky

No Man's Sky

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Zes Dec 6, 2023 @ 10:29am
Industrial setup - golden ratios
I'm planning to look into industrial setup today. I have a few questions;

I wanna find an S class oxygen spot and will put ? > how many extractors?

> What is the ratio?
how many solar panel per extractor
how many battery per solar panel
how many depot per extractor?

> and do you guys put 1 teleporter for each site and visit your all sites over and over everyday? is there a way to collect them remotely?
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Showing 1-15 of 19 comments
wkitty42 Dec 6, 2023 @ 11:03am 
there is a diminishing returns factor in NMS hot spots, now... too many extractors reduces the quantity of material you extract...

i generally stack three or four extractors on top of a hot spot (using the build camera to look straight down for a perfect vertical stack)... i think the 4th one shaves off a touch of production but i don't really care... there in the same area, i'll build several stacks of four high storage silos... i also build one silo for each hot spot back at my land pad area and pipe them all together... this way i don't have to go far to gather them... if i want to gather more at a time, i build more storage silos at the hot spot and wait a little while longer for the silos to all fill up...

i generally always find a power spot first... then i look around to see what else may be available... i find the spots, first, and mark them with save beacons of different colors to tell them apart and be able to tell their distance apart... then i find a place near the middle to build a base...

the few times i've used solar and batteries, i did one battery with two solar for each extractor... so four extractors need four separate batteries and eight solar... if more than one battery is needed for an extractor to make it through the night, add another one and two solars to the chain for that extractor...

gone are the days of massive extractor farms...
umop-apisdn Dec 6, 2023 @ 11:05am 
I add depots until I get to whatever target production I want, then stack extractors until I get that amount per day ("use" the extractor or depot to get a production display interface); typically, I shoot for roughly 30,000 per 24-hour period. This is very much overkill, because I don't want to visit my extraction bases very often; 10,000 per 24-hour period is plenty for most people's needs.

Don't use solar panels to power extraction sites; use power extractors on a nearby electromagnetic site, instead. This obviates batteries, and (given enough generators) even a class C hotspot will provide more than enough power for an absurdly large base.

Yes, placing a teleporter is the best way to quickly acquire resources from extractor sites; place the teleporter and a supply depot for each resource you're extracting right next to one another, and you can teleport in, grab your resources, and teleport out.

There is no way to collect resources remotely, that I am aware of.
Mr. Bufferlow Dec 6, 2023 @ 11:47am 
To answer your basic question, the rough ratio is 2 solar panels to 1 battery. Unless you way over-engineer the electrical system, you usually need to see if it makes it through the night and add on more to cover the "night" period.

Be aware there is a cap on credits of a little over $4B. Credits are just a means to an end, don't ride the golden dragon or you will go "well crap, I wish I had known that before I did all this work".
umop-apisdn Dec 6, 2023 @ 12:40pm 
Originally posted by wkitty42:
there is a diminishing returns factor in NMS hot spots, now... too many extractors reduces the quantity of material you extract...

While this is true on a per-extractor basis, the "diminishing returns" effect never causes a negative result; adding more extractors always increases the overall production of the network.

It should also be noted that stacking extractors vertically removes the "diminishing returns" effect.

See https://nomanssky.fandom.com/wiki/Mineral_Extractor#Diminishing_Returns for more details.
Last edited by umop-apisdn; Dec 6, 2023 @ 12:42pm
Grimmslayer73 Dec 6, 2023 @ 1:23pm 
Originally posted by umop-apisdn:
It should also be noted that stacking extractors vertically removes the "diminishing returns" effect.
This is incorrect. Stacking vertically is the only way to get multiple harvesters on absolute 100% of an S class hotspot. If you place 1 harvester on 100%, and just bunch the other harvesters around it, they will only be at 98% or less. it only takes a few steps and your down to 90%. That 100% spot is small on the ground but it reaches all the way to space. Diminishing returns is another thing all together.
Foxglovez Dec 6, 2023 @ 3:17pm 
Getting 100% just isn't important. The current problem is by the time you find the electricity hot spot then find the ore/gas hot spot, get everything set up, you really wont need it anymore. Used to be back in the day you could build these huge farms and they belched out thousands upon hundreds of thousands of resources every 8 hours.
Then came the nerf hammer.
If you still have those farms and feel like keeping them for historic interest, cool beans. Most or many of us tore them down as now anything producing maybe 10k resources or more takes a long time and starts with the diminishing returns. I personally like to make oxy and 3 gas farms but you don't even need to do that. There are other ways to get the gases from farty plants, floaty plants, organic rocks and fields of oxy plants.

Indeed as noted above 2 solar panels per battery or even a C electric hotspot will serve most your needs. Set everything up as you go so you don't miss a piece and have to go back and figure out what is wrong. Also, there have been some issues with wiring so be aware things don't always work as they should. lol it is NMS after all.

Units are so easy to get you will very soon be trying to figure out how to unload them vs how to accrue them. Nanites on the other hand you will be needing for a long long time if you're like many of us.
Captain.Jartyk Dec 6, 2023 @ 3:52pm 
Originally posted by wkitty42:
there is a diminishing returns factor in NMS hot spots, now... too many extractors reduces the quantity of material you extract...

By dividing the extraction into several completely separated networks, you can get around the problem of diminishing returns.
Dimishing is activated at approx. 1000u/hour, so if you want to extract more, you build separated networks.

What you have to pay attention to is to build the different networks at a distance from each other, you have to separate them a few meters, otherwise you run the risk of them automatically connecting to each other.
The best way is to build on the height with several floors, and place the equipment there on each floor.

The auto connection I mentioned can also be of great help, because when you connect a pipeline to a silo, you can place a whole stack of silos around that connection point, and they all get connected without needing their own pipeline.
Grimmslayer73 Dec 6, 2023 @ 4:38pm 
Originally posted by Captain.Jartyk:
What you have to pay attention to is to build the different networks at a distance from each other, you have to separate them a few meters, otherwise you run the risk of them automatically connecting to each other.
The best way is to build on the height with several floors, and place the equipment there on each floor.
From my experience there needs to be at least 1 floor panel or 1 wall distance between lines and harvesters from different groups to keep them from getting crossed.
umop-apisdn Dec 6, 2023 @ 6:19pm 
Originally posted by Grimmslayer73:
Originally posted by umop-apisdn:
It should also be noted that stacking extractors vertically removes the "diminishing returns" effect.
This is incorrect. Stacking vertically is the only way to get multiple harvesters on absolute 100% of an S class hotspot. If you place 1 harvester on 100%, and just bunch the other harvesters around it, they will only be at 98% or less. it only takes a few steps and your down to 90%. That 100% spot is small on the ground but it reaches all the way to space. Diminishing returns is another thing all together.

While your information is correct, it has nothing to do with diminishing returns. Stacking the extractors vertically gets the "active point" of the extractors far enough away from each other that they don't automatically become part of the same network.

Originally posted by Grimmslayer73:
From my experience there needs to be at least 1 floor panel or 1 wall distance between lines and harvesters from different groups to keep them from getting crossed.
In my experience, extractors are roughly 2 wall panels tall, and fit nicely on a full-size floor tile. You don't have to stack them directly on top of each other.
Last edited by umop-apisdn; Dec 6, 2023 @ 11:33pm
Liralen Dec 6, 2023 @ 9:54pm 
Originally posted by Zes:

> and do you guys put 1 teleporter for each site and visit your all sites over and over everyday? is there a way to collect them remotely?

Use supply depots to collect the resources. The amount you need necessarily depends upon how often you need to collect them. But yes, you have to visit the base to collect them, but not the collection site. Connect a supply depot at the base to the collection site.

I'm a stasis device and fusion igniter builder, so I need a lot of resources. YMMV.

I chose siting bases with little regard for the class of the hot spot, but rather how many hot spots are within range of the base, which of course I don't place until I do a thorough survey.

Invariably, the distance exceeds the base limitation without building objects to extend the base limitations. I generally use supply depots for that, unless it's an EMF hot spot. I only bother with finding an EMF hot spot at my main base, which is generally on a paradise planet (because I spend a lot of time there), so also has oxygen or nitrogen at least.

Bottom line with resource extraction only, I have a supply depot for each resource extracted near the base's teleporter, from which I can collect the stored resources. These bases have nothing else there than a tiny hut which contains the teleporter, and solar panels and batteries on the roof. Of course, the supply depots at the base are connected to other supply depots generally located between the resource collection site and the base.

One battery is placed where it's convenient to check overall power usage of the the base, with all other batteries connected to it somehow, and of course, those batteries are in turn connected to the solar panels.

I balance the number of extracters vs. supply depots by trial and error. It necessarily depends upon how often you wish to visit the base.
Zes Dec 7, 2023 @ 12:05am 
thank you for all informations you've given.
dreamrider Dec 7, 2023 @ 4:26am 
Originally posted by Liralen:

I'm a stasis device and fusion igniter builder, so I need a lot of resources. YMMV.
@Liralen:
Be careful not to build / sell TOO many Stasis Devices & Fusion Igniters. In the later game, money (=U=) becomes almost as common as Carbon. You will find yourself running out of ways to burn off money, and running out of storage space for resources.

I recommend that you stop producing & selling high value trade goods at about 2.5B =U= 'in the bank'; certainly by ~3B. And stop accumulating the dedicated resources to assemble them with.
A number of those resources aren't good for anything else (other than to sell, themselves). They just take up space, and you will get sufficient of them for any future needs from freighter/frigate operations (which also generate raw money).
Last edited by dreamrider; Dec 7, 2023 @ 5:30am
Praxis-W Dec 7, 2023 @ 11:12am 
Honestly, after your first 500 million credits, you can safely pivot your resource gathering from minerals and trade goods to Nanite production. Credits become stupidly easy to accumulate once you have a good freighter and frigate fleet.
umop-apisdn Dec 7, 2023 @ 11:40am 
Originally posted by Praxis-W:
Honestly, after your first 500 million credits, you can safely pivot your resource gathering from minerals and trade goods to Nanite production. Credits become stupidly easy to accumulate once you have a good freighter and frigate fleet.

That being said, I dropped about 1.8B :nmsunits: and 85,000 nanites on a ship the other day, because I was impatient... and I only stopped spending units because I ran out of money filling in the cargo bay slots and couldn't be bothered whomping up some more fusion igniters and stasis devices. Found a little shuttle I just couldn't resist in a 1-star system, and got tired of waiting for it to show up as something better than a C.

It's not at all impossible to drop 4B+ units at a time... but the opportunity doesn't seem to present itself as often as I would like.
Last edited by umop-apisdn; Dec 7, 2023 @ 11:44am
Comradovich Dec 7, 2023 @ 6:02pm 
I feel like this thread pretty much covered everything you could want, with the notable exception:
YOU CAN WIRE GLITCH EXTRACTORS TO OCCUPY THE SAME POINT IN SPACE.

To do this:
1. Find your hotspot and go into the build menu. Assuming you're within base boundaries, you should see that you can build an extractor. Now, hit the "Q" key to bring up the wire menu and pull a wire. You want the first point to exist wherever you think the exact center of your hotspot is. The other end can be any random length out in any random direction. We just need that first point marked and available. I usually just eyeball out 3-5m as that is far enough away to tell my wire ends apart.
2. Now, select the extractor again from the build menu and again hit "Q" to bring up the wire. Instead of placing a wire, select the end of the previous wire where you think the center of the hotspot is. Now quickly hit "Q" at the same time as "Left Click". (Or whatever your controller combo is for these keys). An extractor should've just appeared on the end of that wire. Assuming you pulled your wire on a floor or something flat, that extractor should be more or less vertically aligned. If you pulled the wire against the terrain, that extractor will instead be tilted at a right angle to the terrain. Still works, just looks wonky.
3. Inspect the extractor before you do anything else. Is it showing 100%, (or whatever the max percent is for your hotspot)? If not, you messed up on your wire estimation in the previous steps. Just delete the extractor and wire, then redo it until you're satisfied. Some people are real particular about getting that perfect placement. I'm happy if it's just within 1%. You do you.

Let us now assume that your extractor is placed correctly. Before deleting your wire, you should put down more extractors on the end of it. At this point you will see that there is indeed a maximum number of extractors you can place down before you start hitting diminishing returns. This number is exactly 4. As soon as you try glitching down a 5th extractor, you should see that the output of all of the extractors suddenly diminishes. If you delete that 5th extractor, the other four return to normal output. This is the point where we can start looking at the rest of the advice in this thread. Stacking extractors now become relevant. There is no good reason to build an extractor tower that is 32 extractors high, when you can build one that is just 8 high but has exactly the same output.

The reason you can stack extractors is because a hotspot is not a point in space, (like you might have assumed when you scouted it out). Instead it's a straight line, which extends from the center of the planet you're standing on until some point up above you. Any point on this line is the center of that hotspot. So, to make best use of this info let us assume that you just whipped out your Terrain Manipulator and tunneled down until you hit bedrock, then remapped the center of that hotspot, shall we? You're at the lowest point of the hotspot that you can reach. Pull your wire, glitch in 4 extractors, now move up a little towards the surface. Pull a second wire and repeat for another 4 extractors, (which should also be centered). Assuming you're checking extractor placement with each wire, you should have extractors with 100% output, but also are grouped in fours along the center of the hotspot. Once each group of 4 is centered, I can delete the wire I used to place them. I'll revisit these extractors with a single wire later on, when I actually plan on powering them up.

Benefits:
1. You only need 1 power wire for each group of 4 extractors glitched in using this method. You do still need enough power capacity in the network for all four extractors, but only one actual wire connection. Every extractor is close enough, (read: occupying the same point in space), to the power connection to draw current from it.
2. You also only need one supply line to connect all four extractors to the supply tube network.
3. As soon as you connect everything up and it starts running, you'll probably panic because it's all on different timings. All you need to do to fix this is save your game and reload. Everything synchs up on a reload. At this point, you won't have to worry too much about any instability issues. It'll be loud, but that gets muffled once you rebury everything.
4. 99.99% of players will never have to worry about the total base part limit. But you definitely won't, because instead of needing 4 wires and 4 supply lines to connect 4 extractors up, you just needed 1 of each. 6 total parts vs. 12.

Additional info:
Supply silos don't have diminishing returns. You could wire glitch 31 of them onto a simple wooden floor, then build a one square shack two stories high to hide it if it gets "blinky" on you, and put the 32nd supply silo right next to your refiner area. All the benefits of having 32 supply silo storage, but you only have to look at one of them. Only need a single pipe in and a single pipe to the end silo, too.
You'll also notice I'm throwing the number 32 around a lot. This is the approximate amount of glitched parts in one area that my system specs can handle. Yours may be higher or lower than mine. If you start noticing lag, stop. Looking at Beeblebum's Youtube channel, I will assume that the glitched part ceiling is way, way above whatever I'm running now for a better built computer.
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Date Posted: Dec 6, 2023 @ 10:29am
Posts: 19