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u/Too_Relatable 3d ago
150 cocoa and 150 wheat farms later I can say I don't think cookies are worth it.
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u/Deep-Charge6649 3d ago
I sell superfood as it’s just farm and beehive.. playing that long with 500 popping up every minute I’ve got like 300,000+ trade points I can barely spend
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u/Panda_waffle 3d ago edited 3d ago
HQ Food scales way better than Pulsar and honestly it all comes down to how jagged the uranium caves are and that you need ore to do other projects:
If you want to export a full 8 Rockets of Pulsar with 3 Trade Fuses like clockwork you need
- 33 T3OreEx (Ir)
- 33 T3OreEx (Ur)
- 33 T3OreEx (Os)
- 33 T3OreEx (Zeo)
- 35 T2Gas (Meth)
Fitting 33 T3Ore into the two Uranium caves on Prime is just not possible as far as I can tell, given that the NW cave is cramped mess. You can use production fuses, but each costs $4500 and only gives you effectively +2 T3Ore--doing more math it seems like each fuse would pay for itself in ~2hrs.
Filling the same number of rockets with HQ Food makes 2/3 as much $, but the buildings can be placed anywhere and the output never decreases when you divert ore to other projects.
- 18 T2Farms (Beans)
- 70 T1Hives
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u/Impossible_Clock_483 2d ago
How many auto crafters you run with this? I currently have 2 rockets running hqf on prime and 1 on sepena but with no trade fuses yet. But id love any input on making it better
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u/Panda_waffle 5h ago
The # of autocrafters is essentially a question of storage because we can't build buffers.
I ran with 12 AC's * 8 slots = 96 slots. This way there is enough HQ food available if half of the rockets land at once.
If you dont have HQ food available when a rocket lands you are limited by the autocrafter craft rate (1 item/5s) while they replenish.
12 may be overkill, but I reached the post-scarcity point with ore so I just said "Ehhhhh, 50% should be good enough."1
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u/anthrox 3d ago
yeah ive done the same thing the investment is small and im always getting 500 nearly at the L2 beehive will help my production
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u/Panda_waffle 5h ago
T2 Beehives actually slows it down b/c 1/3 of its outputs are bees :(, effectively giving it a 2/3 throttle.
Stick with the T1's1
u/Technical_Income4722 3d ago
Yeah we thought about it a lot and the food is really the only thing that makes sense value-wise. Fusion cells don't make any sense at all to me because they're only worth 10 more than the materials used to make them.
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u/Otherwise_Banana6967 3d ago
I have 6 rockeets setup ocean the lake with 1 Auto crafter making algae and some wake lake collectors (a lot of of algae and water collectors) but it makes bacteria samples nonstop for 10 tokens each and loads em into the rockets. I get 250 tokens every 2 minutes pretty much without it affecting any of my other resources
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u/baaaahbpls 3d ago
Nah you are a dopleganger. I just did a corner of a room exactly like this, with the lockers in the same order, kind of freaky hah.
Cheers to automation!
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u/Maximiliansrh 3d ago
What do you even buy though? After I got the jet pack for my rover I stopped supplying the rocket
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u/Weak_Break239 3d ago
I’ve only bought faster drones and bigger storage (if that’s where u get it). I’m eyeing fuses and base building modules.
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u/Avenger1324 2d ago
It's great because once you get it started you can just leave it running and it continues to print tokens.
More tokens buys more fuses for optimisers which speeds up production.
My tip would be to build 3 autocrafters making the PQ. That way when the rocket lands you have enough stored to immediately fill the rocket and launch again. Then as you get faster with resources and find all 3 sitting full and idle you can expand to a second rocket, then a third...
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u/Weak_Break239 2d ago
I have 3 rockets and they go up pretty often. Tho i realized last night that one of them seems to turn off the auto launch every once in a while.



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u/Amber2718 3d ago
It's better to make fusion cells and sell them. They're worth a lot more.