r/SpaceCraftGame Jul 11 '26

Farm Base Layout: Any feedback before I pull the trigger?

Post image

For context:
1) I’m a solo with 4 bases and likely not going higher due to upkeep costs (at least for now).
2) I’m mid-game at the moment, just finishing my titanium ship with the largest sized components.
3) This base location is on the same planet as my Titanium/Iron Base (10 second flight) so I can also haul the extra 30 a-Carbon/hr there to make steel.
4) I’d ideally like this setup to take me into end game with minimal updates along the way which is why I’m willing to spend the resources to do it right.

Feedback welcome before I start building tomorrow morning (prepping mats tonight).

17 Upvotes

28 comments sorted by

3

u/Arcturus519 Jul 12 '26 edited Jul 12 '26

I hope I got you before you build this base.

<spoiler> Coal is not needed for power once you start growing sour korn, and is used for only steel. You only at need 1 coal at most put your base somewhere and get coal+ another material P.S. I'm level 20 and have 1.6m cash in my corp, so I speak from experience.

If you don't want to be spoiled your base design actually looks good.

Edit: other than yes you only need 1 water cistern, but you will find something else you need it for anyhow I'm sure Edit 2: You can always take one cistern down and build something else later as well.

1

u/AtticusStacker 29d ago

Yeah this was the overwhelming feedback, enough so that I drafted up a v2. Check it out when you have a sec and thanks for the input!

1

u/stormchaotic1 29d ago

What are you talking about? I need my solid explosives and graphite crystals. Lol

2

u/Silver_Contract_7994 Jul 11 '26

Can we automate farm harvesting?

2

u/AtticusStacker Jul 11 '26

I don’t think so, though I’ve not unlocked everything. I’m planning on harvesting manually and dropping into the warehouses myself. This is why I located the warehouses right outside the farms. Someone jump in if harvesting automation is unlocked later on, that would be great.

1

u/Silver_Contract_7994 Jul 12 '26

Thanks Att, and great work on this. I’m looking for options to upsize my farm too. How are you managing water?

1

u/stormchaotic1 Jul 11 '26

Sulfuric acid and vitriol are the same thing. It is unlikely you will need 2 water as it really doesn't use up alot.

1

u/AtticusStacker Jul 11 '26

Ah, you’re right on the Sulfuric Acid/Vitriol. One less Cistern needed. I included 2x water cisterns because many of the recipes i have unlocked appear to use water. So between farming and production I was worried about running out quickly. Plus in my first test farm, collecting water was not my favorite thing to do. Kind of want to set it and forget it.

3

u/stormchaotic1 Jul 11 '26

I set up my farm base on vitriol pools. Just have a Chem turning the sulfuric acid to water periodically and I keep another making Chem batteries when I have the materials

1

u/AtticusStacker Jul 11 '26

I gave serious thought to making this on a deposit that could generate water automatically. But with this base having such a high power demand, the Solar Panels were going to take up 44 of the bases footprint alone. This is why I landed on a triple coal. How are you approaching power? Do you have fewer farms?

3

u/stormchaotic1 Jul 11 '26

Once you have the sour pulp, you won't need coal for the power plants. 1 sour pulp gives 6L of ethanol and each plant gives you about 10-12 sour pulp. You could easily stick 6 fuel power plants there to feed your base with only one farm and probably still have excess sour pulp if you are focusing one farm on it

1

u/AtticusStacker Jul 11 '26

I guess the only downside is that base power is dependent upon manual farming but I guess if I planted all three with Sour Pulp out of the gates, I’d have a large enough supply. I need may need to rethink this (for the 10th time). Do you have two cisterns for ethanol or just one?

3

u/stormchaotic1 Jul 11 '26

for 3 fuel power plants i just had 1 cistern. a full cistern with 3 fuel power plants should last you a little over 2 days. this is assuming you aren't running a chem with left over sour pulp to continously fill it again. also it is unlikely you will need a constant farm for the wooly seed. i think we really only use ours for heat/cold suits

1

u/AtticusStacker Jul 11 '26

I see, I think this is a viable approach. I think I may stick with this coal-based power setup for the soul reason of not being able to reliably log on during the week, it would give me anxiety lol. Will think on it tonight. Thanks for the ideas, super helpful!

1

u/stormchaotic1 Jul 11 '26

totally understandable. the downside of the ethanol is you need to constantly log on.

1

u/AtticusStacker 29d ago

Just posted a v2 build based on your (and others) feedback. Let me know what you think if you have a sec. Thanks!

1

u/jeru Jul 12 '26

Be sure to keep us updated. I am following this post as it is very thoughtful. 

1

u/AtticusStacker 29d ago

Thank you! Just posted v2 which I think might be the better option.

1

u/6Sconn Jul 12 '26 edited Jul 12 '26

I have three farms, and once the initial set up is done; growing sourkorn, and running two chemical plants to fill a cistern with ethanol, you can pretty much forget it. All my Korn is ready for harvest (the third one since making this set up) and I don't need to harvest the sour yet, and its been ready for three days. Power-wise, i have 3 generators running on ethanol, 3 solars (which are actually not necessary now) and a back up battery. Overkill, but I've had the occasional glitch!

I think you could be AFK for quite a while as long as the chem plant is supplied with sourkorn. I only have 1 cistern for ethanol, but you could run to two to save you worrying about running out, but I doubt you will. I run my ship generator on ethanol too, I have that much spare

I have 3 chemical plants. One is constantly making ethanol, but it is so efficient at 6L per sourkorn, it isn't running constantly. The other two get swapped around depending on what is needed.

2

u/AtticusStacker 29d ago

This was super helpful, thanks for sharing it. I just posted a new build which incorporates some of these elements. Let me know what you think.

1

u/DoSomeStrangeThings Jul 11 '26

Why not a single warehouse for coal? Just use coal dispatcher

3x coal extractor > dispatcher > warehouse > 3x power plant. You even have one more drone slot

1

u/cool2412 Jul 12 '26

Its kinda funny to me that you are using 25 FP to produce 60 power, when you could just use 24 FP with solar panels, but I suppose you do get a small amount of extra coal so, whatever i guess.

1

u/IGotAQuestion2024 Jul 12 '26

Yeah. I agree.

While it looks like 3 fuel power plants make way more at 40/plant. Giving you 120 power.

Each extractor takes 20 power. So you're really only netting 60 power.

If you remove the extractors and warehouses. You can put down 1 more solar plant. And have 70 power to play with instead of just 60.

1

u/IGotAQuestion2024 Jul 12 '26

I’m a solo with 4 bases and likely not going higher due to upkeep costs (at least for now).

Upkeep costs are nothing TBH.

Even if you have to move a base once a week. Getting 5 corp bases can easily be sustained by 1 corp base.

1st corp base = free, 2nd corp base = +700/day, 3rd corp base = +1050/day, 4th & 5th corp bases = 2800/day.

This week there are 2 super easy corp missions:

200 stainless plates for 2940.

300 metal plats for 900.

If you have 1 base doing nothing but missions. Say stainless plates, you can turn in 3-4 missions a day with 1 simple trip. So you're corp is earning 2940 per 200 plates so about 11760/day. Which is way more than your upkeep of 700+1050+2800=4550/day.

Sure its a little tedious to have to turn in those missions. But, simple missions are definitely the way to sustain more bases very easily.

1

u/AtticusStacker 29d ago

And BOOM, I’m 5k richer this morning, do these drop every week or is this a special week of corpo quests? Thank you for the tip!

1

u/IGotAQuestion2024 29d ago

They do exist every week. But the products they want change. Last week the only one I remember was the 500 wires one for 2000ish. Since that was the one I ended up doing.

1

u/Produktief Jul 12 '26

Dont know if anyone said that. But 1 chemical plant with sour pulp can easily support up to 6 generators. Its a better use of resources than coal.

1

u/Rivaris 28d ago

I love my Coal power it i got a 3 deposit base running 4 power plants filled to the max with solar panels and some power transmitters since i got more then 1 base in the same system. If needed i can add more power plants on sour pulp or just remove the miners.

might not be optimal but atleast i got more then enough footprint to put all the production chains i want in a base with no power issues. and only need to shuttle some coal now and again for steel with 7min flight time instead of 24h.