幸福工厂

幸福工厂

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Zottel 2022 年 12 月 11 日 上午 12:36
What are the best items to generate coupons?
Is there a rule of thumb I can use to select items for generating coupons? Currently I always take the most advanced materials. So currently I have the simple steel production unlocked so I take steel pipes for the generation of coupons because they bring the most points, but is that even right?
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Suzaku 2022 年 12 月 11 日 上午 12:38 
Generally, the more complex the item is, the more points it produces. You can see a list of items and the points they generate here: https://satisfactory.fandom.com/wiki/AWESOME_Sink
Commander19 2022 年 12 月 11 日 上午 1:42 
In very early game, the rotors, motors/ engines and "industrial beams" is what I'm currently using for coupons..
Mihle 2022 年 12 月 11 日 上午 1:57 
Alien DNA capsules is great.
I sunk all alien material I had gotten and saved over 150 ish hours and got like 60 coupons from it.
Die Hand Gottes 2022 年 12 月 11 日 上午 7:04 
I shred all surplus
have two automatic warehouses there is a lot of surplus
but the more valuable the item the more points
nfgman 2022 年 12 月 11 日 上午 11:21 
After sinking turrbo motors, most of the lower stuff are almost irrelevant. Fused frames and pressure cubes may be the exception. Supercomputers don't have the reward compared to the investment.

Regardless, you're almost forced to sink any aluminum related excess to keep factories from backing up. Same could be said for nuclear waste.

Before getting to that point, motors and heavy frames are stepping stones. Control rods and AI limiters offer decent return for the effort. Oscillators are going to be needed but production is slow.
kLuns 2022 年 12 月 11 日 下午 12:17 
In T4 make a silica factory and use a full belt of raw quartz to produce as much as possible. Mix with limestone if you like a little extra. Don't forget you need ~1,67 belt to sink for every full belt of quartz you process.

AI limiters are also worth a lot.

End game anything as complex as supercomputers and higher.

Maximizing:
Assembly Director systems. Thermal Porpulsion Rockets provide more points but you can make less of them. It's a tradeoff.

Storage room:
Smart split overflow from the storage through a space elevator factory, this results in some items buffering in stead of being sunk but you compensate that with the points you get.
Zottel 2022 年 12 月 11 日 下午 1:00 
Thanks guys, that helps a lot.
引用自 Mihle
Alien DNA capsules is great.
I sunk all alien material I had gotten and saved over 150 ish hours and got like 60 coupons from it.

Surprised no one else mentioned this. I had around 80 coupons worth of drops chilling in some chests. Had them before the enemy overhaul and was EXTREMELY happy with the results.

You get 1k "DNA points"per capsule.
最后由 𝓝𝓪𝓬𝓱𝓸𝓫𝓸𝓲 编辑于; 2022 年 12 月 11 日 下午 2:08
Obz3hL33t 2022 年 12 月 11 日 下午 2:48 
Since the end-game has been covered by players who have put a lot more thought into it than I have I'll cover cheap, low-cost point production in the early and mid-game.

In the early game you should only run the power for as long as it takes to clear your storage and collect your tickets. Most of the stuff you can sink isn't worth much (cable) or is needed for biofuel (alien protein).

BUT the Equipment Bench provides some excellent bargains for handmade goods. Parachutes would be nice except they like data capsules compete for your fuel source. The real winner early-game are chainsaws.

With minimal automation investment -- and you need to automate the chainsaw parts, especially screws, to make sinking them practical -- you get a HUGE point value with very little belt-time eating up 30 MW.

Early-tier winner is Chainsaws!

Early-mid-tier you need Caterium but not much of it, so there's no reason not to just shunt surplus AI Limiter production into the Sink.

Mid-tier just as Caterium demand increases you'll have Motor production going. There will also be widely varying demands on rotors and stators. This makes it very convenient to shunt surplus rotors and stators to the sink, since they're going to be unbalanced anyway. And if you're going to sink motor parts might as well sink surplus motors while you're at it. You should have a switch for motors & parts though, in case you need surplus steel from your motor works.

Mid-tier the ol' Uranium farm is a fan favorite. Plug a miner into uranium and belt it straight into a Sink. What's that sound? Is that your Geiger counter? No! It's just the cash register ringing!

Finally you've got some decent defense tools mid-tier and no further use for biomass. You've got a stack of inhalers and a backup stack in the crate. Time to collect your bounties in Data Capsules.

Mid-tier winners are AI Limiters, surplus Motors and parts, uranium farm, and Data Capsules.

Surplus-anything is a good idea. Mid-tier production of various goods will at various times vastly outstrip demand. If you build all your production complexes with a Smart Splitter in front of the storage crate you can capture tickets from excess production capacity, then when demand spikes (like for cable) throw the switch and stop dumping surplus. Some items are valuable but cost a lot of power. If you're sinking surplus modular frames watch your electricity usage until diluted fuel or nuclear.

I'm going to add the Smart Splitter to the list of Mid-tier winners. If you put them everywhere you can sink anything.

AI Limiters, Smart Split surplus especially motor parts, uranium, and Data Capsules!
最后由 Obz3hL33t 编辑于; 2022 年 12 月 11 日 下午 2:50
dendriti 2022 年 12 月 11 日 下午 5:21 
Obz3hL33t has some great advice, but my suggestion is to just sink enough to get the coupons for useful things you need (or want, like Concrete Foundations!). The time you spend setting up Smart Splitters for overflow can be better used to advance to higher value items to sink, and you'll rapidly outstrip stuff like Rotors in less overall time.
Obz3hL33t 2022 年 12 月 11 日 下午 10:36 
The "must-have" stuff (wall outlets, floor holes, double foundations) I need well before mid-tier. I sink chainsaws for those.
Kingdark 2024 年 10 月 10 日 上午 11:46 
I don't mean to necro an old thread (but I've done it anyway :P ) but is any of this stuff still valid? 1.0 has come and gone and I've had satisfactory since several updates ago. Haven't played it much since, but now, I can't get enough of it.
LordErec42 2024 年 10 月 10 日 上午 11:54 
Yeah, the stuff in here is still valid. In 1.0 alien DNA capsules are probably the easiest way to get tickets with somersloop doubling, just run the creature remains through a constructor to generate protein and then again to get the capsules, with the somersloops in the constructor the output gets doubled both times so you get 4x DNA capsule per alien remains and the cost per ticket ramps up much more slowly for DNA points than regular parts. That said, alien DNA is always going to be a manual process to hunt down critters and can't be fully automated.

For a fully automated ticket pipeline space elevator project parts are generally the most valuable at each given tier.

Honestly I wouldn't worry too much about tickets before the endgame beyond alien DNA capsules you'll inevitably get while exploring, those should give you enough to unlock all the actually functional items from the awesome shop pretty easily, everything else is just cosmetics.
SapienChavez 2024 年 10 月 10 日 下午 12:02 
引用自 LordErec42
Yeah, the stuff in here is still valid. In 1.0 alien DNA capsules are probably the easiest way to get tickets with somersloop doubling,

Quadrupling! double both processes! (I am sure this is what you meant)
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发帖日期: 2022 年 12 月 11 日 上午 12:36
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